Halls Hopper
Posts: 76
Joined: Sunday, 15th December 2013, 19:43
Re: God idea: Jorgrhiss, demonic serpent
Err... also, I get the feeling that this isn't that great an option for those who lean more towards physical fighting. Sure, an early branded weapon and the potions come in handy (especially considering they have a lot more health to spare than squishy wizards), but the rest isn't that helpful. They'll likely be attacking one enemy at a time for the most part, which means only one creature will be poisoned, which in turn means that the active abilities will only work on one creature at a time.
Admittedly, the ability to summon snakes might help with this. Also, as I said, the self-poisoning thing is less harmful to meaty characters so maybe it'd self-balance? Or just encourage players more towards hybrid play? So not necessarily a problem, but it seems like it wouldn't hurt to add some more passive poison-bolstering abilities. Or more active abilities to directly poison others. Perhaps utilising the poison already within one's system? I don't know. These suggestions are likely just complicating things more.
Hmm... another thing I wished to mention was the regeneration thing. This is purely a curiosity thing and shouldn't be taken as a suggestion, but why did you opt to make Jorjor increase regeneration instead of simply slowing the effects of poison? The two seem virtually equivalent to each other unless I'm missing something huge (which I probably am), so I was wondering why you decided to lean one way over the other.
(Oh! And a final thing, I feel like I'm the only one who didn't have a problem with the name right away. Then again, I'm greatly pleased by both references to Norse mythology and silly animal puns, so this god name was pretty much designed just for me. Well done.)