I really do love the concept of Kamas Dofus Retro getting more dmg and decreased dmg shot at lower lvls of hp but using the machine working based off% hp, erosion could seriously screw a sac up. We lose out on our dmg and withstand while also shooting dmg. I know this seems broken but maybe with an ability that utilizes up blood piles to bring back a number of our erosion hp(without curing us) to somehow mitigate it. To assist us keep a good amount of maximum hp so we could actually use the new hp mechanic(since our dmg and resist is going to rely on our own hp today ).
The previous problem with suffering as you mentioned was that it was always 1 way because the start of the struggle (positive suffering or negative suffering) since it took too long to change and just wasted moves. I think another problem was out of it being a 100% uptime enthusiast that we had altering a lot of abilities. With something like bloodstream stacks that we get from using certain spells and then utilizing them up just like a battery to be recharged is a good way to make folks think on how they should spend blood stacks.
Either using it to get a very strong shield from coagulation because you know that you are going to require alot of damage or using the fees to perform some excess dmg to finish a fight quicker or manipulating the map to have a more positive installation. For limitations things like spells requiring a specific quantity of blood stacks. Using up blood stacks makes you unable to buy Dofus Kamas acquire blood piles for 1 turn. Taking more bleed hurt the higher blood stacks you have so you are forced to use them or require more dmg at the start of your next turn.These are only thoughts and know are difficult to balance and increase the game. However, I think they'd add another lvl of game play on top of managing our new resource(HP).
I really do love the concept of Kamas Dofus Retro getting more dmg and decreased dmg shot at lower lvls of hp but using the machine working based off% hp, erosion could seriously screw a sac up. We lose out on our dmg and withstand while also shooting dmg. I know this seems broken but maybe with an ability that utilizes up blood piles to bring back a number of our erosion hp(without curing us) to somehow mitigate it. To assist us keep a good amount of maximum hp so we could actually use the new hp mechanic(since our dmg and resist is going to rely on our own hp today ).
The previous problem with suffering as you mentioned was that it was always 1 way because the start of the struggle (positive suffering or negative suffering) since it took too long to change and just wasted moves. I think another problem was out of it being a 100% uptime enthusiast that we had altering a lot of abilities. With something like bloodstream stacks that we get from using certain spells and then utilizing them up just like a battery to be recharged is a good way to make folks think on how they should spend blood stacks.
Either using it to get a very strong shield from coagulation because you know that you are going to require alot of damage or using the fees to perform some excess dmg to finish a fight quicker or manipulating the map to have a more positive installation. For limitations things like spells requiring a specific quantity of blood stacks. Using up blood stacks makes you unable to buy Dofus Kamas acquire blood piles for 1 turn. Taking more bleed hurt the higher blood stacks you have so you are forced to use them or require more dmg at the start of your next turn.These are only thoughts and know are difficult to balance and increase the game. However, I think they'd add another lvl of game play on top of managing our new resource(HP).