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> [Suggestion] A few requests, Can we has...

 
post Jan 16 2014, 20:03
Post #10141
Lement



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@Tenboro: Cottom/Phase is easier and already in place of sorts - Prof's resistance reduction shines at lower difficulties where you don't want to spend too many turns casting imperil and higher ones use imperil to flatline resistances and ignore prof. Expect prof is too weak, there is no longer any sufficiently damaging spell with enough reach that's spammable to take advantage of the reductions in surviving monsters, there is a cap on rounds to prevent anyone from investing heavily into it and as arenas have a limit and are far easier than 1k grindfest even on IWBTH and the other alternative - making the optimal configuration half prof/half phase runs into the "too similar" vein. Oh and is shoot into the foot due minimum 0 resistance.

QUOTE(Ichy @ Jan 15 2014, 22:24) *

Drops are okay, what is lacking is a great difference in power between quality tiers.

QUOTE(Ichy @ Jan 16 2014, 17:11) *

But they already are (IMG:[invalid] style_emoticons/default/duck.gif)

Make up your mind (IMG:[invalid] style_emoticons/default/rolleyes.gif)

QUOTE

And everyone could enjoy climbing up the settings again.


I have suggested unlimited₁ difficulty in the past.

QUOTE

whoops good point but still I'd like to have more advantages for the best Quality tiers. maybe some neat Forge Stuff?

Anyone knows about the Mystic in Reaper of Souls who allows you to change certain stats?
How about use this System here and give High Tier Gear much less restrictions so you can turn your piece in something unique.


This is planned for high forging level perks. And admit it, soon you'll get everything with econ5 like usual.

₁ Up to 32352 or whatever the int limit was.
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post Jan 16 2014, 20:41
Post #10142
Ichy



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QUOTE(Lement @ Jan 16 2014, 20:03) *


Make up your mind (IMG:[invalid] style_emoticons/default/rolleyes.gif)


Easy one. Everything below leg tier sucks ass.
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post Jan 16 2014, 22:09
Post #10143
something



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can we scrap the nimble suffix for clubs or at the very least buff them somewhat? maybe give it shortsword parry.
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post Jan 17 2014, 01:19
Post #10144
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QUOTE(something @ Jan 16 2014, 21:09) *

can we scrap the nimble suffix for clubs or at the very least buff them somewhat? maybe give it shortsword parry.

Wait, do you want more or less parry on club? Make up your mind. (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jan 17 2014, 01:39
Post #10145
something



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either more parry or none at all; i wouldn't even pay 50k for a legendary ethereal club of the nimble with the parry it has now

but if i had to pick one i'd say just scrap nimble clubs altogether

edit: my opinion is one sided though, since i'm a bit salty right now

This post has been edited by something: Jan 17 2014, 05:17
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post Jan 17 2014, 02:49
Post #10146
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I was merely joking, but yeah, I see your point.
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post Jan 17 2014, 08:38
Post #10147
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QUOTE(something @ Jan 17 2014, 09:39) *

either more parry or none at all; i wouldn't even pay 50k for a legendary ethereal club of the nimble with the parry it has now

but if i had to pick one i'd say just scrap nimble clubs altogether

edit: my opinion is one sided though, since i'm a bit salty right now

http://hentaiverse.org/pages/showequip.php...;key=760f45f49e
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post Jan 17 2014, 14:30
Post #10148
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QUOTE(Tenboro @ Jan 16 2014, 17:26) *

That's a work in progress, but it's actually incredibly difficult to do without just making everything the same..


I believe it's the problem for every game-balance designer. (IMG:[invalid] style_emoticons/default/smile.gif)

QUOTE(Tenboro @ Jan 16 2014, 17:26) *

BTW, leather is more popular relative to shade at high levels than cotton is relative to phase. Not that either is popular in absolute terms, but that's kind of to be expected.


Oh! Sorry, I forget most of mages are element mages now, Prof cottons are only popular among holy/dark mages using to overcome the disadvantage of resistance reduction resulted from Imperil.
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post Jan 17 2014, 20:02
Post #10149
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QUOTE(gc00018 @ Jan 17 2014, 21:30) *

Prof cottons are only popular among holy/dark mages using to overcome the disadvantage of resistance reduction resulted from Imperil.


Don't let out the secret, GC! (IMG:[invalid] style_emoticons/default/ph34r.gif)
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post Jan 17 2014, 20:09
Post #10150
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In addition, it is a bit strange to wear a full set of cotton. Whereas, full leather set is common.
A higher ratio of leather/shade than cotton/phase have no meaning at all.
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post Jan 17 2014, 20:24
Post #10151
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QUOTE(Colman @ Jan 18 2014, 01:09) *

A higher ratio of leather/shade than cotton/phase have no meaning at all.


... Precisely

Attached Image

This post has been edited by buktore: Jan 17 2014, 20:25
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post Jan 18 2014, 11:06
Post #10152
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I think the action Defend can become useful if it gets a boost to its effects (Higher damage reduction / Larger heal / Longer duration).
If the damage reduction is 50%, for example, I'd happily trade 25% OC for it, instead of the current 10% OC.
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post Jan 18 2014, 15:45
Post #10153
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Longer duration for defence\focus is actually quite good idea. You may tie these options to new ability slots or something.

Also I want ability to boost Riddlemaster's blessing (IMG:[invalid] style_emoticons/default/dry.gif)

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post Jan 18 2014, 19:15
Post #10154
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QUOTE(kserox @ Jan 18 2014, 13:45) *

Also I want ability to boost Riddlemaster's blessing (IMG:[invalid] style_emoticons/default/dry.gif)


A new perk to increase its duration?

This post has been edited by gc00018: Jan 18 2014, 19:15
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post Jan 19 2014, 04:03
Post #10155
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The main reason why Power Slaughter is so good for melee is simply due to its crit bonuses + raw attack power. If players are limited to only 2 commands to the server per second, then increasing attack speed does very little to increase real kill speed (not game time units but time expended in real life to kill a mob). Only increasing average damage/hit by higher crit chance or attack power will yield faster kill speeds.

So I say...

Change attack speed bonus (from gear) into X hits/attack and normalize every attack to 1 game time unit. Do some combination of dividing the current attack power by number of hits to make some use out of the attack speed bonus.

Example: 1 attack does 6 hits at 1/6th the damage per hit. Total damage remains the same.
But any attack speed bonus of more than 16% will contribute a 7th hit. More than 33% contributes an 8th hit, etc.

That way, you can let Power Slaughter keep its attack power while giving say Leather/Shade more hits/attack to normalize damage without making attack speed bonus a mostly wasted stat for effective kill time.

This post has been edited by rancidmeat: Jan 19 2014, 04:29
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post Jan 19 2014, 04:28
Post #10156
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Here's a simple suggestion:

Normally I don't read the combat chat since paying attention to the health bars and buffs is good enough. However, sometimes an enemy randomly does like 50 billion void damage and you search through the combat chat to see who it was only to find it annoying and unintuitive to search through it. I propose having the chat damage NUMBERS be in bold or maybe even in color. It would really help finding those big damage numbers.

This post has been edited by sgthale: Jan 19 2014, 04:31
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post Jan 19 2014, 06:36
Post #10157
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Idea for a GP sink - tenb likes those;

Let players buy monster happiness with GP?
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post Jan 19 2014, 07:04
Post #10158
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QUOTE(Nightwishman @ Jan 19 2014, 04:36) *

Idea for a GP sink - tenb likes those;

Let players buy monster happiness with GP?


So, what to do with happy pills?..
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post Jan 19 2014, 08:05
Post #10159
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QUOTE(gc00018 @ Jan 19 2014, 05:04) *

So, what to do with happy pills?..


Keep them for yourself. (IMG:[invalid] style_emoticons/default/heh.gif)
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post Jan 19 2014, 09:16
Post #10160
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QUOTE(mustardpie @ Jan 18 2014, 20:05) *

Keep them for yourself. (IMG:[invalid] style_emoticons/default/heh.gif)


Store bought crystals as a sink would decline.
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