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Item Idea: Knucklebones

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Forum » God & Item Ideas » Item Idea: Knucklebones 17 posts - page 2 of 2
Permalink | Quote | +Rep by M4XiiMUS » September 28, 2013 9:25am | Report
No, they're talking about the percentage . Not the time that the item is on cool down.

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Permalink | Quote | +Rep by HiFromBuddha » September 28, 2013 9:29am | Report
Subzero008 wrote:

What's the point of making it simpler for myself if it destroys the original image I had of the item?

'Nother idea:

And why not include more items with a random variable? After all, items like Bulwark of Hope and other "once every [time>20 seconds]" items depend on a certain amount of luck*, since you can't control when a fight happens.

*Which is really just worded cleverly.


How about no?

Just accept the fact that having a random chance is a bad thing. If it destroys the image to become something that is viable, then your original image was flawed.
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Permalink | Quote | +Rep by Subzero008 » September 28, 2013 10:18am | Report
That's a rather bold statement to make...

Are you sticking with it?

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Permalink | Quote | +Rep by VultokoFredrik » September 28, 2013 2:21pm | Report
Subzero008 wrote:

What's the point of making it simpler for myself if it destroys the original image I had of the item?

'Nother idea:

And why not include more items with a random variable? After all, items like Bulwark of Hope and other "once every [time>20 seconds]" items depend on a certain amount of luck*, since you can't control when a fight happens.

*Which is really just worded cleverly.


no, that's not luck at all. Let me put you in a scenario:
You are Thor with a Bulwark. You go to get the middle furies and the enemy team jumps in your face. Because of the Bulwark you survive, and can disengage and recall back to base. At base, your team attack the enemies, you tp in and help out and therefore your team gets a 3 for 0 excange. Because you survived beforehand, you can particepate in the upcomming fight and therefore win it. If you wasn't attacked before you still have your Bulwark passive up and survive anyway.
Also, items like Bulwark aren't "luck"-items, they work differently depending on how well the other team play or how they rotate. you said that it is luck because you cannot predict when you will fight, but you can, with wards and good awereness of where your enemies are you can no almost excacly when you'll fight. With items like this however, the tide of battle can change with a single ability. Let me out you in THIS scenario. You are Thor with the Knucklebones, and your team is loosing. You go to get the middle harpies and the enemy team jumps in your face. Enemy He Bo spams you with abilities, and your Knucklebones suddenly triggers. Because of the double protections you are able to kill 4 of them yourself, and because of this you win the game. In another scenario, the Knucklebones doesn't trigger, you die, and your team loose. Items like Bulwark can easely be countered by your enemies, if they know you have it they shouldn't use all their burst in the baginning of a fight, but use it in the end to finish you off. With these "luck"-items, the enemy team cannot counter you in any way, which is just unfair.

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Permalink | Quote | +Rep by Subzero008 » September 28, 2013 11:17pm | Report
Okay...let's work on its reliability first. How about an amendment that adds another 5% chance of activation every time you are hit by anything, stacking to 100%. So in other words, its effect is simply an inevitability.

As for its effectiveness, you are probably right; it's a bit too powerful. How about it increases defenses by 15, maxing at 3 stacks?

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Permalink | Quote | +Rep by HiFromBuddha » September 28, 2013 11:40pm | Report
Subzero008 wrote:

Okay...let's work on its reliability first. How about an amendment that adds another 5% chance of activation every time you are hit by anything, stacking to 100%. So in other words, its effect is simply an inevitability.

As for its effectiveness, you are probably right; it's a bit too powerful. How about it increases defenses by 15, maxing at 3 stacks?


I just want to ask you. Why do you stick by percentages? It's been established that random chance is a bad mechanic to have, so why do you stick by it so much? How about just completely removing the percentage chance and just completely fix the main problem with your item design?
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Permalink | Quote | +Rep by Subzero008 » September 29, 2013 2:41am | Report
Why do I stick with a chance-based mechanic?

Because chance is a good mechanic to have. It's chaotic, it's interesting, and can be quite fun to have.

Is it annoying when an enemy is saved by pure luck? Yes.

But the fact is, most of the time, the mechanic will work exactly as intended: useless against gods who pound you with powerful attacks, but useful against gods with high tick damage.

That 5% chance of things going catastrophically wrong is what makes things interesting in the first place. But think for a moment. Is anyone stupid enough to rely on 5% in battle?

People get annoyed at lady luck because it's an "anti-fun" mechanic. However, the inverse is also true; that 5% will make combat interesting.

We take risks all the time, in SMITE and otherwise. How is this any different?

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