New Rage
#1
Posted 28 December 2004 - 07:12 PM
Because of this, I think all Berserker HP should be reduced by 50 and, when Rage is casted, increased 150 (temporarily). If ever the berserker takes off rage, the maximum HP (and the current) is reduced by 150 (meaning a berserker can drop dead if they leave their rage stage too soon). This would represent the berserker's high tolerance/disregard of pain and also the coming back of said pain once their rage is over.
(I'll also point out that this means newer berserkers cannot reach their rage state until later in their careers)
In the rage state, all damage it deals should be increased by (level/2) damage (which is a huge increase).
Attacks cannot be directed. As soon as stamina is regained, the berserker will hit any hostile beings (blue or red but not green) at random.
Berserkers are mute in general chat while in rage.
When a berserker tries to get out of rage, it takes 10 seconds (the time it takes to get new stamina) before everything reverts to normal.
A berserker wouldn't suffer any kind of dexterity hinderance while in rage.
#2
Posted 28 December 2004 - 09:21 PM
#4
Posted 28 December 2004 - 11:04 PM
#5
Posted 28 December 2004 - 11:10 PM
supported
Violets are blue
In Soviet Russia
Poem write you!
Belzabar in-game
#6
Posted 29 December 2004 - 08:57 PM
Almost no one uses rage much anymore, this would make the skill used more often.
#7
Posted 29 December 2004 - 11:54 PM
I never went to asia this year i fly by and gave them a big wave.
#8
Posted 30 December 2004 - 12:25 AM
I also deleted it out but thinking about it, while in Rage, berserkers shouldn't be able to use items (their body just wouldn't be able stop and uncork a potion then continue on in their fury)
Also, they should be running around, trying to cleave anything they can find in two. But since that'd be difficult to code, they should just move as if they were drunk.
#9
Posted 30 December 2004 - 02:20 AM
#10
Posted 30 December 2004 - 02:43 AM
Blah. >_<
#11
Posted 30 December 2004 - 06:39 AM
#12
Posted 30 December 2004 - 08:10 PM
#13
Posted 27 January 2005 - 12:16 PM
#14
Posted 27 January 2005 - 06:00 PM
#15
Posted 27 January 2005 - 11:07 PM
Sorry Squee, no dice on this one lol
it's plausible that the SOB hasn't spawned
¯¨:·»Gently spamming the forum since 2003«·:¨¯
#16
Posted 26 February 2005 - 02:32 AM
#17
Posted 17 April 2005 - 03:52 AM
#18
Posted 05 June 2005 - 04:10 AM
i agreeAlthough I do not play Nightmist anymore... As a berserker expert (at least one of them anyway), I support this... If and only if berserkers can hit even allies in random... Considering they do not even think twice in their rage. Berserkers can not process thoughts during rage state, they are prone to killing everything in their path while blinded by anger. So if berserkers were able to hit blue (neutral), red (enemy), and green (allies)... I definitely support this as it prevents a party of 10+ arch zerks with an arch cleric or two healing them. It'd be the duel to the last man standing with 149 hp left.
I support this, with the improvement above orcourse. Makes it a last resort skill.
Edited by Cule, 05 June 2005 - 04:12 AM.
#19
Posted 12 June 2005 - 07:48 AM
SO unsupported Plus can you imagine a human berserker with 600 hp?
....
#20
Posted 02 August 2005 - 10:34 PM
I'd also like to add if they're in a rage they may also accidentally hit themselves so it should be possible to attack Red, Blue, Green and yourself in rage...Although I do not play Nightmist anymore... As a berserker expert (at least one of them anyway), I support this... If and only if berserkers can hit even allies in random... Considering they do not even think twice in their rage. Berserkers can not process thoughts during rage state, they are prone to killing everything in their path while blinded by anger. So if berserkers were able to hit blue (neutral), red (enemy), and green (allies)... I definitely support this as it prevents a party of 10+ arch zerks with an arch cleric or two healing them. It'd be the duel to the last man standing with 149 hp left.
and in the occurance of killing yourself, pk point and death by player point is added (just stating the obvious)
#21
Posted 03 August 2005 - 03:55 AM
I like the general idea, but it just seems not to work out very well when it's thought over by other people.
-Proverbs 4:7
#22
Posted 03 August 2005 - 07:39 AM
Another role-play aspect, you can't attack people in cities because the guards are everywhere, but would a Berserker in a rage pay any attention to the fact that guards were present and hence decide not to attack? If a Berserker in a rage does what I think it does (going berserk!) they will probably not stop until something pacifies them.
To get to the point, I have to say I don't support this... not for Nightmist Classic anyway. For Nightmist II - Dark Strata, however, it could work.
Main crits:
Crane
Europa
Don't kill the
#23
Posted 04 August 2005 - 04:34 AM
Then they "guards" would prevent them from entering? Thus making it so that the skill can't be used in towns?Another role-play aspect, you can't attack people in cities because the guards are everywhere, but would a Berserker in a rage pay any attention to the fact that guards were present and hence decide not to attack? If a Berserker in a rage does what I think it does (going berserk!) they will probably not stop until something pacifies them.
But yeah the idea is getting out of hand, problems with rage is the same with thieves steal abillity and fire arrow for rangers, Next to useless.
#24
Posted 04 August 2005 - 07:04 AM
#25
Posted 04 August 2005 - 08:02 AM
But i agree with Gaddy over complicated
#26
Posted 04 April 2006 - 05:43 AM
#27
Posted 04 April 2006 - 11:30 AM
#28
Posted 05 April 2006 - 04:11 AM
not supported
#29
Posted 18 April 2006 - 09:57 PM
Also, thanks to me, in case some of you didn't see the old topic, NightMist is getting new Rage Pics for next update! That can increase some people... new pictures always have a good turnout with NightMist.
Not Supported, sry :
Look for the pics in next update!
#30
Posted 17 May 2006 - 07:47 PM
Gnarkill- Multi and 1a
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