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[Suggestion] A few requests, Can we has... |
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Feb 14 2014, 12:45
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Shadowsword
Newcomer
 Group: Gold Star Club
Posts: 40
Joined: 25-July 12

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QUOTE(JoElementalist @ Feb 14 2014, 07:57)  OFC needs a buff. The 50 turns CD is way too long to make it effective in any battle mode other than random encounter.
Maybe, but not too drastic a CD reduction, or it might divide players into those who have it, and can do this or that in difficulty X, and those who don't, and can't. Can we have a buff of the illithid/vampire/banshee affixes? They aren't much desired compared to balance/slaughter/whatever affixes... This post has been edited by Shadowsword: Feb 14 2014, 12:46
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Feb 14 2014, 21:52
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Drksrpnt
Group: Gold Star Club
Posts: 3,550
Joined: 27-December 10

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QUOTE(JoElementalist @ Feb 14 2014, 01:57)  OFC needs a buff. The 50 turns CD is way too long to make it effective in any battle mode other than random encounter.
I think it's fine. I've been using it for PFUDOR and IWBTH late-game arenas with pretty decent results. 50 turns is enough for you to be able to use it at the beginning of every round once the schoolgirls show up. I think it's fine where it is, but considering how few people seem to actually use it, buffing it may not be a bad idea anyway.
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Feb 15 2014, 01:40
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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QUOTE(JoElementalist @ Feb 14 2014, 01:57)  OFC needs a buff. The 50 turns CD is way too long to make it effective in any battle mode other than random encounter. I am so glad right now that I didn't buy all the ponies. My partial set got sold for profit. Why doesn't anyone mention this VERY important facet of the skill? Remove the cooldown or the cost. This post has been edited by qw3rty67: Feb 15 2014, 01:41
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Feb 15 2014, 03:25
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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Roll OFC cool-down buffs into Manehattan Project. (IMG:[ invalid] style_emoticons/default/laugh.gif) Seriously though, the only change to OFC that I'd like to see is making its damage calculation use both Physical Base Damage and Magic Base Damage, like Arcane Blow. That way it does slightly more damage for melees, and mages can play around with it too. Everyone wins.
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Feb 17 2014, 02:25
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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Misspost.
This post has been edited by n125: Feb 17 2014, 02:31
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Feb 17 2014, 04:02
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Pickled_Cow
Group: Gold Star Club
Posts: 6,351
Joined: 22-November 06

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Feb 17 2014, 08:34
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Pillowgirl
Group: Gold Star Club
Posts: 5,441
Joined: 2-December 12

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QUOTE(Anomtai @ Feb 17 2014, 12:02)  facepalm.jpg
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Feb 17 2014, 17:19
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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Random suggestion (IMG:[ invalid] style_emoticons/default/tongue.gif) A sleeping or stunning monster is resting, right? So their HP should be recovered and their morale (SP) should be lower. I suggest a stunned/sleeping monster would recover 5 * level * END /100 hp per turn, and reduce 5% SP per turn. This post has been edited by Colman: Feb 17 2014, 17:51
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Feb 17 2014, 20:15
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AntiGod
Group: Gold Star Club
Posts: 587
Joined: 31-December 13

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QUOTE(Colman @ Feb 17 2014, 10:19)  Random suggestion (IMG:[ invalid] style_emoticons/default/tongue.gif) A sleeping or stunning monster is resting, right? So their HP should be recovered and their morale (SP) should be lower. I suggest a stunned/sleeping monster would recover 5 * level * END /100 hp per turn, and reduce 5% SP per turn. So by the time they're not stunned they're at full health yet when they are stunned they're unkillable? Sounds fun. [/sarcasm]
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Feb 17 2014, 20:55
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Colman @ Feb 17 2014, 17:19)  Random suggestion (IMG:[ invalid] style_emoticons/default/tongue.gif) A sleeping or stunning monster is resting, right? So their HP should be recovered and their morale (SP) should be lower. I suggest a stunned/sleeping monster would recover 5 * level * END /100 hp per turn, and reduce 5% SP per turn. As if Clubs does not suck enough already (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Feb 17 2014, 22:25
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Pickled_Cow
Group: Gold Star Club
Posts: 6,351
Joined: 22-November 06

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QUOTE(Anomtai @ Feb 17 2014, 02:02)   QUOTE(Pillowgirl @ Feb 17 2014, 06:34)  facepalm.jpg
I'm sorry, how is this a face palm?
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Feb 18 2014, 04:52
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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Remove attack/cast speed from weapons/armor/prof, leaving the only source of attack speed increases being from haste, chaos upgrades, and a specific battle mode that was just buffed.
In its place put in a chance for a double strike, performing a full attack after the first one, independently procing the style's specific one such as domino, offhand, ect. For magic this would instead be a double cast.
In cases where the main target died the double would strike the next nearest.
For magic this would be a double cast, a free second cast.
The main reason for this is that attack speed doesn't actually make anyone kill something faster. In ten turns you would do the exact same damage with and without the attack speed increase. What it does is act like a defensive stat reducing damage taken in those ten turns because monsters will have less actions. Instead it should be an offensive stat giving some tangible increase in damage so you actually feel faster, instead of that time for everyone else has just slowed down.
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Feb 18 2014, 05:57
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(skillchip @ Feb 18 2014, 10:52)  Remove attack/cast speed from weapons/armor/prof, leaving the only source of attack speed increases being from haste, chaos upgrades, and a specific battle mode that was just buffed.
In its place put in a chance for a double strike, performing a full attack after the first one, independently procing the style's specific one such as domino, offhand, ect. For magic this would instead be a double cast.
In cases where the main target died the double would strike the next nearest.
For magic this would be a double cast, a free second cast.
The main reason for this is that attack speed doesn't actually make anyone kill something faster. In ten turns you would do the exact same damage with and without the attack speed increase. What it does is act like a defensive stat reducing damage taken in those ten turns because monsters will have less actions. Instead it should be an offensive stat giving some tangible increase in damage so you actually feel faster, instead of that time for everyone else has just slowed down.
What if attack speed bonus was changed to double attack (cast ) chance? (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Feb 18 2014, 06:11
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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QUOTE(Colman @ Feb 18 2014, 10:57)  What if attack speed bonus was changed to double attack (cast ) chance? (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Isn't that what he said? (IMG:[ invalid] style_emoticons/default/unsure.gif) Regardless... Action Speed and bonuses, has, and still does, work this way (well, sorta); I'm not vote for or against it, but I'm a bit curious why skillchip asked for a change now? ... (IMG:[ invalid] style_emoticons/default/huh.gif) This post has been edited by buktore: Feb 18 2014, 06:14
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Feb 18 2014, 06:24
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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I like Chips suggestion.
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Feb 18 2014, 06:28
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Teana Lanster
Group: Catgirl Camarilla
Posts: 1,334
Joined: 8-July 10

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Vote for Chips suggestion. However it is difficult to make a balance.
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Feb 18 2014, 08:58
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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I don't mind the idea, but if attack/cast speed currently behaves as a defensive stat, then I'm a little apprehensive about removing it from proficiency, because on the surface of things, it seems like it would be a rough move for mages. But on the other hand, the cast speed bonus from proficiency could be currently negligible; I don't know.
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Feb 18 2014, 09:58
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Paarfi
Group: Gold Star Club
Posts: 929
Joined: 30-December 13

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I voice my support for Chips' double strike idea.
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Feb 18 2014, 10:24
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Pickled_Cow
Group: Gold Star Club
Posts: 6,351
Joined: 22-November 06

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Can we streamline the settings a bit? I've made a mockup of how we streamline it in the short term but it needs the same kind of overhaul that the ability page got. 
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