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

 
post Sep 14 2014, 07:34
Post #11341
Asariborn



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QUOTE(skillchip @ Sep 13 2014, 03:38) *

Geomancy: New proficiency and spell group
Has three flavors of damage Piercing, Slashing, and Crushing. Each spell has a chance of adding a debuff increasing damage from the next group as well as doing something else special like the elemental debuffs, maybe even switch it up and have them buff the player based on the number of monsters carrying the debuffs. These spells damage would be boosted by Physical Damage Bonuses, which would be carried on gear with a new suffix (insert name here).

Suggestions to go with this:

Combine all Primary Elements (Fire/Cold/Wind/Elec) into Elemental Damage Bonus. Holy and Dark would be combined into Spiritual Damage Bonus. In cases where gear contain more then one of these bonuses, the highest would be retained. This would encourage people to try to use the elemental cycling because it would not be a detriment to use various spells and instead would be conducive the process because of explosions and the decreases of specific mitigation that comes with the debuffs placed by spells.

With above, there are now three remaining prefixes for weapons, Ethereal, Elemental, Spiritual, and a fourth physical based one added, (insert name here). These prefixes randomly pick a strike from their groups every swing, adding fun.

With the reduced prefix tables it would be a good time to add a few specific prefixes to each weapon type. These can either be something as simple as increasing a stat much like the current prefixes do, or they can be chance based by adding a proc to the weapons. These could be almost anything, but will need to be balanced properly of course. Variety here is good as long as they all have proper niches that make it so they are all have a place to shine and one doesn't always win.

With the reduced suffix tables for staffs, cotton and phase, it would also be a good time to add a few suffixes to all of these.


+1 for that

And when we are at controlling stuff. Better roll control would be nice too. Legendaries with barely Exquisite stats are lame beyond belief (...another salvaged).

I would also welcome v. healthy chunk of INT/WIS on Battlecaster gear too. MC/MAC doesn't balance lack of offensive punch ... or perhaps hybrid Legendary Ethereal Battlecastter Longsword of Slaughter. (IMG:[invalid] style_emoticons/default/heh.gif) (top prize for longest name)
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post Sep 14 2014, 08:17
Post #11342
Necromusume



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Ancient Evil Rune-Covered Dragon-Sized Depleted Uranium Baseball Bat of the Banshee
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post Sep 14 2014, 10:20
Post #11343
gc00018



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QUOTE(skillchip @ Sep 13 2014, 01:38) *



Combine all Primary Elements (Fire/Cold/Wind/Elec) into Elemental Damage Bonus. Holy and Dark would be combined into Spiritual Damage Bonus. In cases where gear contain more then one of these bonuses, the highest would be retained. This would encourage people to try to use the elemental cycling


+1 (IMG:[invalid] style_emoticons/default/laugh.gif)
Nice, I really Like it. A More interesting spell circle to replace the boring Imperial+boom-booom-boooom...
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post Sep 14 2014, 21:23
Post #11344
Dan31



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Suggestion: allow the use of a shield with a staff at the cost of a percentage of magic attack. Uses the Staff prof. No 1H perk (no Overwhelming Strikes nor Counter-Attacks).
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post Sep 15 2014, 01:49
Post #11345
skillchip



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QUOTE(gc00018 @ Sep 14 2014, 08:20) *

+1 (IMG:[invalid] style_emoticons/default/laugh.gif)
Nice, I really Like it. A More interesting spell circle to replace the boring Imperial+boom-booom-boooom...


Yeah, current system is kidna boring and just drives people into the flavor of the month
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post Sep 15 2014, 03:35
Post #11346
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QUOTE(skillchip @ Sep 15 2014, 09:49) *

Yeah, current system is kidna boring and just drives people into the flavor of the month


How do you make a clicky text game not boring? (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Sep 15 2014, 04:08
Post #11347
skillchip



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QUOTE(holy_demon @ Sep 15 2014, 01:35) *

How do you make a clicky text game not boring? (IMG:[invalid] style_emoticons/default/unsure.gif)


Quiet you!
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post Sep 15 2014, 04:47
Post #11348
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QUOTE(holy_demon @ Sep 15 2014, 03:35) *

How do you make a clicky text game not boring? (IMG:[invalid] style_emoticons/default/unsure.gif)

by making clicky exciting.
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post Sep 15 2014, 04:50
Post #11349
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QUOTE(holy_demon @ Sep 15 2014, 10:35) *

How do you make a clicky text game not boring? (IMG:[invalid] style_emoticons/default/unsure.gif)

By simultaneously watching animation, listening to music, or working at the office. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Sep 15 2014, 06:06
Post #11350
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QUOTE(Ichy @ Sep 15 2014, 10:47) *

by making clicky exciting.

WoW, clicking secretly is so exciting.
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post Sep 15 2014, 06:19
Post #11351
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so... ... more boobs. (IMG:[invalid] style_emoticons/default/biggrin.gif)
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post Sep 15 2014, 06:52
Post #11352
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How about further increase the cap of Set Collector to 15? We can save more time and 10B can sink more credits. (IMG:[invalid] style_emoticons/default/smile.gif)
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post Sep 16 2014, 05:32
Post #11353
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QUOTE(skillchip @ Sep 14 2014, 23:49) *

Yeah, current system is kidna boring and just drives people into the flavor of the month


In circling, I often need to choose a spell to cast.

But current... I can only pick the spell in full color. (IMG:[invalid] style_emoticons/default/tongue.gif)

Also don't forget to integrate the prof too~
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post Sep 16 2014, 21:16
Post #11354
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Change Tokenizer to a multiplier for drops instead of a multiplier for chance.
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post Sep 17 2014, 00:28
Post #11355
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* At the Repair screen, selecting an equipment shows the repair cost in terms of catalysts and scraps, but it doesn't show how many you have.

(IMG:[i57.tinypic.com] http://i57.tinypic.com/2napq45.jpg)

Please make something similar to the Upgrade section, with the number between brackets, and turning red when you don't have enough to repair.

(IMG:[i61.tinypic.com] http://i61.tinypic.com/10xy5xc.jpg)

* Also, something that has been suggested before: make the Assimilator training more useful by adding an increase for the prof cap (like, +1% per level of Assimilator, meaning a lvl 300 with Assimilator lvl 5 can have a prof of 300 * 1.05 = 315).

This post has been edited by Dan31: Sep 17 2014, 00:34
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post Sep 17 2014, 00:58
Post #11356
skillchip



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QUOTE(Dan31 @ Sep 16 2014, 22:28) *

* Also, something that has been suggested before: make the Assimilator training more useful by adding an increase for the prof cap (like, +1% per level of Assimilator, meaning a lvl 300 with Assimilator lvl 5 can have a prof of 300 * 1.05 = 315).


Would be nice, but would cheapen/reduce the use of prof gears (IMG:[invalid] style_emoticons/default/sad.gif)
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post Sep 17 2014, 10:32
Post #11357
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QUOTE(skillchip @ Sep 16 2014, 22:58) *

Would be nice, but would cheapen/reduce the use of prof gears (IMG:[invalid] style_emoticons/default/sad.gif)


Let the Assimilator increase the Prof you gain from prof gears.
That may work.
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post Sep 17 2014, 14:13
Post #11358
Dan31



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QUOTE(gc00018 @ Sep 17 2014, 10:32) *

Let the Assimilator increase the Prof you gain from prof gears.
That may work.

So, a bonus % on effective proficiency instead of base proficiency? Nice suggestion.

Something like that:
Assimilator: +10% prof chance, +1% effective prof (per level)

Make it happen, Tenboro. :3
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post Sep 17 2014, 15:29
Post #11359
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Wasn't the point of the proficiency changes to disguise a nerf for 90% of mages?

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post Sep 17 2014, 15:33
Post #11360
gc00018



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QUOTE(EsotericSatire @ Sep 17 2014, 13:29) *

Wasn't the point of the proficiency changes to disguise a nerf for 90% of mages?


Just to make prof equipment useful.
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