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Smoking

I have been a smoker on and off for 26 years. I would like to suggest we apply a simple change to the smoking of herbs in our game.

Beyond reasonable doubt I can say for certain that it takes concentration to light an herb inches from your face.

It also takes at least one of your hands, both if the wind is blowing, and fat luck brother if its raining.

So here is the change suggestion:

Herbs are out of combat only (You can't concentrate!) unless held in hand with a 50% failure in bad weather.

......

I believe this would hinder rangers the most, but from experience cost perspective they need a small set back anyway.

Why rangers? 

I like the idea 

 

+1

rangers utilize bad weather. So the change hurts them more than other melees.

But rangers have staves, so its a wash really and exp costs should not need changed much.

Or...allow in combat, but one round of no outgoing melee.

Like it.

48 minutes ago, Kyzarius said:

Or...allow in combat, but one round of no outgoing melee.

At the very least, the smoker is completely vulnerable to the strike that follows smoking and frankly could not possibly fire a bow to open the round.

Just expanding.

Not making that coding thing easy for Erelei, are you Kyzarius? :rofl:

(Disclaimer: I have no idea how hard that would be to code.)

 

Though I like the idea of out of combat only, I think that them working like potions in battle would be fair enough.  Look how many people use potions in battle now.  Far less hassle to flee then quaff rather than remove, hold, quaff and still have a chance for failure.  Maybe with the previously suggested chance self flameblind during combat included.

You try to roll your doobie but it drops on the ground, ruined.

You light some dark black leaves and smoke it.

Your eyes tear up from smoke...you can't see a thing!"

Out of combat, you're fine.

+1 on the original idea.

So I have been mentally developing this Idea, and expanding its reach.

New Skill: Smoking

Syntax: Smoke (herb) Preserve (herb)

This skill is allowed to all classes at level one like recall, with the exception it is given at 1%. For thieves and ninja this is a class skill and they can practice it normally. For warriors, rangers, berserkers, blade masters, and monks the learning is much slower. Magic users of any type find this skill extremely hard to learn. So, Melee characters learn at a rate of (int+con)/5. Where magic users of any sort will learn at a rate of (int+con-wis)/5.

I know what your thinking, what the hell! Here is the truth, dark leaves NEVER fail. Spells do. A skill based herb mechanic allows them to fail to light the herbs.

Finally, mastery of smoking has advantages addicts already know.

A master of smoking may attempt to "scrape" his bowl to drum up a small dose.

Syntax : Scrape

This adds a drug use timer of 12 hours with no affect.

I think it is a great idea.  I use black herbs even on classes that can cast it.  If my foe can't dispel.  It lasts almost as long, is quicker lag wise, doesn't use the ton of mana sanctuary takes either.

If smoking is gonna have a chance to fail then wimpy should have a chance to fail... :P

2 hours ago, Trick said:

If smoking is gonna have a chance to fail then wimpy should have a chance to fail... :P

If wimpy is gonna fail murder rounds should have cooldowns :) @Trick

If anything is going to happen at any time - rage/bodyslam.

4 hours ago, Izzy said:

If wimpy is gonna fail murder rounds should have cooldowns :) @Trick

I am not sure people actually understand what "murder" does....

Edited

I'm fine with murder working how it does, honestly.  Murder spam can be countered by patience and timing, and is nowhere near the best move for a melee to make most of the time.  Charge spam from a mino is a bit more difficult to deal with because it lags the target, but it's also very combo-specific.

 

I wouldn't at all mind if opening with a mal or mental spell didn't give the enemy a free round against you if they save, though.  It's bad enough they save the spell and it has no effect, but they also get free attacks? ;)

I don't think Herbs should fail - pill / vials / potions don't fail.

However I think they should have 2 rounds lag if used in combat - and need to be held to be used in combat, the same as a potion / vial.

The biggest problem IMO with herbs is the cast level.  Consumables throughout the game are balanced by their level - meaning that Casters still have a level advantage over someone using a consumable.  Herbs are basically better than casting the spell - as they tend to have less lag, don't use mana, and give the same affect.

No Consumable should be better than the class that has it as a defining ability - with the exception of Rares / Uniques.

10 minutes ago, English lad said:

Herbs are basically better than casting the spell - as they tend to have less lag, don't use mana, and give the same affect.

No Consumable should be better than the class that has it as a defining ability - with the exception of Rares / Uniques.

+1

53 minutes ago, English lad said:

Herbs are basically better than casting the spell - as they tend to have less lag, don't use mana, and give the same affect.

That's just not true.

Edited

5 hours ago, f0xx said:

I am not sure people actually understand what "murder" does....

The thought behind it is kind of silly.  Okay so you murder someone......yeah the first time they are going to panic "Omg someone is trying to kill me."  Then you run awan and try to Murder them again.

 

As for what I said my response was a semi serious  jab at trick and the wimpy comment.

1 minute ago, Izzy said:

The thought behind it is kind of silly.  Okay so you murder someone......yeah the first time they are going to panic "Omg someone is trying to kill me."  Then you run awan and try to Murder them again.

That's exactly what I mean....