Small Addition to Warding Potions to Fill a Niche

Small Addition to Warding Potions to Fill a Niche
effort 4.428571428571429 7 quality 4.142857142857143 7 reasonability 4.285714285714286 7

there isnt anything down there other than the dragon. the point of the Poison Hole tm is that you get to see a brief glimpse of an ancient monster before you meet a pitiful end

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Yes, there is, but I’m not surprised you didn’t know lol. (exploring it is borderline impossible!)
There’s chests down there and other stuff around the room.

It was clearly made to be explored but exploring it is impossible.

There’s really no point of any of it even being there if the player dies before they can even type:
“Wow, that’s cool!”

theres like 3 chests down there. wow. thats really worth exploring

the main point of the room is the giant dragon (and the sword ig), and killing you quickly for being down there makes you feel like you’ve seen something you weren’t supposed to

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brother, all adding an area where you suddenly and unavoidably (unless you want to down a T5 healing after you jump back out so the poison can actually end) die without warning does is punish players for exploring.

that directly goes against how the game is designed, does it not?

The benefit of this suggestion is that it expands what can be done with such hazards from a gameplay perspective, there could be an entire hazardous island that you can’t hope to navigate without warding, maybe it could have small pockets of safety, and the rewards of such an island could be expanded to match. It expands the design possibilities, without removing the existing design ideas - the hazard could be made too intense for warding to keep safe. I cannot see a downside to this suggestion.

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B-b-b-b-b-b-b-b-b-b-but u supposed to die because dead ancient monster and cool sword

Get out of here with that “I have nothing to add to my ‘side’ so I am going to add stuttering to what someone else said to pretend they’re more stupider than I am” nonsense.

I honestly find the way these hazards are handled in Charon’s Abyss quite lame too, like there’s this big treasure room you have to swim through contaminated water to reach.

You swim through, deal with DoT damage for like a 1:30 while you grab the loot, and then you just wait to regen to do it again to get out.

Not to mention the WHOLE area is filled with the stuff, so you’re gonna just be standing there waiting to regen ALOT. (once again, unless you intend to waste your valuable healing potions)

sure, the way that particular instance was implemented is a bit questionable. it reminds me of some of the cheap shit that deepwoken pulls in places like the depths, which kills you for so much as speaking to a hostile npc.

but the way it was handled with the water corrosion and akursius keep i feel is fine, because it allows you to survive if you’re cautious enough. in the abyss of charon, the water shows up the further down you go, which makes the area feel more dangerous and mysterious.

standing around in these areas is fine, because it’s not like you’re going here more than once, so you still have time to admire your surroundings.

yeah, but when you allow the hazard to be beaten, you start to be less scared of it. if you give the player control over their situation in these spooky scary islands they start to lose their intrigue

Wrong.
The abyss of charon leads to the king’s room which will, in a future update, be a bossfight.
(even if it wasn’t confirmed in the trello that is very obviously a boss arena)

You know you just told a MINOR to commit suicide because of a comment on a random ass forum?

Actually grow a brain because what you just did was disgusting and inexcusable.

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on a second run through you aren’t forced to touch the water, and you now know where the arena is, so it isn’t really a problem

You’re right, I overstepped, don’t jump off a cliff, just try to add something to the conversation next time. I’ll stick to less flavorful ways to say “go away”.

What I’m saying is that players should not be actively punished for exploring.

Should there be hazardous areas? Yes! They’re cool!
Like Walyn said, I’d love to see a whole island you have no hope of surviving on, like Akurius on steroids, and the only way to survive is by wearing the magic equivalent of a hazmat suit.

Should those islands be immediate unavoidable death or waiting games? No, that just sorta kills the feeling for alot of players. People see places like this and think “woah this area’s HORRIBLE, what on earth is it hiding?”

that’s maybe a cool idea, but i think it would fit more for a set of armor that you would have to wear, since that would limit your stats and make you feel like you have less control over your situation rather than more. having a get out of jail free card for all environmental hazards makes the environment seem less threatening, which hurts your overall immersion, if that’s a way to put it. (i know its a buzzword since vetex keeps misusing the word but hopefully you get what i mean)

being brought nearly to death on an island you know nothing about in a place that just gave you i1 really hit me when i was exploring makrinaos for the first time

Exploring Makrinaos the first time was nothing short of magical.

I entered thinking “this area is really similar to the dark sea… I wonder why.”
“oh this is a cool crypt, nice sacrificial altar!”
“wait it goes deeper?”
“WAIT IT GOES DEEPER???”

also one of the reasons I’d put this specifically on the warding stat rather than a super specific special armor set is so the player still has atleast some control over what limited stats are in their build.
this wouldn’t matter, of course, unless they were to add enemies to an island like the prior example that you’d have to fight while warding off the area hazard.

The endgoal is to let more be done with these tools on the development side of things.

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you could still have things that kill you fast even with warding like that one spot in Arkursius Keep, where you can only survive it currently because insanity 5 is bugged not to kill through high warding

There’s also that hole that goes even deeper in Makrinaos that the game remarks is apparently so horrible that you literally can’t make yourself to go down.

yep. best island in AO