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File: elements.png (1007 KB, 639x612)
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>elemental magic

fire
>burns
ice
>slows
lightning
>stuns
wind
>blows
>>
*puts gun to your head*
Ok now make burn, poison and bleed distinct from each other.
>>
>>719932047
Poison lowers def and ramps up if not cured
Burn is high damage low duration and can be cured much more easily (water environmental interactions etc )
Bleed is slow small ticks but each time you act it gets worse, cannot be healed in battle
>>
>>719932047
>Ok now make burn, poison and bleed
>burn
high damage/second, low duration
>poison
vomit or diarrhea
>bleed
requires fleshy target, varying intensity - can be minor to severe, higher threshold impacts your action economy/stamina/actions cost more
>>
>>719932047
burn is shorter but does more damage and can be cured in alternative ways like moving around and water/ice related things in addition to spells and items
poison does less damage but is longer and can only be cured with spells or antidote items, bonus points if moving around makes it worse
remove bleed, it fucking sucks because there's usually tons of attacks from sharp metal objects that don't cause it
>>
>>719932047
>burn
Damages you and spreads to enemies you touch or melee hit.
>poison
Debuffs you more and more over time until it finally kills you.
>bleed
Drains your HP by an increasing amount with each physical hit you take. Bleeding + poisoned entities can spread poison and debuffs in general to other bleeding entities.
>>
>>719932047
Burn is easier to defend against magically, but harder to defend against physically
Poison is easier to defend against physically, but harder to defend against magically
Bleed is easy to defend against in general, but has better potency and scaling
>>
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>>719931652
I like how Nioh does it
Fire: damage over time
Water: increases damage taken
Wind: slows down
Earth: decreases stamina recovery

and enemies have weaknesses and strenghts so you can actually use elements on your favor
>>
>>719932047
Check out Across the Obelisk.

>Burn
Does damage at the beginning of a unit's turn based on how many stacks, but can be dispelled with wet or slowly over time. Increases weakness to fire with higher stacks.

>Poison
Does damage at the end of a unit's turn based on stack amount. Must be dispelled with an ability that removes poison.

>Bleed
Does damage at the start of a unit's turn based on stack amount. Must be dispelled with an ability that removes bleed.
>>
>>719932434
>eat bad mushroom
>armor starts to crack
?
>>
>>719932047
Other anons covered drawbacks well, but here's some ideas for situational counterplay synergies. Assuming turn-based combat with these.
>Burn
Enemies without fire resistance who attack you via melee get damaged themselves from the fire, with longer-animated attacks resulting in them getting Burned as well.
>Bleed
HP and MP draining techniques don't work against you.
>Poison
Basically Burn, but caused by YOU making contact with the enemy.
>>
>>719933201
Defense can be natural, or less being less resilient in general, not just a +bonus from armor.
>>
>>719933265
Methinks that burn should also have the side effect of curing bleed. Let's say that burning does quick but fixed damage, while bleed DOTs but guarantees death. That way if you start to bleed while still having lots of HP, then it might be better to cut your losses and tank a burn on purpose.
>>
>>719934674
cauterizing a wound would be a specific and deliberate method of healing, not just a side effect of burn
>>
>>719932047
Burning freaks the victim out, so if they can't hold their composure, they just run around doing nothing. And sometimes it spreads because of that.
>>
>>719934814
I don't mean that that would be the main way to cure bleeding, but it should be a valid option if you have nothing else. Could make for fun combat situations, I think.
>>
>>719931652
I think SMT4 Apocalypse made it so that if you used a wind spell on a target that was already burning they would take like double or triple damage from the burn because of winds stoking the fire.
>>
>>719931652
>wind
silences
>>
>>719935679
shush
*farts*
That's dumb.
>>
>>719932047
I wanted to write a long post but everyone basically already covered it.
Fire is pretty damaging but short lasting, may make the victim panic if not resistant.
Poison increases damage you take and lowers damage you deal physically. It will also slow you down or make you vomit. Doesn't go away on its own. It either doesn't do damage or does a very miniscule amount.
Bleed must penetrate armor to proc and can be stacked. Defending applies basic first aid to slow down or remove a bleed stack.
>>
>>719931652
>Ice
Slow enemy, kite them to death
>Lightning
Stun enemy, attack them to death when they are stunned
>Wind
Move enemy away and deal damage. When enemy approaches, move enemy away and deal damage. When enemy approaches, move enemy away and deal damage. When enemy approaches, move enemy away and deal damage. When enemy approaches, move enemy away and deal damage. When enemy approaches, move enemy away and deal damage.
>Fire
"Here have this 2 HP/sec DoT from your 2000 damage attack"

Fire sucks.
>>
>>719932047
>Burn
DoT, can spread and affect environmental hazards,different immune/weak enemies to it compared to poison and bleed,high damage
>Poison
DoT,also causes slowness and/or reduces stats/accuracy. Basically a debuff with added on long lasting low DoT
>Bleed
Requires target to have flesh,causes much more damage when moving
>>
Any games that let you redirect enemy projectiles with wind?
>>
>>719936742
Tf2 has an airblast that lets you send rockets, arrows, and grenades back.
Probably not exactly what you're looking for but the idea is there. Wish more games would let you do that.
>>
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>the elemental attacks don't burn, freeze, shock, make them wet, etc
>the only thing that basically changes is what color it is and what enemies are weak to it
Your arrpig is automatically trash tier
>>
>two characters with fire-themed powers are about to fight
>"let's see whose flames burn hotter"
KINOOOOOOO
>>
>>719937030
>one is actual flames and the other is metaphorical
>>
>>719931652
O
>>
>>719937030
Kyo vs. Iori?
>>
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>>719932047
>burn
Extremely high DoT if badly hit and no resistance, but high MP cost or dangerous to cast, slow to cast, highly telegraphed and thus easy to dodge, instantly put out by water, etc.
>poison
Varying effects and length of effect depending on the strength of the poisonous attack and how many hits taken. Most commonly DoT or debuff. Can be insta-cured by the right antidote.
>bleed
DoT AND lowers max HP indefinitely after healing until strong healing magic or bandages are used.
>>
>>719932047
Bleed gets healed with normal heals but is applied more commonly from regular slash or pierce based attacks
Burn heals over time and is a side effect from only fire attacks which are more specific
Poison can only be cured with antidote
>>
>>719932047
>burn
Damage over time
>poison
Reduce offense
>bleed
Reduce defense
>>
>>719937639
>poison doesn't reduce defense
>bleed doesn't reduce offense
This is retarded and Pokemon-brained
>>
>acid and poison are two separate elements
I mean it makes sense but it feels wrong
>>
>>719937695
Poison makes your body feel weak in general. Bleeding just means you're losing blood which isn't that big of a deal when it comes to attacking. If an enemy hits you on the spot you're bleeding, it'll just make things even worse.
>>
>>719932047
>Burn
high damage over time over short time, may apply debuff to certain physical attributes when it stops. Halted or worsened by certain actions and environmental conditions (water, flammable substances, etc.)
>Poison
debuffs physical and mental attributes, may kill if it stacks too much, or if it reduces attributes to zero or less.
>Bleed
applies damage over time. Stacks. Reduces healing efficiency. May slowly heal each stack if standing still/resting for long enough. Doing most actions may increase the number of stacks.
>>
>>719937803
Not that anon, but what? Bleeding can and will make you pass out if it's severe enough.
>>
>>719937981
Hence reduce defense. They keep attacking you, you'll pass out.



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