To spice things up, perhaps there can be additional attributes for the randomly generated maps. The ideal place will be end game dungeons.
World of Fire -> constant 5% per second HP drain
World of Sorrow -> LoH completely disabled
World of Stone -> No critical hit at all
World of Sloth -> All MS bonus removed / disregarded
World of Water -> Attack Speed Halved
World of Air -> 50% of Attacks Auto Miss
World of Mirror -> 10% Dmg reflection
World of Dream -> Random teleport every 10 second
World of Ice -> Fire based attacks do 50% dmg, Ice based attacks do 25% dmg
World of Light -> Arcane based attacks do 50% dmg, Physical based attacks do 25% dmg
World of Darkness -> Pitch Black
World of Meek -> All damage > X heals enemy instead
World of Strong -> All attack damage < X heals enemy instead
I'm sure we all can come up with more...
Now if there is some elemental based attributes in the game, some of those handicaps can be overcome via elemental overload...
World of Fire -> constant 5% per second HP drain
World of Sorrow -> LoH completely disabled
World of Stone -> No critical hit at all
World of Sloth -> All MS bonus removed / disregarded
World of Water -> Attack Speed Halved
World of Air -> 50% of Attacks Auto Miss
World of Mirror -> 10% Dmg reflection
World of Dream -> Random teleport every 10 second
World of Ice -> Fire based attacks do 50% dmg, Ice based attacks do 25% dmg
World of Light -> Arcane based attacks do 50% dmg, Physical based attacks do 25% dmg
World of Darkness -> Pitch Black
World of Meek -> All damage > X heals enemy instead
World of Strong -> All attack damage < X heals enemy instead
I'm sure we all can come up with more...
Now if there is some elemental based attributes in the game, some of those handicaps can be overcome via elemental overload...
Comment