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>game has burn, bleed and poison status effects
>they all just make your character lose HP slowly
how would you fix this?
>>
>burn doesn't do dps but rather hinders the characters performances such as lower atk dmg or takes more dmg; as irl burns are hard to heal
>bleed does a simple dps but if your hp is at a certain percentage your performance will reduce, such as lower atk
>poison leave it be, your standard dps
>>
>burn
no effect when wearing fire elemental armor
>bleed
lose hp with every action
>poison
normal effect
>>
>>736875198
I would add some secondary debuff on top of the health drain.
>poison slows
>burn makes you take increased damage
>bleed makes you attacks weaker
>>
>>736875198
>bleed is standard dps
>poison lowers stat recovery/decrease damage absorbtion
>Burn temporarily lowers max health
Burn and poison are interchangeable
>>
>>736875526
>>bleed
>lose hp with every action
I like this one
>>
>>736875604
Nta but I think that's how PoE uses bleed
>>
Burn also severely lowers defense, poison also moderately lowers attack and can randomly stagger/cause loss of control/skip turn, bleed damage doubles with each tick and applications can stack. Bleed is exclusive to enemies and cannot be applied by the player
>>
>>736875742
>bleed damage doubles with each tick and applications can stack
yeah not broken at all. enjoy losing 32768 hp every turn
>>
>burn
Stop drop and roll to extinguish yourself
>poison
Lower dmg but longer lasting
>bleed
Liberty save you
>>
all of this shit is just to give purpose to different armor sets, rings, or medicines.
>>
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what if you're poisoned, bleeding, and burning at the same time
>>
>>736875639
PoE, MH, LoR, all good games figured out that bleed=damage taken when you do something
>>
>>736875198
sorry, I'm not going to design your game
>>
>>736876152
Best hope for a cleric/white mage
>>
>>736875198
>game has freeze
>you just get stuck and lose zero health
Did you ever get a frostbite? Shit hurts like a motherfucker!
>>
Bleed = Take damage when you're doing an action is a stupid mechanic.

It just disrupts the pacing of the game.
>>
>>736876152
Confusion
>>
Make all of them make the target lose HP quickly instead, and make them stack.
>>
>>736875198
>Burn gives vulnerability to fire damage for X amount of time
>Bleed is a damage over time effect that can increase stacks infinitely as long as you add a new stack before the old one expires.
>Poison lowers all stats and lasts a limited amount of time, however low chance that another status effect from a pool will get added on a 'crit'. IE paralysis, stat downs, and turn skips.
>>
>>736875198
I like how Grim Dawn does it.
>I
>N
>T
>E
>R
>N
>A
>L

>T
>R
>A
>U
>M
>A
>>
>>736875198
anatomy/physics simulation that abandons abstracting health as a number and causes the model to fail in different ways according to the affliction
>>
>>736875198
burn damages armor/items/weapons
bleed causes hp loss over time
poison weakens attacks/slows animations
>>
>>736875198
Burn effect causes character to get stunned every couple of seconds, bleed just normal HP loss, poison causes character to vomit unexpectedly
>>
>>736875198
Nioh handled it best I think
>Fire: simple dmg over time, you can remove it by rolling
>Water: receive extra damage
>Lightning: Slows speed and movement
>Earth: take double ki damage

>poison: lasts longer and deals more damage than fire, and requires antidote to remove
>stench: getting covered in something gross makes your character puke
>Paralyzed: enough said
>>
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>>736876152
>poisoned, bleeding, and burning
>>
>burn
highest damage, but easiest to put out by doing actions that move you around
>bleed
opposite of burn where it does more damage the more you move, the less you move the quicker it fades
>poison
slowest, but requires proper healing/antidote
>>
>>736875198
Burn should be limit your actions a lot, since getting on fire is really fucked up, also the DPS for burn should be high
Bleed makes you lose HP based on the actions you make
Poison should actually have different kinds of effects thought that would mean having different kinds of poison too, maybe having you slow down could be a general effect for it (IRL lethal poisons usually make you convulse or paralyze until you die)
>>
>Burn
Damages items in your inventory and either ruins them outright or reduces their efficacy.
>Poison
Permanent max HP degradation until antidote is used or you rest at an inn/save/whatever
>Bleed
Cap on stamina until same rest method as above, character also moves slower due to blood loss, enemies gain increased accuracy because your reduced mobility.
>>
>burn
bosses are immune to it
>bleed
bosses are immune to it
>poison
bosses are immune to it
>>
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>burn
other characters berate you at random intervals
>bleed
tampons
>poison
swaps your voice from male to female and other npcs hate you but are polite about it
>>
>>736876653
>Except for some reason the final bosses' final form which can be cheesed with a level 1 petrification spell as well as other status effects.
>>
>>736875198
>bleed
damage increased with movement/exertion and decreased with guarding/being still
>burn
high damage at first, goes down overtime
burn effects reset with every proc (that's a good thing for the burner)
>poison
low damage at first, goes up overtime
poison continually stacks (that's a good thing for the poisoner)
>>
>>736875198
The same way devs dealt with it before they got overly lazy. Debuffs hinder your abilities in different ways and there are different ways you can decrease the penalties with the right equipment.

For example, burn would hinder your movement as your character panics in pain, bleed could force you to move slower as faster movement hurts you more, and poison could be messing up your vision/aim. You know, classic game design. Back when being a dick was the way to go.

>>736876729
fuck you I cannot not read that shit in Kermit's voice.
>>
>>736876152
Hard as a fucking rock
>>
>>736876152
you ate a spicy moldy tortilla chip
>>
>poison is a stack that goes up every time you take action. Fail to cure it before it caps and it kills you
>bleed inflicts damage every time you move or attack, doing more damage with each consecutive action
>burn hinders movement, lowers physical attack power and leaves you more susceptible to other status ailments
>>
Make one tick of damage happen every step and flash the screen
>>
>>736876152
Fire burns the poison away while cauterizating the wounds, stopping the bleeding
>>
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>>736877021
>burn would hinder your movement as your character panics in pain, bleed could force you to move slower as faster movement hurts you more, and poison could be messing up your vision/aim
call of cthulhu dark corners of the earth had something like this, you could get hurt in several ways in any part of your body and it would have a corresponding effect. a broken leg would make you limp, a broken arm would mess up your aim etc. it's insane that no other game copied the system
>>
>burn
seethe
>bleed
dilate
>poison
consoom
>>
>>736877836
>poison
*coom
>>
>Automaton/non-biological enemy
>poison works
>>
>>736877009
>low damage at first, goes up overtime
Not a bad idea for attrition based builds. Might be kind of annoying to fight against tho
>>
>>736878259
>singleplayer
antidote resets stacks, bosses have ways to antidote too but you can stop them if you know what you're doing
>multiplayer
depends on how recently the character with poison was purchasable
>>
>>736875198
Walk on water/roll on the ground and burn disappears. Poison does not.
>>
I always thought it was the dumbest fucking thing in World of Warcraft that you can't cure bleeds with first aid
>>
>>736875198
>burn
Can spread
Can be extinguished by dodging/rolling
Can power up subsequent fire attacks

Fire is a zone control tool that forces your enemies to move a lot more than they'd like, lest they take powerful follow-up attacks.

>bleed
Can stack
Deals more damage as you move (monster hunter, dota2)
Can staunch all bleeding stacks by sacrificing a turn, so it becomes a chicken race of how much bleed you're willing to take before you staunch

Bleed becomes a soft CC where the enemy has freedom to delay their "stun", but take more damage as they delay it.

>poison
DPS with stat reduction, depending on the poison
Some enemies are immune to one poison but vulnerable to another
Enemies build up partial immunity to specific poisons as they're inflicted
Antidotes can be used, but using too many in one battle instantly kills the user (it's toxic or something make some shit up)

Unlike the other ones, poison mostly focuses on the user. They need to carefully plan out their poisons before the poison immunity renders them all ineffective.
The enemy can choose which poisons they want to not suffer full effects from with antidotes. Due to the limited uses, they will have to suffer full poison eventually.
>>
damn these status effects suck and so do all the suggestions itt why the fuck would anyone ever put any of this shit in their videogames? what an annoyance
>>
>>736875198
Worse is Pokémon:
>Paralyse: Just has a coinflip of doing nothing or stunned.
>Confusion: Has a chance of hitting themselves.
>Frozen: Can't move until it wears off.
>Sleep: Same as Frozen.
>Frozen does not cause more damage if hit with a fire attack for synergy play either.
WHAT THE FUCK IS THE POINT OF THIS!?!?



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