Shiri2005-02-07 21:13:49
I like the third one. I always thought more lasting afflictions would be a good thing, if done in moderation.
Akraasiel2005-02-07 22:36:56
(another suggestion, increase the timers on hexes)
I would like to see more hex abilities that give greater advantage with careful preparation.
I would like to see more hex abilities that give greater advantage with careful preparation.
Laysus2005-02-08 01:18:51
Well, I just got fed up and forgot hexes so I could learn healing
Sylphas2005-02-08 01:28:02
What annoys me most is how much room hexes has to be an interesting skill, but how little of that is used because of it's current weakness. There's room for an interesting fight between two hex users. Since you can only have 6 hexes in a room at once, you'd have to make sure you were using that space more efficiently than your opponent. You could fill it with hexes and not use them, so that your opponent couldn't use his hexes either. If someone tried it, you could push his out of the way (I don't think you can push others hexes, but it would be nice), or steal them. It'd also be interesting if hexes stayed until they were used, or someone erased them (instead of longer duration per skill rank, it'd be harder for other hexers to erase, like disarming traps).
But currently, all of this potential is wasted. Hexes functions exactly like curses, except for allhex and the limited ability to function as traps (and speaking as a long-time Sentinel, no one in their right mind uses dart traps, i.e. single hexes firing on entrance). It almost seems like they tried to make curses into an Lusternian skillset, and when they tinkered with it, they forgot to playtest it first.
/rant
But currently, all of this potential is wasted. Hexes functions exactly like curses, except for allhex and the limited ability to function as traps (and speaking as a long-time Sentinel, no one in their right mind uses dart traps, i.e. single hexes firing on entrance). It almost seems like they tried to make curses into an Lusternian skillset, and when they tinkered with it, they forgot to playtest it first.
/rant
Akraasiel2005-02-08 02:24:30
Hexes as it is needs massive overhauls, just little upgrades arent going to cut it. The skill itself needs to be reworked.
Daganev2005-02-08 02:27:40
what ever happened to all hex being overpowered and an insta lock?
Terenas2005-02-08 02:40:40
Hexes is just similar to venomlock back in the beginning of the other IRE games. When people did not have a good healing system, or focus in survival to get out of vlock, they considered venoms to be insane. So was with allhex. But since everyone is learning new skills and with healing abilities like focus mind, gedulah, hod, syphon, etc, allhex isn't as powerful as it once was.
Akraasiel2005-02-08 02:56:39
Someone with a lock breaking ability can escape a Vlock in a single combat round.
Narsrim2005-02-08 06:52:53
QUOTE(Akraasiel @ Feb 7 2005, 02:51 AM)
Possible ways to improve hexes-
*Dualhex- throw two hexes simultaneously at your target
*Hexbond- infuse the ground with up to six hexes, from which a random one afflicts your opponent each round
*Bloodhex- 3 power- for a short period of time, you may sling hexes without preparing them by drawing the price direcly from your body. (also constant minor bleeding)
Some utility hexes, to expand the usefulness of the skill
*Soulhex- 6 power- A temporary death, (no experience loss, though if you have vitae, it will set it off) transforming the target into a spirit. When the hex wears off they resume human form once more at the same health mana power wp and endurance levels as when the hex struck. (does not hit upon entering the room, must be specifically targetted)
*Hexgate- 10 power(5 per gateway)using the sacred glyphs that comprise Hexes, one can make a gate between two locations on the same continent that will remain open for a month, or until a hex user COLLAPSEs the HEXGATE.
*Dualhex- throw two hexes simultaneously at your target
*Hexbond- infuse the ground with up to six hexes, from which a random one afflicts your opponent each round
*Bloodhex- 3 power- for a short period of time, you may sling hexes without preparing them by drawing the price direcly from your body. (also constant minor bleeding)
Some utility hexes, to expand the usefulness of the skill
*Soulhex- 6 power- A temporary death, (no experience loss, though if you have vitae, it will set it off) transforming the target into a spirit. When the hex wears off they resume human form once more at the same health mana power wp and endurance levels as when the hex struck. (does not hit upon entering the room, must be specifically targetted)
*Hexgate- 10 power(5 per gateway)using the sacred glyphs that comprise Hexes, one can make a gate between two locations on the same continent that will remain open for a month, or until a hex user COLLAPSEs the HEXGATE.
44046
If soulhex can set off vitae, it should set off lichdom (the ultimate phrase to win the support of Magnagorans to my cause). Vitae normally takes like 20p to use (10p to sip, 10p lost upon death). Lichdom is the same. A 6p hex to knock that out simply would be crap.
Yrael2005-02-08 08:06:12
"Hello. My name is Hexes. Now, I am going to set myself aflame. Then, partially return to my previous form, urinate on the rest of me and go to ashes again."
"Hello. My name is Imperian Evil Eye. I am going to cause Deadeyes to take a little power. I am going to be your friend, and make you get your faith back into the 'Other skill' a guardian can choose."
Evileye = love.
Should be simple enough.
"Hello. My name is Imperian Evil Eye. I am going to cause Deadeyes to take a little power. I am going to be your friend, and make you get your faith back into the 'Other skill' a guardian can choose."
Evileye = love.
Should be simple enough.
Kaervas2005-02-08 11:47:16
Being able to set a timer on hexes would be pretty nice. A bit like fuse works but once the hex is gone it has to be re-drawn.