Secondary Effects (Full Version)

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Qwerty Again -> Secondary Effects (9/29/2014 0:30:48)

What if everytime a luck factor comes in (block, crit, deflect etc. ) an old passive would come into play.

For example: If you player 1 blocks player 2, player 2 gains bloodlust as he is is angry he got blocked

If player 1 deflects player 2, player 2 gains deadly aim as he is more careful about where he shoots
If player 1 crits player 2, player 2 will get shadowarts as he is more careful and watches opponent better

So basically what I mean is that there should be a secondary effect that comes into play if a luck oriented effect occurs. This way luck is not so 1 way and it is easier for others to rebound from to many luckies




Remorse -> RE: Secondary Effects (9/29/2014 8:11:59)

This idea would be extremely hard to balance and highly nonviable.

In my opinion bad luck is not a problem it's a result,
The original problem, is boring easy gameplay which means luck is the main determinate of winning.


If they improve gameplay then luck will be fine.








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