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IDProjectCategoryLast Update
0007856Valley 1Suggestion - Spell IdeasMay 17, 2012 5:06 am
ReporterMicosil Assigned To 
Status consideringResolutionopen 
Product Version1.020 
Summary0007856: New spell - Entropic mines
DescriptionUnsurprisingly, the spell summons mines that arm after one second. Once armed, they deal high entropy damage and moderate knockback in a small AoE when an enemy passes over them, giving you a good way to deal with melee enemies in narrow places.

The mines would work like platforms - if there's a wall for them, they'll latch onto it; if not they'll fall until there is. They wouldn't be targeted by the enemies, but they will be destroyed if they're hit by stray shots, and you can only have a small amount of them active at a time (they cost mana to keep active, so the higher your mana the more you can have at once). In the case of melee attackers, the mines should blow up and deal damage.

Could sidegrade into armored mines, which would be background (so they can't be hit by most enemy shots) and deal DoT from shrapnel, but have a much higher mana-per-mine cost.

It seems like entropy is the go-to spell branch when you're looking for anything unusual, and it doesn't have enough damage spells, so I put it there, but it could easily go in fire as well.

Edit: Changed from a fixed limit to a max-mana based limit.
TagsNo tags attached.
Internal WeightFeature Suggestion

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BenMiff

May 16, 2012 12:20 pm

reporter   ~0024318

I like these, but the one per level limit is way too low. It might be better to have them "keep" the mana until they detonate, adding another benefit to high mana since the high mana cap means you can maintain more mines. If you try to cast a spell that you don't have the mana for, it detonates the oldest mine and releases the mana - this avoids getting stuck with no mana and no way to get it back. Mines wouldn't persist if you leave an area, so you'd get the mana back on leaving the area as well.

I don't see why there can't be versions in both Entropy and Fire. Maybe a Water version that detonates with ice, and also slows those it injures (at the cost of less damage), and a Light version that also chucks off a light effect (like Flash Of Light) on detonation.

Micosil

May 17, 2012 5:04 am

reporter   ~0024377

I like the mana idea :D That way there's actually some use to having higher mana other than being able to cast creeping death at the start of the game. It'd also allow you to cover an area in mines, making sure the enemy gets hit. I guess a much higher mana cost for upgraded mines, then?

I originally put them in entropy because I didn't think we had enough dmg spells in entropy but, yeah, there's really no reason why you wouldn't be able to have multiple types of mines - and side effects sound good too. Fire mines setting the enemy ablaze, frost ones slowing the enemy, light ones... Flashbang? Stuns the enemy? A mine that does the same thing as "Flash of light" but costs more mana and requires an enemy to step on it to work doesn't sound like something I'd use much, all things considered.

Issue History

Date Modified Username Field Change
May 16, 2012 6:14 am Micosil New Issue
May 16, 2012 11:29 am tigersfan Internal Weight => Feature Suggestion
May 16, 2012 11:29 am tigersfan Status new => considering
May 16, 2012 12:20 pm BenMiff Note Added: 0024318
May 17, 2012 5:04 am Micosil Note Added: 0024377
May 17, 2012 5:06 am Micosil Description Updated