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[Suggestion] A few requests, Can we has... |
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May 8 2011, 01:50
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Raidy
Group: Members
Posts: 12,814
Joined: 8-July 08

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can make it that the tooltip on the characters abilities page display the current cost of a spell, or current duration of a spell?
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May 8 2011, 03:47
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(Raidy @ May 7 2011, 16:50)  can make it that the tooltip on the characters abilities page display the current cost of a spell, or current duration of a spell?
I second this! I find myself entering a grindfest fairly often, just to look up the current costs of my spells.
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May 8 2011, 07:16
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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I have another multiple-Quickbar suggestion: Quickbar tabs. Sorry if this one has already been suggested; it's a long thread. (IMG:[ invalid] style_emoticons/default/mellow.gif) Essentially, above the Quickbar is a row of tabs--see the mockup image below. The idea here is that each tab is tied to its own Quickbar that you assign spells to on the Character>Settings page. Clicking on a tab during battle will load that tab's Quickbar; this would also be possible with hotkeys: e.g., CTRL+tab number. Tab #1 would have focus by default at the beginning of an arena, Grindfest, or IW, but the game would remember which tab has focus from round to round. This setup allows us to fill multiple Quickbars with spells and flip through them at will during battle.  This format doesn't compromise too much space on the battle page layout, because the same area is used to house multiple Quickbars. At most, the current Quickbar position, the mouse-over action description area, and the battle log would all have to be downshifted a tad to make room for the row of tabs. Alternatively, the battle log could be truncated by a few lines to make room. Additionally, because we always need more things to grind for, I'm thinking that we would only be able to assign spells to three Quickbars at first, but more could be unlocked through Training or Hath Perks, up to whatever maximum Tenboro decides on.
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May 8 2011, 07:20
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(dontmatter @ May 7 2011, 14:13)  Hi there!
Please could you de-activate the agitating status or just give some abilities or something else to prevent it-- its just not fair if evrytime you kill a monster they hit you with a devastating blow - you just cant do anything against it - you can not calculate any damage - i am playing melee double handed and if youre fighting napoleon,oars and chuck norris in one group you know what i mean -- i am not that mighty that i can wave with the hand and all monsters just de-atomize
Please think about it
Oars is supposed to be a giant and a zombie. Be grateful he can only be one of those in the HV. (IMG:[ invalid] style_emoticons/default/happy.gif)
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May 8 2011, 14:41
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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I lost an arena because I couldn't make an accurate guess to when my stamina would lose the Great status. Could you change it so we can see decimal places?
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May 8 2011, 16:52
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Tenboro

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QUOTE(Death Grunty @ May 8 2011, 14:41)  I lost an arena because I couldn't make an accurate guess to when my stamina would lose the Great status. Could you change it so we can see decimal places?
Er, no. How could you possibly lose an area due to that?
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May 8 2011, 17:11
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Tenboro @ May 8 2011, 16:52)  Er, no. How could you possibly lose an area due to that?
He probably can't oneshot without it and got raped by angry mobs (IMG:[ invalid] style_emoticons/default/happy.gif)
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May 8 2011, 17:16
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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QUOTE(Tenboro @ May 8 2011, 08:52)  Er, no. How could you possibly lose an area due to that?
Well.. it was Crusade on heroic. And I went in with the absolute minimum stock of items I need to melee it with the Great status. But without knowing the decimal place I ended up miscalculating. Lost Great status, burned more mana, ran out of potions, lost? It's not a big deal anyway. But decimal places wouldn't hurt either.
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May 8 2011, 20:35
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dontmatter
Newcomer
  Group: Gold Star Club
Posts: 55
Joined: 13-February 10

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QUOTE(hitokiri84 @ May 8 2011, 07:20)  Oars is supposed to be a giant and a zombie. Be grateful he can only be one of those in the HV. (IMG:[ invalid] style_emoticons/default/happy.gif) Believe me i am!! I am not against these custom monsters-they add a lot of spice to the battles - what i find ridiculous is that they can hit you all even if they are killed with one blow or they are killed by bleeding wound. i think the agitated status as it is disturbs the balance and the fun playing the game This post has been edited by dontmatter: May 8 2011, 20:40
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May 9 2011, 02:20
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AglowGolem
Group: Gold Star Club
Posts: 4,357
Joined: 26-July 07

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QUOTE(Death Grunty @ May 8 2011, 12:16)  Well.. it was Crusade on heroic. And I went in with the absolute minimum stock of items I need to melee it with the Great status. But without knowing the decimal place I ended up miscalculating. Lost Great status, burned more mana, ran out of potions, lost? It's not a big deal anyway. But decimal places wouldn't hurt either.
Just have an energy drink always with you (IMG:[ invalid] style_emoticons/default/tongue.gif)
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May 9 2011, 02:46
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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QUOTE(dontmatter @ May 8 2011, 13:35)  Believe me i am!! I am not against these custom monsters-they add a lot of spice to the battles - what i find ridiculous is that they can hit you all even if they are killed with one blow or they are killed by bleeding wound. i think the agitated status as it is disturbs the balance and the fun playing the game
What? If you 1hko a mob it doesn't get to do anything. You must me thinking only about bleeding wounds kills. Bleeding wounds triggers after the monster action (as does poison and fire damage), so unless you actually outright kill the mob with your main attack it gets an action.
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May 10 2011, 01:50
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destructorspace
Group: Gold Star Club
Posts: 403
Joined: 22-November 09

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I would like to see a quick tally of how many battles (total or sliding 24h window, idc) my monster(s) have been in, as it is right now I have a newly created monster with 0 kills and 0 battles won, but I have no way of checking if people have actually been fighting it (PL 3)...
It would also be interesting to see some of the trends that this statistic would give us. Just saying.
(This might go along with that pokedex idea...)
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May 10 2011, 18:23
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its-just-me
Group: Members
Posts: 208
Joined: 14-October 10

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the main disparity between mages and fighters is that mages can clear rounds in much fewer turns than fighters greatly reducing the number of attack opportunities monsters have against them as well as making buffs last for more rounds (fewer recasts during arena/Iw's because they need fewer turns to clear these.
with this change mages still retain the ability to always hit an enemies weak point until their MP is depleted. As well as fewer rounds required to clear arena's and item worlds but the disparity is a lot smaller.
so below is my personal opinion on how to rework mages such that they are not "the only viable method" for really high level character, this is a effectively mage nerf
mages mp cost for offensive magics should be changed: - single target attack spells should take 1mp per 100 levels - AoE attack spells should take 6 mp per 100 levels and require 3 turns to cast (3 actual turns so all their buffs etc are reduced by 3 after casting a multi target spell) - deprecating magics mp cost halved. - AoE deprecating magic takes 3 turns to cast and 3 times the mp of its single target variant
remove magic missile, with new lower mp cost on single targets you really don't need a "free" spell.
scan - affects all monsters current alive.
curative magics stay as is for all player types
a method to enact the 3 turn cost of spells would be to change the way focus works - focus no longer grants resistance piercing and spell failure reduction. - focus grants 1 focus point for 10 turns, and 3 focus points are require to cast AoE spells and are expended at the end of turn where and AoE spell was cast. - using the focus command recovers mp/spirit as normal and has the same action cost as 1 weapon attack
if the focus rework comes into play then a change to the mystic gem would be required. On top of current bonuses grant an immediate 3 focus points on use.
normalizing mages and melee has the added bonus of making player VS monster game balance issues easier to resolve because you will not need to worry about how a change to monster levels or stats will affect the game for mages/melee
Post moved to appropriate topic --Sayo
This post has been edited by Sayo Aisaka: May 10 2011, 19:13
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May 11 2011, 00:54
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Eutopia
Group: Members
Posts: 2,392
Joined: 15-March 09

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QUOTE(its-just-me @ May 10 2011, 18:23)  the main disparity between mages and fighters is that mages can clear rounds in much fewer turns than fighters greatly reducing the number of attack opportunities monsters have against them as well as making buffs last for more rounds (fewer recasts during arena/Iw's because they need fewer turns to clear these.
with this change mages still retain the ability to always hit an enemies weak point until their MP is depleted. As well as fewer rounds required to clear arena's and item worlds but the disparity is a lot smaller.
so below is my personal opinion on how to rework mages such that they are not "the only viable method" for really high level character, this is a effectively mage nerf
mages mp cost for offensive magics should be changed: - single target attack spells should take 1mp per 100 levels - AoE attack spells should take 6 mp per 100 levels and require 3 turns to cast (3 actual turns so all their buffs etc are reduced by 3 after casting a multi target spell) - deprecating magics mp cost halved. - AoE deprecating magic takes 3 turns to cast and 3 times the mp of its single target variant
remove magic missile, with new lower mp cost on single targets you really don't need a "free" spell.
scan - affects all monsters current alive.
curative magics stay as is for all player types
a method to enact the 3 turn cost of spells would be to change the way focus works - focus no longer grants resistance piercing and spell failure reduction. - focus grants 1 focus point for 10 turns, and 3 focus points are require to cast AoE spells and are expended at the end of turn where and AoE spell was cast. - using the focus command recovers mp/spirit as normal and has the same action cost as 1 weapon attack
if the focus rework comes into play then a change to the mystic gem would be required. On top of current bonuses grant an immediate 3 focus points on use.
normalizing mages and melee has the added bonus of making player VS monster game balance issues easier to resolve because you will not need to worry about how a change to monster levels or stats will affect the game for mages/melee Post moved to appropriate topic --Sayo
One word, ROFL.
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May 11 2011, 01:01
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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I think the idea is for melee skills to begin to bring melee into its own as a style, not nerf magic back into uselessness.
Try thinking in that direction.
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May 11 2011, 01:17
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Koshinator
Group: Gold Star Club
Posts: 290
Joined: 9-November 10

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QUOTE(Eutopia @ May 11 2011, 08:54)  One word, ROFL.
Technically not a word, but i share the sentiment (IMG:[ invalid] style_emoticons/default/laugh.gif)
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May 11 2011, 05:04
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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QUOTE(its-just-me @ May 10 2011, 09:23)  a method to enact the 3 turn cost of spells would be to change the way focus works - focus no longer grants resistance piercing and spell failure reduction. - focus grants 1 focus point for 10 turns, and 3 focus points are require to cast AoE spells and are expended at the end of turn where and AoE spell was cast. - using the focus command recovers mp/spirit as normal and has the same action cost as 1 weapon attack
Every single person playing mage would quit.
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May 11 2011, 05:17
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Boggyb @ May 10 2011, 23:04)  Every single person playing mage would quit.
You make it sound like a bad thing.
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May 12 2011, 08:21
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cryomorph
Group: Gold Star Club
Posts: 4,354
Joined: 9-April 10

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Well, there's something like request: can we have the "auto potion" hath perk for those of us who are too lazy to use potions manually? Something like when your health or mana or spirit go down under 20% or so it uses the worsest potion in your BI.
This post has been edited by cryomorph: May 12 2011, 08:23
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May 12 2011, 11:48
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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New shield type: Forearm Guard. Combination with 2h? 2 Forearm Guards = 'barehanded' counter style
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