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- <Dashkal> Actually, should have done that in a query. Question about project omega. Do the sigils in the bound armor continue to work after infusion?
- <TheMadman> Not that I know of.
- <Dashkal> Hmm, that'll lead to some strange situations then, where you end up in some ways significantly nerfed.
- <Dashkal> First thing that comes to mind is losing your runic shielding
- <Dashkal> LP indicator
- <Dashkal> Suddenly you slow right now. That kind of thing.
- <Dashkal> You're going to end up with a gameplay issue if people feel less powerful when the hit it.
- <TheMadman> Yes, but you might also become stronger. You remember seeing that lower horizontal red bar from the video? That was an extra HP bar.
- <Dashkal> The gameplay as described is that a player replaces their tuned armor with one of 8 static loadouts.
- <Dashkal> For fixed periods of time
- <Dashkal> It's a significantly better idea to make a second set of bound and NOT infuse their armor.
- <Dashkal> Playing in the natural way is a mistake, a trap.
- <TheMadman> Hmm... I'll mention it to Way. But you also gain a few intresting powers, like the water cube that deals drowning damage to almost any entities inside.
- <Dashkal> Oh I don't doubt that there are all sorts of cool toys in each of the 8 armor sets.
- <Dashkal> But that's all it is. Give up a suit of bound for x seconds, and get this specific thing instead.
- <Dashkal> Mechanics wise, it would be equivalent to just adding 8 suits to the game to craft.
- <TheMadman> Well, most of the effects you would want out of bound armor can also be acquired from have the normal sigil in your inventory. The difference is the inventory space and passive LP cost.
- <Dashkal> Well, suppose I'll just keep a second set next to the infuser. Just... that's a sharp edge.
- <Dashkal> For those who fall for the 'trap', it'd be good to have a way to vent the power so they can go back to normal once done.
- <TheMadman> Fair enough. I'll give a copy of this log to Way.
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