EH Dingus nerbuffs

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Total votes: 5

Klapaucius
Posts: 262
Joined: Wed Nov 24, 2021 10:36 am

EH Dingus nerbuffs

Post by Klapaucius »

I think the EH dingii should be overhauled.

The theme of this overhaul is:
- passive bonus which helps everyone (friend and foe)
- shenanigans effect which causes trouble but mostly for your foe and helps you


Dingus of death

Shenanigans effect:
The spirit of any character who dies under the effect of the dingus is resurrected as a spooky ghost on the tile. The corpse is not used for this.

- Good character souls make holy ghosts who attack evil (and neutral if the EH has zealotry). Ignore auras!
- Neutral character souls make neutral ghosts who don't believe in anything. Aggressive to non-allied.
- Evil character souls come out aggressive but wont attack the EH. They're a bit stronger. Never affects the EH morality.

Or they can all just be vengeful spirits set to aggressive to non-allied. That's fine too.

Passive effect:
Keep the damage floor because why not. It synergises with the shenanigans effect. Delete the AP on kill effect that seems like a liability if the player count increases.


Dingus of Conquest

Passive effect:
- Increase the bonus to 10%, but make it for all characters

Shenanigans effect:
- Delete the infusion aspect of the skill infusion sucks. having your SH defused (which is the ONLY place that dingus is going get used) sucks extra hard. This skill is for forcing people who don't want to play the infusion game to play the infusion game
- Make the effect reduce MP cost for good characters (25%? something like that)


Dingus of War
Passive effect:
Keep the damage effect (+2 damage to all)

Shenanigans effect:
Damage taken by good characters is accumulated in the dingus. Once it reaches 300 damage total, it unleashes a sick AoE attack that targets evil/neutrals if you got HoZ. Bam! Once per dingus. After the AoE occurs, the passive bonus is increased to +3. If the EH wants another AoE, they can recast and over-write the existing one.


Dingus of judgement
Shenanigans effect:
- The current one is pretty good, except MO effects incurred by pets should apply to the pet, not the petmaster. I think using judgement to explode defending petmasters is unfair.

Passive effect:
- Hide chance -25% for all characters (THE LIGHT OF JUDGEMENT stops those damn defenders from hiding). Not super strong because the shenanigans effect is already really solid.
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