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Environment/Weather buffs and debuffs in WotLK
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Post by
171068
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Post by
Resistance
Cloth or leather could get singed when in lava and mail and plate could get rusted while underwater / raining or snowing which reduces durability (more for the singing, because it happens less often).
But I like the idea, or maybe like frost mages throwing snow in an icy environment to slow people down? Zone specific abilities or something.
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171068
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169025
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88194
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203977
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Post by
Kalken
It's all about balance, and this would tip the scales in a bad way. A fire mage in Mc would deal more damage but everything is immune to fire. A frost mage would deal less damage yet would be the only spec viable for that instance.
Post by
171068
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171068
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Post by
blah17
I think the changes would have to be very subtle to prevent it from being too significant.
I particularly like the rogue one though, Rogues alweys seem too magical to me... "Im in the middle of a fricken open feild standing 6 feet in front of you, but you cant see me! And I just teleported behing you!"
For the most part though I would say things should affect everyone (Or mostly everyone) in a small way, not so much affecting one person.
I think the movement affecting ideas are good, something like in rockey terrain everyone but warriors gets a 2% movement speed reduction (Warrior in full plate doesn't give a @%&# about some pointy rocks) however a warrior would have a movement reduction in say a thick forest.
Post by
42580
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Post by
ArgentSun
I've had this idea a while ago, and it's actually implementable even now. Take the Spirit Towers buff for example - it's easy to make a zone-wide buff.
My suggestions for buffs and debuffs:
Arcane Echos
- Remnants of powerful arcane magics fill the air
. Arcane spells receive 5% bonus damage. Nature spells have their mana cost increased by 5%.
Available in places intense with magic (Crystalsong Forest, Netherstorm, Karazhan, etc). Slaying a member of the Blue Dragonflight with level equal or higher to the caster's level will also grant the buff for 2 minutes. Effect doesn't stack with any other zone or weather effects.
Burning Currents
- The hot air currents of this place carry your fire further away
. Fire spells receive 10 yd bonus range, and 2 yd bonus radius. Frost spells have their damage reduced by 5%
Available in zones with active burning territories or lava pools (Burning Steppes, Shadowmoon Valley).
Freezing Air
- Low temperature empowers your frost spells.
Frost spells have 5% chance to freeze the target in place for 3 seconds. Any damage may break the effect. Reduces your chance to hit with fire spells by 4%.
Available in snowy zones (Winterspring, Borean Tundra, Dragonblight)
Wet World
- water surrounds you
. Frost spells have 20% chance to inflict 100% of their damage to enemies within 5yd of the target. Fire spells have their mana cost and casting time increased by 50%.
Sacred Grounds
- The ground beneath you pulses with purity
. Increases the critical effect chance of your Holy spells by 5%. In addition, your damage holy spells have 10% chance to decrease the attack speed of your target by 30% for 10 seconds, and your healing holy spells have 10% chance to increase the haste rating of your target by 450 for 6 seconds. Shadow spells cause the caster to receive 10% of the damage he/she does.
Available in sacred temples and tombs. Consecration has 1% chance per tick to create Holy Ground in the affected area, for 10 seconds. Holy Nova spells have 15% chance to create Holy Ground in the affected area, for 10 seconds.
Earthmother's Blessing
- The Earthmother herself assists you
. Your damaging nature spells have 3% to stun the target for 4 seconds, and your healing nature spells have 10% to apply "
Earth's Endurance
" on the target, rendering it immune to fear and stun effects for 8 seconds. Arcane spells have their casting time increased by 20%.
Available in all zones with strong vegetation (Nagrand, Stranglethorn Vale).
Dusk
- Dark energies cover the area in black shadows
. Your direct shadow spells have 10% chance to inflict "
Vivid Nightmares
" stackable debuff on the target. Each application of the debuff reduces your target's armor by 500, attack power by 200, resistances to all magic schools by 20, and spell hit rating by 10.
Available in cursed places or ten minutes before and after sunset.
Those are the basic elemental ones. The ones closer to the end might be a little OP compared to the first one, because I don't have a table to compare them to each other - I just write. Other than those I have a few goodies for the physical DPS classes.
Upper Ground
- You take advantage over the enemy with your higher position
. If you are at least 10 yd above your target, your damage is increased by 10% against that target.
Tricks from the Street
- You use dirty tricks to distract your target
. Every enemy in melee range is affected by "
Dust Cloud
", reducing their chance to hit with 5%.
Available in dusty zones and deserts.
Fear of the Dark
- The enemies shiver in terror
. Every time you score a critical hit immediately after leaving Stealth, your target becomes paralyzed with fear, unable to move, attack, or cast spells, for 4 seconds.
Intimidating Appearance
- Your opening attacks catch the enemy unready to defend
. Your first attack after a charge ignores 30% of your target's armor.
Well, I thought I had some goodies for the physical DPS. It looks like I can't think of anything real zone/weather related right now, but I'll definitely try tomorrow.
I've tried to make them all balanced, but it doesn't look like they are.
Post by
115703
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