Status weave/effect updates (Chill, Contagion, Fear and Slow)

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Aureus
Posts: 968
Joined: Mon Dec 28, 2020 11:13 pm

Status weave/effect updates (Chill, Contagion, Fear and Slow)

Post by Aureus » Sun Jan 29, 2023 3:10 pm

Hi all,

We are revamping the main combat status effects, because 1.) there is a lot of overlap between them, 2.) they are often trying to do too much at once (ie, are too strong), and 3.) slow is underused because it is too weak.

Chill
  • Chill no longer reduces DB or PB: it reduces OB only (this makes it more distinct from contagion)
  • Chill no longer causes players to miss combat rounds (this is an effect of fear)
  • Chill lasts 3 tics instead of 5
  • Chill now affects mobs. Previously it could be applied to mobs but didn't modify their stats.
Contagion
  • Contagion no longer reduces OB: it is DB and PB only (this makes it more distinct from chill)
  • Contagion now affects mobs. Previously it could be applied to mobs but didn't modify their stats. The effect against mobs is slightly weaker than against players.
  • Contagion's SP cost reduced from 25 to 20 since the effect is weaker now (still rather expensive, but a little less punishing to fail since it can be hard to land)
Fear
  • Fear will no longer cause players to be unable to engage in combat. ie, "k <whoever>" won't be blocked, but it will still caused missed combat rounds, and other skills will remain harder to initiate. This will allow blocking/spamming while feared and also alleviate the frustration around fear/stab and fear/charge.
  • To keep the power level about the same, it will instead on small (single digit) percent cause players to fail flees at the outset, similar to the "PANIC!" failed flees.
Slow
  • Rather than drain moves directly, slow will be a status aff that blocks the use of artificial regen (vials/refresh/compel) on the slowed person, and increases movement costs for the duration. So it will require the slowed person to play smartly with their moves for a short window.
  • It will be fast to cast, have a very high sp cost, and a very short duration to keep it situational.
Blind
  • Bug fix: Blind was reducing mobs' OB twice, making it 2x as strong as it was supposed to be (against mobs only). Now it only reduces it 1x, which means blinded mobs will have 16% more OB than before.

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