

They can also do a little thematically appropriate bullying to generate some MP or quaff a !Restore Mana to get ready for a big fight. So while BGs have their HP regen reduced 50% and their MP regen reduced 150% (to -50%), they regenerate both faster in combat. And the increased healing while hurt lessens the impact of entering a battle when already banged up. Degenerating MP giving some healing diminishes the (not fun!) urge to cast post-combat spells before your MP evaporate. Even when very hurt this HP boost is not huge, but it's enough to keep you in the fight longer (25% longer seems about right). The more damaged you are, the more HP you recover from this process.

If you've played a Rage Mage in some other variants, the MP in this design rise and fall much slower so the BG has more time to find his next victim or cast utility spells.Īs your MP degenerate or are spent, you get a small amount of HP back. So at the end of a battle if you have 50% or so of your HP and 50% or so of your MP, it should be optimal (given your arsenal of spells) to keep moving rather than rest to 100% HP and 0% MP. They gain MP by attacking in melee or getting damaged by enemies at any range. BGs lose MP at half the rate other classes gain them. We encourage players to forge on relentlessly by reversing MP regeneration.
#BLACKGUARDS 2 DONT LOOT TOWNS HOW TO#
With this power they bolster their strength, weaken their enemies, and sustain their life force.īlackguard exemplars include Morgoth, Tulkas, Feanor, Boromir, and Uruk-hai such as Ugluk.įiguring out how to reward BGs for jaunting from one combat to another (without making them overpowered) is the defining characteristic of the current design. They learn powerful Shadow Magics that help them harness their martial spirit and battle rage. Whether laughing in the face of mortal danger or cursing the mothers of their adversaries, there's no place a Blackguard would rather be than in a fight.īlackguards are no ordinary brawlers, however. Optimal play close to theme (e.g., if the best play style is to avoid melee, we failed this test)īlackguards love combat when it's up-close and personal.Not much harder or easier than other classes.

Bad stealth / aggravate / other enticement to fight more often.Give incentive(s) to keep moving rather than resting.Mitigate enemy melee tricks (confu, stat drains, etc.).Ability to close quickly or otherwise minimize enemy breaths and spells.Their abilities and spells should be leading the player to stay in fights rather than escape, the idea being that the character is having too much fun to stop.Īrmed with this principle and all of the other discussion I referenced above, I tried some things, bounced some things off Nick, and here's what I have tentatively arrived at.
#BLACKGUARDS 2 DONT LOOT TOWNS SERIES#
This is a big series of changes, but I think capable of being balanced and likely to be fun, again opinions solicited.

The concept is supposed to be of a big evil thing which just beats everything around it into submission, and it feels like it gets close to that in the late game, but a bit too late. The final new class is looking like it's missed the mark. Blackguard: 3-week competition, 2 winners out of 30 attempts with a strong race (Dunadan).
