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	<title>Comments on: Balancing Act</title>
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	<link>http://demon.ferretdev.org/devblog/balancing-act/</link>
	<description>A game about a tower, some demons, and many deaths.</description>
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		<title>By: Joe</title>
		<link>http://demon.ferretdev.org/devblog/balancing-act/#comment-1521</link>
		<dc:creator><![CDATA[Joe]]></dc:creator>
		<pubDate>Mon, 16 Nov 2020 18:01:30 +0000</pubDate>
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		<description><![CDATA[Sanction, goad and punish should be first in the light/dark to be buffed list. Despite obvious synergies with cleric&#039;s/fool&#039;s/judge&#039;s miens they are very situational and rarely manage to hit even half of the hostile pack.]]></description>
		<content:encoded><![CDATA[<p>Sanction, goad and punish should be first in the light/dark to be buffed list. Despite obvious synergies with cleric&#8217;s/fool&#8217;s/judge&#8217;s miens they are very situational and rarely manage to hit even half of the hostile pack.</p>
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		<title>By: Herbie</title>
		<link>http://demon.ferretdev.org/devblog/balancing-act/#comment-1520</link>
		<dc:creator><![CDATA[Herbie]]></dc:creator>
		<pubDate>Mon, 16 Nov 2020 02:23:03 +0000</pubDate>
		<guid isPermaLink="false">http://demon.ferretdev.org/devblog/?p=2389#comment-1520</guid>
		<description><![CDATA[Some of them might get shorter, yeah. :) Or, the SP costs might go down, or the strength of the effect go up. It&#039;ll really be case by case, but I&#039;d be surprised if none of them end up shorter.

Basically, I plan on increasing the amount of &quot;credit&quot; I give abilities for have cooldowns of given types/lengths. That increased &quot;credit&quot; can may be used to just reduce the cooldown (i.e: using less cooldown turns), or it might be used to strength other elements (i.e. buying more power with the increased credit.)

Sometimes increasing strength isn&#039;t an option (for example, you&#039;ve probably noticed that non &quot;fatal or miss&quot; attacks never go above 100 Power, +15 if they use two elements, -15 if they cannot miss. That&#039;s an example of a hard limit no amount of &quot;credit&quot; is allowed to break): those&#039;ll be the cases most likely to see a cooldown decrease.]]></description>
		<content:encoded><![CDATA[<p>Some of them might get shorter, yeah. <img src="http://demon.ferretdev.org/devblog/wp-includes/images/smilies/icon_smile.gif" alt=":)" class="wp-smiley" />  Or, the SP costs might go down, or the strength of the effect go up. It&#8217;ll really be case by case, but I&#8217;d be surprised if none of them end up shorter.</p>
<p>Basically, I plan on increasing the amount of &#8220;credit&#8221; I give abilities for have cooldowns of given types/lengths. That increased &#8220;credit&#8221; can may be used to just reduce the cooldown (i.e: using less cooldown turns), or it might be used to strength other elements (i.e. buying more power with the increased credit.)</p>
<p>Sometimes increasing strength isn&#8217;t an option (for example, you&#8217;ve probably noticed that non &#8220;fatal or miss&#8221; attacks never go above 100 Power, +15 if they use two elements, -15 if they cannot miss. That&#8217;s an example of a hard limit no amount of &#8220;credit&#8221; is allowed to break): those&#8217;ll be the cases most likely to see a cooldown decrease.</p>
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		<title>By: Pelus</title>
		<link>http://demon.ferretdev.org/devblog/balancing-act/#comment-1519</link>
		<dc:creator><![CDATA[Pelus]]></dc:creator>
		<pubDate>Sun, 15 Nov 2020 05:16:39 +0000</pubDate>
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		<description><![CDATA[As always, thank you for your work on this game!
Does it mean some cooldowns will become shorter? Cool!]]></description>
		<content:encoded><![CDATA[<p>As always, thank you for your work on this game!<br />
Does it mean some cooldowns will become shorter? Cool!</p>
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