#New cool blessing… again
45 messages · Page 1 of 1 (latest)
What do you think the cooldown should be..?
Idk)
seems like what defense should do but just negate the damage
also looks like a frog
Frog is absolutely different, it’s like elephant and hyppo
Unlike percentage reduction, a pig is ideal against many small attacks, but not very effective against 1 large one
It's like comparing a hippo and an elephant - they both have the same effect, but it's not the same thing.
idk what ur talking about
ur asking for a 10 hp damage reduction
literally same thing why would you get hit lose hp and insta heal hp instead of negating the initial 10 dmg.
id say do something like a healing buff after hit
but we have one for encouraging not being hit which is hippo
maybe using both would allow for perm healing bugf
buff
It is for this reason that I wrote 10 hp instead of strengthening healing
yeah either way the way ur saying it is weird u should be asking for damage negation not instant health for taking a hit lmao
There is no "damage negation" in the game, does it make sense to create new mechanics if it is optional?
And the green pig looks like the piglets from Angry birds
dude stop talking to me u def not english or something cause u not getting my point the purpose of yr blessing idea should be damage mitigation not take damage instant heal thats weird and convoluted im done someone else will have to explain to u
My English isn’t good, sorry
It's axyenno
erm... weirdly shallow and aggressive comment lol. not sure why you're being so rude when he clearly understood what you were saying and offered a valid point- there's no "damage negation" in the game right now, so why not use a mechanic that already exists? technically speaking, the armor stat already mitigates damage for you, so an instant heal would make more sense as a blessing and would basically be a side-grade to Frog
Yes! That's exactly what I meant, it's just that I don't speak English very well, so it was hard to argue. (It's good that there is a translator)
Ty
I think Instant would make it function literally like armor with the caviat that you die to hits that armor would block, but what about an "after x Seconds" delay and a stronger payoff?
I think if it's too much, you need to reduce the healing itself, the very idea is that it will work well against a lot of attacks
in that case it would literally just be armor and pretty pointless
think it will be fun. Armor gives less profit when there is more of it, and healing - especially even 10 healings from an attack - is very good, it will help with a dragon, it will help you survive a battle with a salamander, and in principle it's not bad to save 10 hp - it's always nice
Instant healing is very much just damage mitigation - which is the job of the armor value, I personally dont think we need 2 stats with the exact same purpose honestly
This would essentially be some true damage armor but I think the enemies that have true damage do so because otherwise you could sit inside them and nothing would happen - with this blessing Dragon would effectively do 3 damage per projectile and you could endlessly sit inside him, which is something I personally dont want to see
10 armor is not a negation of 10 damage, the more armor, the less negation there will be, and if the blessing heals by 10, the dragon, although with difficulty, will be able to kill the player
If the intent behind certain mobs was that they could have their damage mitigated, they would not do true damage. I dont think we need this blessing for now
i think u got it wrong it to doesnt make sense
^^
it does make sense, it would protect you from hits that deal low damage but it wouldn't prevent you from being 1-shot by larger hits and/or shotgun attacks that happen instantly
and if we wanted to balance it around mountain dragon (or bleeds), we could make it so that true damage doesn't trigger the heal
I think the purpose of the true damage was only to penetrate the armor, and yet most of the true damage would still work if it was treated after being hit, rather than after taking damage
I don’t believe it is the same as damage mitigation because let’s say a player is at 10 hp, and takes a hit that does 10 damage if that gets negated they live, but if they lost it then tried to heal it, their hp would have hit 0 and they would have died before they healed it back, not to mention I’d imagine it’d still heal if let’s for say yak was to proc on that same hit too, then it’s a free heal and you wouldn’t have noticed anything at all aside from yak if it was just a damage mitigation instead.
I do think it should heal on a delay or something though, because I could see this being really broken with certain builds as is
Like what if it tracked your hits during combat and then healed you 10 for every hit you took after combat, or just stacked up and healed whatever amount every 5 secs. Then you couldn’t just sit on things etc but you’d still get the benefit of having full hp after combat