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

 
post Feb 10 2015, 07:26
Post #12081
gc00018



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QUOTE(tetron @ Feb 10 2015, 05:16) *

YOU whining for a buff?? YOU???? Someone hold me, I'm gonna faint. (IMG:[invalid] style_emoticons/default/faint.gif)
BTW, I just had a peculiar thought: "You will be Unequipped when patch 0.82 kicks in". Does that mean all the Equipment Sets? or only the "Currently Equipped" Set? (IMG:[invalid] style_emoticons/default/huh.gif)


Somehow, I do prefer nerf all the player to death... (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Feb 10 2015, 12:23
Post #12082
EsotericSatire



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QUOTE(gc00018 @ Feb 9 2015, 19:26) *

Somehow, I do prefer nerf all the player to death... (IMG:[invalid] style_emoticons/default/rolleyes.gif)



Thus nerfstorm was born.
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post Feb 10 2015, 20:56
Post #12083
skillchip



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Buffstorm will come eventually, you will be buffed so hard you can't scratch your nose
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post Feb 11 2015, 08:31
Post #12084
Dead-ed



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Either nerf or buff, popcorn seller will always win!
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post Feb 11 2015, 12:51
Post #12085
tetron



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QUOTE(skillchip @ Feb 11 2015, 00:26) *

Buffstorm will come eventually, you will be buffed so hard you can't scratch your nose

I find this very hard to believe. (IMG:[invalid] style_emoticons/default/ph34r.gif)
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post Feb 12 2015, 03:34
Post #12086
treesloth



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I've always wondered why everyone wants to be holy mage. After playing with 95% forged elemental/dark sets for a considerable amount of time, I now know why:

Mage is underpowered. If your set is not very good and/or highly forged, you need to cure all the time. For elemental/dark, you sometimes need to cure multiple times, compared to once for holy.

So instead of making this whole equipment change to drop 'better' gear, why not just buff mages' imperil, shade/light, and DW, 2H, and niten?

Another suggestions, make a new Ring of Blood called 'Dante's nine levels of Hell' (with nine rounds, obviously) with new insane and various number of bosses, such that only the most powerful players are able to barely complete it. These bosses' special magic attacks can't be blocked by shield, only shielding. (IMG:[invalid] style_emoticons/default/wink.gif) Then make the arena clear bonus something really good, and acct bound.
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post Feb 12 2015, 09:12
Post #12087
Shine-Addict



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QUOTE(treesloth @ Feb 12 2015, 12:34) *

These bosses' special magic attacks can't be blocked by shield

(IMG:[img2.wikia.nocookie.net] http://img2.wikia.nocookie.net/__cb20130305224437/divergent/images/e/eb/Downvote.png)

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post Feb 12 2015, 10:31
Post #12088
Colman



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QUOTE(treesloth @ Feb 12 2015, 09:34) *

Another suggestions, make a new Ring of Blood called 'Dante's nine levels of Hell' (with nine rounds, obviously) with new insane and various number of bosses, such that only the most powerful players are able to barely complete it. These bosses' special magic attacks can't be blocked by shield, only shielding. (IMG:[invalid] style_emoticons/default/wink.gif) Then make the arena clear bonus something really good, and acct bound.

And players without shield will always receive 300% damage. (IMG:[invalid] style_emoticons/default/cool.gif)
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post Feb 13 2015, 07:21
Post #12089
skillchip



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Why are we pigeon holing mages into one specific EDB in order for them to be effective?

Few current issues in my mind:

Very little incentive to cycle between different elements.
  1. Debuff that is applied to the monster giving very little damage additional damage
    • Usefulness of the reduction in specific mitigation (Spec Mit) is limited due to mages reliance on Imperil already greatly impacting a mobs Spec Mit and the fact that Spec Mit is floored at 0 if not already negative where it is not effected at all
    • Explosion damage is too low to be useful (last I checked it was was pretty pathetic actually)
    • Splitting EDB for using a secondary spell is inefficient and lowers damage over a full cycle even when accounting for the above points, imperil is used to hit the Spec Mit floor and the explosion damage.

      Damage reduction comes due to trying to spread the EDB and using higher tier spells results in an overall smaller number even though linearly the amount of EDB spread is the same.

      200% Type A EDB and 0% Type B, 4 spells cast (Max ability points), 0 Spec Mit
      (7.5+5.85+4.25*2)*(1+200/100)*MDB = 3*21.85*MDB = 65.55

      100% Type A EDB and 100% Type B, 4 spells cast (Max ability points) 2 explosions, 0 Spec Mit
      (7.5+5.85)*(1+100/100)*MDB + (7.5+5.85)*(1+100/100)*MDB + 2*.71*(1+100/100)*MDB= 56.24

      65.55/56.24=1.165x more damage from using the single type of EDB. Monsters with enough Spec Mit to surpass both Prof Factors and Imperil are of a very high PL
  2. Elemental Mages require just a bit more points then holy/dark to cycle if they want to, 1.756x for 4 spells, 1.156x for 2 spells. 2 spells being less effective in terms of chaining due to explosions not keying off of each other like holy/dark.

Suggestions:
Explosions
Explosions need to do more damage to be viable.
Explosions would be more attractive if they actually exploded, doing AoE damage, otherwise rename them to implosions.
Maybe have the elemental debuff stay after the explosion and be able to chain explosions for maximum effectiveness, this could be a fun effect to play with while cycling.

Debuff
The Spec Mit reduction is not very effective in the form it is now, remove the floor for this specific debuff and possibly prof factors, leave it in place for imperil.

Synergistic Damage Boost
Give chained spells a portion of the proceeding spells EDB, ie if you cast a Fire spell after an Elec spell the Fire spell will get a portion of the Elec EDB that the player has in addition (multiply if you feel crazy) to the Fire EDB. I would suggest that Charges are placed on the player when they cast a spell, and removing them when they cast the next spell. This way it is independent of the debuff system that we have in place now for monsters. Explosions should use both EDBs as well due to the fact they need one to proc the other.
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post Feb 13 2015, 11:50
Post #12090
uareader



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I'm starting to have lots of digits in the value of exp gain in the message box at the end of a round.
Having number separators (space or comma or other) there like elsewhere would be nice.
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post Feb 16 2015, 10:04
Post #12091
treesloth



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A mage claiming to be 'of the Earth-Walker' would suggest that he/she is in tune with all the elements of nature. So, change 'of the Earth-Walker' from high supportive prof to high elemental prof, which would help fire and cold mage. Thanks
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post Feb 16 2015, 11:32
Post #12092
gc00018



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QUOTE(treesloth @ Feb 16 2015, 08:04) *

A mage claiming to be 'of the Earth-Walker' would suggest that he/she is in tune with all the elements of nature. So, change 'of the Earth-Walker' from high supportive prof to high elemental prof, which would help fire and cold mage. Thanks


We already got 'of elementalist '. There is no need.
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post Feb 16 2015, 12:09
Post #12093
Necromusume



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No, no, no, mages who call themselves Elementalists should have all the elements of logistics down, so they should get a high Supportive prof.
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post Feb 16 2015, 21:05
Post #12094
skillchip



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QUOTE(treesloth @ Feb 16 2015, 08:04) *

A mage claiming to be 'of the Earth-Walker' would suggest that he/she is in tune with all the elements of nature. So, change 'of the Earth-Walker' from high supportive prof to high elemental prof, which would help fire and cold mage. Thanks


Thought it was earth-wanker
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post Feb 16 2015, 21:27
Post #12095
Koaen



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Massage the earth as it is the Mother Garden.
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post Feb 16 2015, 23:09
Post #12096
EsotericSatire



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QUOTE(mechafujoshi @ Feb 16 2015, 00:09) *

elements of friendship


Fixed, now your proposal has a chance.
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post Feb 18 2015, 06:44
Post #12097
m118w11



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Most melee combinations are non-viable, if you look at the stats, I guess that the vast majority of people are using 1H+Power combination with a rapier.

Looking at each style separately,
Rapier/Estoc: It is too good/everything else is too bad, the penetrated armor gives you ~250% more damage (pretty much every mob has 70%+ mitigation). Other games have given monsters excessively high hp and zero mitigation. This doesn’t have to be changed.
Short/long sword: Bleed is pretty bad, problems being that the damage isn’t high enough and is tied negatively to action speed.
Club/Mace: Stun is really good, but the damage is pathetic.
Heavy: This ironically has the highest damage, and it pretty much only works with 1H because block is good.
Light: This has low damage (again ironic), and evade wrecks counter attacks.
So a possible solution: Weapon abilities. It also has the added benefit of screwing over melee players and making them slot more skills.

Penetrated Armor:
Currently this makes melee viable so changes shouldn’t affect the numerical strength.
Increase duration: something like adding 1/2/3 turns
PA chance: something like 5/15/15% chance to add a stack.
Super stacking: 10% chance with critical strikes to instantly stack it to 4 ie. 100% reduction.
These are token benefits that are nice, but don’t actually make PA any stronger. Potentially even make PA 1 stack only then force players to slot the skill to get 2/3 stacks of PA.

Bleed: Bleed should be good against Bosses/SG/high hp, but it should take a while to get into action. Lesser mobs should die before the stack count gets high. Consider doubling the maximum stacks.
Increase stack count: into 15/20/25. This will make it good against bosses, but against regular mobs you will rarely get to high stack count.
Weak Penetrating Armor: each stack reduces physical mitigation by 1%
Kicking when down: Crits don’t add a stack, but instantly cause a tick of bleeding

Stun: Stuns already reduce damage, but the damage dealt by stuns is too weak.
Increase crit damage against stunned enemies?
Reduce physical mitigation by 10/15/20%?
Somehow make this not effect 1h stuns ("when using a mace or a club....")

Other changes that could be considered:
1H, remove overwhelming strikes, this pushes it over the top.
2H, increase the damage slightly (increase the ability from 3 per proficiency to 4) or buff the parry skill slightly or undo the maximum targets nerf.
DW, add a counter ability on evade and/or parry: hits with offhand weapon (half damage) and blinds enemies for 2 turns OR reduces their evasion/parry for 2 turns.
Ninten, if the bleed is improved this will already be good.

Heavy vs Light: this is an unlikely change, consider changing critical chance to be additive, and nerfing the amount from primary attributes. This should make "of balance" equipment better, light better relative to heavy especially shade. Heavy should have the same or lower crit chance, while Light has much higher.
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post Feb 19 2015, 14:30
Post #12098
daiphuc



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Maybe new skill for the Niten?
Feel weird only have one skill as a melee
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post Feb 21 2015, 15:17
Post #12099
nobody_xxx



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refund system for hath perk which had been unlocked (IMG:[invalid] style_emoticons/default/smile.gif)

even though is not 100%
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post Feb 21 2015, 20:16
Post #12100
tetron



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QUOTE(nobody_xxx @ Feb 21 2015, 18:47) *

refund system for hath perk which had been unlocked (IMG:[invalid] style_emoticons/default/smile.gif)

even though is not 100%

Why would anyone want to do that? (IMG:[invalid] style_emoticons/default/huh.gif)
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