View Full Version : Here's an idea to improve the effectiveness of Harm Touch...

12-22-2004, 09:23 PM
<DIV>Alright, currently HT is a resistable disease damage attack on a 30 minute timer.  I myself use it for extreme emergencies only, and I live in fear of the day it fails when I'm trying to save myself from debt.  So after some thought, I came up with some possible adjustments to HT that would hopefully improve the ability without seriously imbalancing the game.  First though, what we <EM>shouldn't </EM>do:</DIV> <DIV> </DIV> <DIV>1. Make it unresistable.  As it currently stands, making it unresistable would open the door for massive exploitation, leading to what many have termed "one-shot" kills.  This is unacceptable.</DIV> <DIV> </DIV> <DIV>2. Reduce the timer.  Same problem, makes it more of a regular feature in combat, increasing our DPS beyond acceptable limits.</DIV> <DIV> </DIV> <DIV>Now, I propose HT's nature be changed.  This is the seething outpouring of hatred and loathing that we summon from the depths after all.  Instead of doing damage by numbers, why not damage by <EM>percentages?</EM>  </DIV> <DIV> </DIV> <DIV>In this manner, HT could either do say... 25-50% damage to a creature's current lifebar, and not be able to kill it, or 10-20% damage to a creature's maximum lifebar, and only kill it if it was below the lowest threshold of the spell.</DIV> <DIV> </DIV> <DIV>I know I said earlier that HT, as it is now, shouldn't be unresistable.  Yet it seems to me that if HT cannot kill, there's no reason to make it unresistable.  We could avoid "one-shot" kills by forcing an effect on the creature that makes it immune to HTs for a reasonable timer, enough so that only the nastiest monsters would ever receive two of these in one encounter.</DIV> <DIV> </DIV> <DIV>I'd like to hear the community's thoughts on this concept.</DIV>

12-22-2004, 09:35 PM
Good ideas but we're going here's my opinion, agree or disagree I don't care. <img src="/smilies/69934afc394145350659cd7add244ca9.gif" border="0" alt="SMILEY" />1. Make it so its based on the Targets % of life. 50-75% but cannot kill the target OR2. Does X amount of damage not based on %'s and can kill the target after its life is below 50%.Number 2 is like how the HT was in EQ1 but with a twist... hehe. SK's should have the touch of death and it shouldn't be resistable.

12-22-2004, 10:03 PM
HT was resistable in EQ1. AA points made it pretty much unresistable, and did huge damage, and lowered the timer.FYI HT in EQ2 can land more often if you make it adept 3. It only adds about 100 more damamge but it lands about 5 times as much. I've been only resisted 1 out of 10 times at hit mobs 5 highers lvl then me for 700+ damage. I take about 1/3 of their health off in 1 hit.

12-23-2004, 12:26 AM
I can pretty much guarantee that HT will always be resistable. Otherwise you'll get packs of SKs roaming around (much like the mana-burning Wizards of yore) attempting to single-shot content.