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Make Slimes Scary

Discussion in 'Wishlist Requests' started by Traveller13, Sep 21, 2022.

  1. Traveller13

    Traveller13 Bug Hunter

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    Hers's some ideas for making slimes scary with more than just increased damage on their attacks. They come from memories of D&D.


    Green slimes dissolve flesh. In-game mechanic would be the player's max health would be reduced until a heal/restoration potion is cast or consumed. The player's new max health would be set at that point. The only way to restore the player's original max health would be with a regeneration potion. Perhaps the strength required-- base/greater/aether-- would be based on the size of the slime that did the damage.

    EDIT: I forgot the part that if you die from a green slime's dissolve, you become one. The size is determined by level.

    Coral slimes disintegrate organic material-- cloth, leather and wood. In-game mechanic would be the max damage of affected item, armor or weapon, would continually reduce until a field repair is made, at which time the new max damage would be set. Bench repairs would be the only way to restore the max damage say at +1/ +3/ +5 per repair based on repair skill level 100/120/140.


    Death Metal slimes live up to their name and affect metal armor and weapons the same way coral slimes affect organic material.
     
    Last edited: Sep 21, 2022
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  2. Time Lord

    Time Lord Avatar

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    Flubber
    Maybe Evasive
    ~Time Lord~
     
  3. FrostII

    FrostII Bug Hunter

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    Ummm.... NO for various reasons. :(
     
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  4. Barugon

    Barugon Avatar

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    LOL, anyone remember the zombie plague?
     
  5. FBohler

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    In my opinion this wouldn't add challenge or fun, only frustration.
     
  6. necronut

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    Maybe something like this... but instead... make all those death traps, fire traps, spike traps, etc., make them... I dunno... kill you. Give people a reason to not step on them.
     
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  7. ConjurerDragon

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    If traps can be lethal then there needs to be a way to disarm them, either by skill or spell.
     
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  8. necronut

    necronut Avatar

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    Or, at the very least, if they're going to stay completely pointless... just remove them.
     
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  9. ConjurerDragon

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    No trap is completely pointless even if it is non-lethal. It can serve as your personal fireworks, be seen as the bugle call that announces your entrance and warns the proprietor of the property of your presence or as a little remember that you are on hostile ground.

    I personally found them nice to see at work, especially given proper warning, e.g. in the barn of Filson with the note outside warning Dawson that "We get that vermin with the new traps. DonĀ“t get killed as you have to harvest the cotton."

    The spike trap looked scary, even as if impaling and temporarily restricting movement while seemingly continuing to bleed dry. However a bit of moving and jumping freed my avatar again. And the burning arrows just look very nicely done.
     
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  10. FBohler

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    +1 for removing traps from the game. Zero challenge 100% nuisance.