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

 
post Feb 14 2014, 12:45
Post #10261
Shadowsword



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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...

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post Feb 14 2014, 21:52
Post #10262
Drksrpnt



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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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post Feb 15 2014, 01:40
Post #10263
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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.

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post Feb 15 2014, 03:25
Post #10264
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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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post Feb 15 2014, 08:28
Post #10265
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More pony will reduce the CD of OFC. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

Each set of pony remove one turn CD~ (IMG:[invalid] style_emoticons/default/tongue.gif) Up to 0. (IMG:[invalid] style_emoticons/default/biggrin.gif)

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post Feb 17 2014, 02:25
Post #10266
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Misspost.

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post Feb 17 2014, 04:02
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post Feb 17 2014, 08:34
Post #10268
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QUOTE(Anomtai @ Feb 17 2014, 12:02) *

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post Feb 17 2014, 17:19
Post #10269
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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.

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post Feb 17 2014, 20:15
Post #10270
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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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post Feb 17 2014, 20:55
Post #10271
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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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post Feb 17 2014, 22:25
Post #10272
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QUOTE(Anomtai @ Feb 17 2014, 02:02) *

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QUOTE(Pillowgirl @ Feb 17 2014, 06:34) *

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I'm sorry, how is this a face palm?
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post Feb 18 2014, 04:52
Post #10273
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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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post Feb 18 2014, 05:57
Post #10274
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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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post Feb 18 2014, 06:11
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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)

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post Feb 18 2014, 06:24
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I like Chips suggestion.
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post Feb 18 2014, 06:28
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Vote for Chips suggestion.
However it is difficult to make a balance.
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post Feb 18 2014, 08:58
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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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post Feb 18 2014, 09:58
Post #10279
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I voice my support for Chips' double strike idea.
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post Feb 18 2014, 10:24
Post #10280
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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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