Reading the "Recharging" thread gave me an idea to change how some of the current artifact activations work. For example, the Palantir currently activates for Enlightenment, which is pretty bloody useful. It's counterbalanced by having to keep the aggravating artifact equipped long enough for the activation to recharge. I suggest an alternate approach: when you activate the Palantir, you gain a radius-10 (or -15, or -20, or whatever), wall-piercing auto-detecting light source. X-ray vision! This lasts until you deactivate it. When activated, the Palantir also aggravates. Thus, to gain its extraordinary ability, you have to be actively using it.
Similarly, Celeborn activates for banishment. We could change that to a continuous effect wherein any monster that steps next to the player is automatically banished, and the player takes continuous damage so long as Celeborn is active. Thus the player becomes effectively untouchable in melee (aside from uniques), at the cost of a continual HP drain, when Celeborn is active. Obviously you'd no longer be able to use Celeborn to remove entire classes of monsters from the level, though. And HP drain would have to be significant enough that players wouldn't want to just leave the activation on all the time, compensating for the drain with regeneration.
Others I could see: Taratol/Feanor hastes you at the cost of draining mana; melee weapon gains an extra attack but drains HP; early ego-item activates for See Invisible or Free Action but slows you down slightly, etc. Basically the idea being that these are mixed-blessing items which have a default "no blessing, no malus" state, but you can turn on the blessing and the curse when you want them.
Of course, Vanilla doesn't currently have any kind of system for continually-cast effects, nor for items that are continually activated, so this would require some code changes. I think it'd make room for some really unique artifacts, though.
Similarly, Celeborn activates for banishment. We could change that to a continuous effect wherein any monster that steps next to the player is automatically banished, and the player takes continuous damage so long as Celeborn is active. Thus the player becomes effectively untouchable in melee (aside from uniques), at the cost of a continual HP drain, when Celeborn is active. Obviously you'd no longer be able to use Celeborn to remove entire classes of monsters from the level, though. And HP drain would have to be significant enough that players wouldn't want to just leave the activation on all the time, compensating for the drain with regeneration.
Others I could see: Taratol/Feanor hastes you at the cost of draining mana; melee weapon gains an extra attack but drains HP; early ego-item activates for See Invisible or Free Action but slows you down slightly, etc. Basically the idea being that these are mixed-blessing items which have a default "no blessing, no malus" state, but you can turn on the blessing and the curse when you want them.
Of course, Vanilla doesn't currently have any kind of system for continually-cast effects, nor for items that are continually activated, so this would require some code changes. I think it'd make room for some really unique artifacts, though.
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