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[Suggestion] A few requests, Can we has... |
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Apr 5 2015, 19:22
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(xmagus @ Apr 6 2015, 01:10)  I like this idea, but some modifications:
1. The skill should not be dependent on OC - it should be a direct replacement for the current Domino Strikes. Otherwise, it's no different from Rending Blow or Shatter Strike, really. 2. The low damage output for 2H (for me, at least) is due to two factors; the rapid depletion of OC when in SS, and the fact that a non-forged Exq Slaughter rapier can - at best - give you 120%-130% attack accuracy. This leads to the fact that half my OC can be blown away simply because some chaosed-up mob evaded and parried my attack 7 times in a row. Which also allows all the other mobs to hit me many, many times over. Therefore, Domino Strikes(+) should also recover OC the same way Counter does for 1H. 3. If using Niten, this skill will additionally proc PA (static 15% chance or if attack crits). Or possibly Stun. This will instantly make Niten very, very popular.
1. The "skill" I mean is the "ability". I have edited it to avoid confusion. 2. Edited something to consider this issue. 3. I think this ability should not apply on Niten. Instead, Niten should have its own set of ability. Other than the currently borrowed ability from 2H/DW. This post has been edited by Colman: Apr 5 2015, 19:26
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Apr 6 2015, 00:22
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EsotericSatire
Group: Catgirl Camarilla
Posts: 12,490
Joined: 31-July 10

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QUOTE(Colman @ Apr 5 2015, 07:22)  3. I think this ability should not apply on Niten. Instead, Niten should have its own set of ability. Other than the currently borrowed ability from 2H/DW.
Ninten forever nerfed. Ninten already has nerfed domino strike.
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Apr 6 2015, 01:14
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J99814
Group: Members
Posts: 406
Joined: 25-January 13

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QUOTE(Colman @ Apr 5 2015, 08:40)  Random suggestion for 2H . Currently, 2H users are required to hit the primary target successfully in order to toggle domino strike, which can hit multiple targets and infect debuff. Combined with the already rather low damage of 2H, it make 2H the slowest one among 1H/DW/2H. The concept of my following suggestion is to make 2H kill ~50% faster without changing its base damage by always letting them to hit multiple targets and sustain the spirit stance forever liked 1H. In addition, I think there are not much driving force for melee players to train "Ability Boost" past 100. So, adding addition ability to encourage (forcing (IMG:[ invalid] style_emoticons/default/heh.gif) ) people to train more. Here is my suggestion. - Add an ability for 2H called Domino strike.
It make 2H attack always hit 1/3/5/7 targets at skill level 0/1/2/3. The level requirements for levels 1/2/3 are 100/200/350 and require 5/10/15 AP respectively. - It never skip the extra targets even if the primary target evade/parry the attack.
- It give an increase in Over Charge if at least one of the targets (besides the primary target) getting hit successfully. It can be stacked with the normal OC increase of hitting the primary target.
- The initial damage for the extra targets is started at 20%. And grow with proficiency.
- for the targets next to the primary target, the damage scaled linearly from 20% to 100% for proficiency from 100 to 300.
- for the target one block away from the primary target, the damage scaled linearly from 20% to 80% for proficiency from 200 to 350.
- for the target two block away from the primary target, the damage scaled linearly from 20% to 60% for proficiency from 350 to 450.
All of this could be summarized as "Let Domino Strike accumulate Overcharge" and "Let players pimp their Domino Strike." Not to sound too critical of the idea - I think it's good, and I'd like to see this. As far as the ability requirements go, I think the levels of increase are too high - I'd have it require much lower levels, because frankly, you won't notice the difference, but people getting into the game would think 2H is terribad at that rate, much like people leveling flinch every time the MP cost for regen goes up (from skill increase, not from mana pool expansion).
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Apr 6 2015, 02:46
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Superlatanium
Group: Gold Star Club
Posts: 7,591
Joined: 27-November 13

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QUOTE(J99814 @ Apr 5 2015, 23:14)  As far as the ability requirements go, I think the levels of increase are too high - I'd have it require much lower levels, because frankly, you won't notice the difference, but people getting into the game would think 2H is terribad at that rate, much like people leveling flinch every time the MP cost for regen goes up (from skill increase, not from mana pool expansion). Upping regen AP starts becoming less worth it starting at 245 - but still, it's optional, so don't feel like you have to invest in it unless you're playing on a difficult enough setting such that regen rarely tops you out at 100% health. Also, 2h is already terribad - that idea would just make it slightly less terribad at higher levels. --- The major issues with melee styles seem to boil down to 2 things: 1h can Spirit Stance almost constantly, and non-1h almost always need Shade to survive on high difficulty (so no Power Slaughter, so slower clear speed). Imagine if those two things were rebalanced - perhaps by increasing the base OC gained from attacking, while decreasing the OC gained from counter-attacking - and by increasing non-block defenses (by increasing Parry across the board or something, while decreasing Block to keep 1h in line). If those two things were balanced such that styles other than 1h were viable for efficient play for most players, we might find other significant changes unnecessary. I'm not saying that the Colman-domino skill is a bad idea, just that the problem could be fixed closer to the root (for all styles, not just 2h, and without the "rebalance via nerf" strategy which has apparently been the common standard). This post has been edited by Superlatanium: Apr 6 2015, 02:50
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Apr 6 2015, 07:09
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xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12

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QUOTE(Superlatanium @ Apr 6 2015, 10:46)  The major issues with melee styles seem to boil down to 2 things: 1h can Spirit Stance almost constantly, and non-1h almost always need Shade to survive on high difficulty (so no Power Slaughter, so slower clear speed). Imagine if those two things were rebalanced - perhaps by increasing the base OC gained from attacking, while decreasing the OC gained from counter-attacking - and by increasing non-block defenses (by increasing Parry across the board or something, while decreasing Block to keep 1h in line).
If those two things were balanced such that styles other than 1h were viable for efficient play for most players, we might find other significant changes unnecessary. I'm not saying that the Colman-domino skill is a bad idea, just that the problem could be fixed closer to the root (for all styles, not just 2h, and without the "rebalance via nerf" strategy which has apparently been the common standard).
Actually, 1H is king of the melee styles for more reasons than that. The Overwhelming Strikes, at full stack, gives you an extra 50% attack accuracy (so no more worrying about monster Evade), 100% counter-parry (so no more worrying about monster Parry), and a chance of Stun on up to 5 mobs per attack round. Essentially, if you had something like 60% Block (hardly impossible or even difficult - a Legendary Force Shield can give you 40%+ all on its own; add in Shield or Shielding Plate and 1H prof, easy), then you are constantly damaging monsters while they're *not* damaging you. Add to the fact that you *also* get the 25% Evade from SV (while it is impossible to get more Block from *any* spell), well. 2H with Protection Plate worked very nicely about 2-3 years ago, because Protection actually applied your armour mitigations twice (something to do with the formulas; you'll have to ask skillchip) - now, it's a measly 25% of incoming damage. At my level, a Celestial with a PL of 1k+ can hit me with a special that will lop off 75% of my max HP, even with 63% MMit, unless I had SShield up. That doesn't happen very often with 1H - it can happen *multiple* times with the other styles. Current 2H is workable at high levels (but slow) if you used an Ethereal Slaughter Mace with Power Slaughter, though. You just need to spam Imperil a lot.
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Apr 6 2015, 07:39
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(xmagus @ Apr 6 2015, 13:09)  Current 2H is workable at high levels (but slow) if you used an Ethereal Slaughter Mace with Power Slaughter, though. You just need to spam Imperil a lot.
I think estoc + shade work much better. Can use FUS RO DAH when in danger. Mace is just too slow after a certain level. Anyway, always hitting multiple target and have chance to sustain permanence spirit stance is the easiest way to make 2H viable again. In fact, I have another idea about melee. However, that idea cannot be used with my previous idea so I will post it another time. This post has been edited by Colman: Apr 6 2015, 07:42
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Apr 6 2015, 13:55
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tempasdf
Group: Gold Star Club
Posts: 493
Joined: 3-February 14

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Rename "Crystal of Tempest" to "Crystal of Tempasdf" ^^ p.s. even without this here is already a bit too much of inadequate ideas.. p.p.s. where are nerfs for 1H/Mage.. can not wait for level-binding to spend less time on HV p.p.p.s. probably "Crystal of tempasdf" would be more correct, such a difficult decision.. it's time to vote
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Apr 7 2015, 07:54
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Dead-ed
Group: Members
Posts: 3,577
Joined: 4-March 14

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Please limit total plv for every round. Please do something with mobs' parry. Unless it's anticipated that everyone maxes out interception slot.
Personal request, please let me test the Best Pony, for a full day. I'm not stupid enough to cheat.
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Apr 7 2015, 11:27
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Necromusume
Group: Catgirl Camarilla
Posts: 6,715
Joined: 17-May 12

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Enable specifying up to 4 decimal places when attaching hath to a MoogleMail, and CODs payable in hath. If hath were equally useful to credits as a medium of exchange, people would have less need to dump them for credits.
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Apr 7 2015, 12:03
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karyl123
Group: Gold Star Club
Posts: 1,659
Joined: 9-January 11

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suggestion,
able to send hath and creds at same time.
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Apr 7 2015, 22:59
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derp-z2
Group: Members
Posts: 454
Joined: 17-September 14

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QUOTE(karyl123 @ Apr 7 2015, 12:03)  suggestion,
able to send hath and creds at same time.
Also Item if needed Upvote This post has been edited by derp-z2: Apr 7 2015, 22:59
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Apr 8 2015, 00:36
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Superlatanium
Group: Gold Star Club
Posts: 7,591
Joined: 27-November 13

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QUOTE(derp-z2 @ Apr 7 2015, 20:59)  Also Item if needed This can already be done with HV Item Manager.
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Apr 8 2015, 03:08
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clarkiest
Group: Members
Posts: 1,335
Joined: 28-December 12

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Can we haz better font sizing? Smallest for HP/MP/SP bar, Smaller for bazaar, Medium for stats and menus. Or, let's make them all of the same size.
Currently, it is smallest for status on the left and on the menu, medium/large on shops, medium too on bars (which seems large).
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Apr 9 2015, 13:45
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11

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Suggestion:
How about add an option in setting to cancel the popup of 'you are victorious'?
Since the scripts like NoPopup(2000+ downlaod without counting the scripts with same function) are almost indispensable, why not just integrate it into the system?
Thank you very much.
PS. How about give dark EDB some use, just like holy EDB for more powerful cure etc?
This post has been edited by gc00018: Apr 9 2015, 18:40
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Apr 10 2015, 02:53
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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QUOTE(gc00018 @ Apr 9 2015, 11:45)  Suggestion:
How about add an option in setting to cancel the popup of 'you are victorious'?
Since the scripts like NoPopup(2000+ downlaod without counting the scripts with same function) are almost indispensable, why not just integrate it into the system?
Thank you very much.
PS. How about give dark EDB some use, just like holy EDB for more powerful cure etc?
Quality of life improvements would be awesome
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Apr 10 2015, 03:23
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Superlatanium
Group: Gold Star Club
Posts: 7,591
Joined: 27-November 13

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Suggestion: No prefixes/suffix should be 100% useless. Earth-walker, Curse-weaver, Stoneskin, Battlecaster (nearly), Banshee, Illithid, Vampire are examples.
The last 3 can be easily fixed to at least have some value just through number tweaking.
Earth-walker and Curse-weaver: Maybe have supportive prof_factor contribute to Cure potency, and/or increase the prof cap on supportive spells so that players could have significantly longer durations / lesser costs (but only if they use at least one Earth-walker or Oak). Curse-weaver: Have additional deprec prof contribute more to decreased costs/castspeed etc like above, but also do something with resist so that Imperil Silence will be significantly more likely to stick with Curse-weaver. Maybe change the prof - resist - counter resist chances, or maybe significantly increase base Depreciating prof so the effect of more deprec prof isn't almost completely unnoticable.
Stoneskin: Difficult to change without negatively impacting high PL monsters. Maybe leather armor should be changed to be weak to Slashing instead of Piercing - it's not like anyone above 250 seriously uses leather anyway. (This way, both players and monster trainers would not completely ignore Slashing as they do now)
Battlecaster: Without huge changes to other equips, I can't see it being used as anything other than DW offhand in Grindfest only, for high level players at least. Maybe increase mana conservation and add significant cast speed reduction as well.
Just some ideas I thought of off the top of my head. Any changes at all would be nice, just so long as the equipment category is made to be not "completely worthless".
It would make for a more interesting game if more equipment is at least slightly viable and less equipment is automatically trash due to a bad prefix/suffix. Greater variety is good.
On a completely different subject - Repair Bear costs way more than anyone but the most serious players could even think of affording (given the other options someone could do with 18-21m credits to spare). I would love to sink some of my hath into an effective hath sink like Repair Bear, if only its cost per benefit wasn't so extraordinarily high.
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Apr 10 2015, 05:44
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xmagus
Group: Members
Posts: 1,042
Joined: 16-July 12

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QUOTE(Superlatanium @ Apr 10 2015, 11:23)  Suggestion: No prefixes/suffix should be 100% useless. Earth-walker, Curse-weaver, Stoneskin, Battlecaster (nearly), Banshee, Illithid, Vampire are examples.
I beg to differ. Battlecaster *Shields* are immensely useful. And so are Banshee *1H* weapons. The only problem is that there is a balance, and most of the gear you get with those suffixes is utter junk. But. I have a Battlecaster shield that has a Block chance (at my level) of 24.77%, with the +5 Forging of the stat. With a mana conservation of 17.88%, this is actually a decent piece of equipment - and in terms of survivability, about the same as my Legendary Force Shield (40.47% Block, no forging). Depends on the mix of your other gear, of course - the Legendary will probably be significantly better with light armour, but with Plate/Protection (or even Power/Protection), the Battlecaster works wonders with mana costs. Banshee 1H weapons are also very handy... IF you can get one that has a high amount of proc for the Spirit drain, and close to max non-Slaughter ADB. With both stats maxxed out, you can almost dispense with SP pots (and have more space for the vastly more critical MP pots). QUOTE On a completely different subject - Repair Bear costs way more than anyone but the most serious players could even think of affording (given the other options someone could do with 18-21m credits to spare). I would love to sink some of my hath into an effective hath sink like Repair Bear, if only its cost per benefit wasn't so extraordinarily high.
I don't think those crazy hath sinks are really meant for hoi polloi. They're meant for those people who've donated $1000 or more, who've adopted 15 servers and run 20 H@H instances, and who have otherwise activated all of the *other* hath perks. Here's my contribution to zany ideas. We have Absorb, which effectively trades damage for mana (actually, one time, Absorb fired off twice in the round - not uncommon by itself - and returned sufficient mana to pay for the *next* cast and then some). We have the spike shield augment to Protection, which damages the enemy a little bit when they damage you. Why not a bit of both in a new spell called (oh, I dunno) Reflect? Make it have a (up to 90%) chance to activate when an enemy fires off a VERY POWERFUL magic special attack (using the same calculations as SShield, perhaps) - critical or not - and bounces (up to 100% of) that attack damage right back at whoever blasted it at you. You can even add a new Scroll of Reflection which gives it 100% to proc. But rather than a one-off like Absorb, make it expensive and long-duration, like Heartseeker/Arcane Focus. It won't even be that bad for the monster, because usually, they're resistant against their own magic-type attacks.
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Apr 10 2015, 06:51
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holy_demon
Group: Gold Star Club
Posts: 5,417
Joined: 2-April 10

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QUOTE(gc00018 @ Apr 9 2015, 22:45)  Suggestion:
How about add an option in setting to cancel the popup of 'you are victorious'?
Some people would want to see the drop/credit/exp message for whatever reason QUOTE(skillchip @ Apr 10 2015, 11:53)  Quality of life improvements would be awesome
If OFC cooldown went down to 25, 1H could seriously compete with mage in clear time. Not sure if 10b would want that to happen though :/ This post has been edited by holy_demon: Apr 10 2015, 06:54
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