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

 
post Feb 19 2014, 03:27
Post #10301
treesloth



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Monsters can drop a super new rare item: Steroids Syringe. Affected by only scavenger training. Even more rare than ponies.

Players can use this item to treat a monster in their monster page. For the next 12hrs, that monster shows up in battle 100% more often, and all attributes affected by chaos upgrades are now doubled. Furthermore, there is no maximum of 6 gifts.
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post Feb 19 2014, 15:35
Post #10302
habbababba31



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I don't know if this has been suggested before, but I feel that cloth armor should be adjusted to be weaker against slashing. Right now heavy armor is comparatively weak against crushing, light armor is comparatively weak against piercing, and cloth armor is equally weak against all three - so there's currently no reason to ever create a monster with slashing attacks.

I envision adding a slight amount of positive mitigation against piercing & crushing to cloth armor, as well as a slightly negative mitigation for slashing...
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post Feb 19 2014, 16:08
Post #10303
Colman



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QUOTE(habbababba31 @ Feb 19 2014, 21:35) *

I don't know if this has been suggested before, but I feel that cloth armor should be adjusted to be weaker against slashing. Right now heavy armor is comparatively weak against crushing, light armor is comparatively weak against piercing, and cloth armor is equally weak against all three - so there's currently no reason to ever create a monster with slashing attacks.

I envision adding a slight amount of positive mitigation against piercing & crushing to cloth armor, as well as a slightly negative mitigation for slashing...

You think cotton is not weak enough? Well, make their fire mitigation become -20% and cold mitigation 20% in natural. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Feb 19 2014, 16:22
Post #10304
habbababba31



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QUOTE(Colman @ Feb 19 2014, 16:08) *

You think cotton is not weak enough? Well, make their fire mitigation become -20% and cold mitigation 20% in natural. (IMG:[invalid] style_emoticons/default/smile.gif)

The main reason for the suggestion was this:
QUOTE
there's currently no reason to ever create a monster with slashing attacks.

Unless you feel like intentionally creating a monster that's nerfed against all melee players and gains no advantage against mages, that is... Also, by cloth armor I was including phase.

This post has been edited by habbababba31: Feb 19 2014, 16:23
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post Feb 20 2014, 07:19
Post #10305
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Can we have a set bomus for wearing all-same(quality/prefix/suffix) equipments. Set equipments is a popular idea in most games. The bonus should be different for different equipments types, or even related to the specific suffixes. For example, when you wear a full set of Exquisite Phase XXX of Heimdall, you get bonus Holy EDB from the set.
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post Feb 20 2014, 08:30
Post #10306
Pillowgirl



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QUOTE(JoElementalist @ Feb 20 2014, 15:19) *

Can we have a set bomus for wearing all-same(quality/prefix/suffix) equipments. Set equipments is a popular idea in most games. The bonus should be different for different equipments types, or even related to the specific suffixes. For example, when you wear a full set of Exquisite Phase XXX of Heimdall, you get bonus Holy EDB from the set.

Lol.
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post Feb 20 2014, 11:14
Post #10307
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I want a Binding of the Illithid, Binding of the Banshee & Binding of the Vampire.

They would raise the special damage of weapons that have those special attack forms... each Binding would raise the damage by 10%, so 50 Bindings (if you were that rich & crazy) would increase the effect to x5

So something like this: http://hentaiverse.org/pages/showequip.php...;key=bb84600690 (which shows 5.7 points drain for me) would instead drain 28.5 points per activation.

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post Feb 20 2014, 15:40
Post #10308
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QUOTE(Colman @ Feb 19 2014, 03:08) *

You think cotton is not weak enough? Well, make their fire mitigation become -20% and cold mitigation 20% in natural. (IMG:[invalid] style_emoticons/default/smile.gif)


Well..cotton needs to be upgraded though, especially in defense department but cotton is also 1st tier of Cloth Armor so it's understandable its low stats (IMG:[invalid] style_emoticons/default/unsure.gif), but considering new phase armor (especially Legendary and Peerless one, it's worth more a lot now).

The sheer firepower of magic user (especially higher level where you have unlocked all the spells and skills

made leveling and stomping monsters a breeze), and you can always upgrade the defense mitigation status (

though it will cost you a lot)., perhaps a Glass Canon can describe it well. ( If you play in lower difficulty than

PFUDOR/IWBTH, it has the highest speed of power I think, you can sweep all the enemies with two magic

spells ( especially Elemental Magic which you use interchangeably, though you need to fully upgrade the

Abilities of that respective Spells to activate its full potentials i.e : Area of Effect, Damage, and Efficiency).

This post has been edited by Frostbite: Feb 20 2014, 15:41
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post Feb 20 2014, 20:12
Post #10309
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about attack speed. how about adding an anti-parry bonus to it. I would say anti-evade as well, but we've already got that in accuracy.

If you attack before the mob's ready, harder for it to defend yeah?
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post Feb 20 2014, 20:22
Post #10310
Ichy



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QUOTE(etothex @ Feb 20 2014, 20:12) *

about attack speed. how about adding an anti-parry bonus to it. I would say anti-evade as well, but we've already got that in accuracy.

If you attack before the mob's ready, harder for it to defend yeah?

what has anti pary7evade to do with attack speed?


In a perfect post new loot patch we have a variety of different weapons.
Axe for example are still the high Damage thing
Shortsword has low damage but Attack speed + anti Parry/evade
Same game for piercing and Stun weapons.
So just give a lot of choices and then stronger Potency for them so you can create interesting build.

Or even better, give Synergy Effects for Gear Combinations like fast weapon + shade = crazy Attack speed.
Full Power + hard hitting weapon = massive Damage Boost.
Also allow to mix so you can build up a lot of interesting stuff by funny Gear Combos.
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post Feb 20 2014, 21:49
Post #10311
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QUOTE(etothex @ Feb 20 2014, 10:12) *

about attack speed. how about adding an anti-parry bonus to it. I would say anti-evade as well, but we've already got that in accuracy.

If you attack before the mob's ready, harder for it to defend yeah?


Counter-Parry already exists.
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post Feb 21 2014, 11:57
Post #10312
treesloth



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Eliminate 'Overpower' potency.
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post Feb 21 2014, 12:22
Post #10313
EsotericSatire



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Stop nerfing mages thats my suggestion.
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post Feb 21 2014, 13:44
Post #10314
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QUOTE(EsotericSatire @ Feb 20 2014, 23:22) *

Stop nerfing mages thats my suggestion.


Actually melee got one when Agi was debuffed / aspd lowered (IMG:[invalid] style_emoticons/default/laugh.gif)

This post has been edited by Frostbite: Feb 21 2014, 13:45
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post Feb 21 2014, 13:46
Post #10315
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QUOTE(treesloth16 @ Feb 21 2014, 17:57) *

Eliminate 'Overpower' potency.

Or buff it from 4% to 10% per level. Or let it scale according to Player's Level.
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post Feb 21 2014, 18:26
Post #10316
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Can we be able to change a monster's damage type?

Mainly because of this.
QUOTE(Tenseigamoon @ Feb 20 2014, 17:38) *

I have a humanoid monster that I renamed and raised up but I didn't pay attention to the basic damage type it had and it's not changeable. The slashing type doesn't suit it. Why can't we change it?


I've often wondered why we're not able to change that feature on a monster, especially after it's been renamed and turned into something else with a different personality. It would be nice if we could.
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post Feb 22 2014, 02:46
Post #10317
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How about modifiers based on the difference between primary attributes (including gear, shrine bonuses, and proficiency) and character level?

For every x% a stat exceeds character level, you get a unique bonus. Likewise for being below, but it should be balanced so if you keep your stats even, there is a penalty for every stat. Ideally, there should be no way to have a bonus in every stat at once. The bonus and distance between tiers should escalate so cheap players will forge and shrine a little to get tangible increases, and "hath barons" will waste spend top dollar to become the most powerful munchkin.
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post Feb 22 2014, 06:35
Post #10318
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Remove Exquisite Leather from drop list. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Feb 22 2014, 06:54
Post #10319
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Searching for "gem credit" didn't bring anything up, so...
Can we get a small credit (500?) bonus if we finish a run with a gem? This is especially relevant for (Half-)Hourlies, since needing a gem drop is very unlikely. Worst case example:
15 14 You gain 6655163 EXP!
15 13 Kurasaki Fuuko dropped [Superior Plate Cuirass of Protection]
15 12 Soda Drink dropped [3x Crystal of Frost]
15 11 Coaster dropped [Superior Plate Sabatons of Stoneskin]
15 10 Firefly Queen dropped [Monster Chow]
15 9 Lance007 dropped [Monster Chow]
15 8 Nekrum dropped [Superior Leather Breastplate of Warding]
15 7 Andywong dropped [3x Crystal of Finesse]
15 6 You are Victorious!
15 5 Cooldown expired for Cure
15 4 Ushijima 1129 drops a Spirit Gem powerup!
15 3 Ushijima 1129 has been defeated.
15 2 Void Strike hits Ushijima 1129 for 861 void damage.
15 1 Arcane Blow hits Ushijima 1129 for 1831 void damage.

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post Feb 22 2014, 07:25
Post #10320
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QUOTE(Frostbite @ Feb 21 2014, 13:44) *

Actually melee got one when Agi was debuffed / aspd lowered (IMG:[invalid] style_emoticons/default/laugh.gif)

Mages depend more on AGI than light melees, really.
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