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[Suggestion] A few requests, Can we has... |
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May 17 2011, 02:30
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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QUOTE(cryomorph @ May 16 2011, 19:21)  Some thoughts about the quality of our drop: for those who want to find a better equips is it possible to add new rare suffix 'of the lucky beggar' that will give us some bonus to quality of drop?
Fortuitous Cap of Luck. Magic Find lol. A possible direction but even beyond that, I think the higher rarity prefixes are faaar too rare. This post has been edited by marcho: May 17 2011, 02:31
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May 17 2011, 02:34
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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QUOTE(cryomorph @ May 17 2011, 00:21)  Some thoughts about the quality of our drop: for those who want to find a better equips is it possible to add new rare suffix 'of the lucky beggar' that will give us some bonus to quality of drop?
But make it so rare it requires itself to be on the table
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May 17 2011, 02:47
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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QUOTE(dkplee @ May 17 2011, 07:28)  while every other weapon style gives attack accuracy bonus. .... Not to mention staff got the short-end already with the +0.5% MDM compared to the other style's +3.0-+5.0% ADM.
Melee is Overpower.
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May 17 2011, 03:22
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corrupted kitsune
Lurker
Group: Recruits
Posts: 9
Joined: 17-November 09

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I don't want to read through all 65 pages of posts here, so ignore me if it's already been mentioned, but it would be nice to have a powerup button on the main screen instead of the item screen. the way I play, I often don't notice I've picked up a powerup unless I either check on purpose, or when I go to use an item. definately not needed, but it'd be a nice quality of life improvement.
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May 17 2011, 03:38
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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QUOTE(buktore @ May 17 2011, 08:47)  Melee is Overpower.
I don't understand this mindset. You'd rather nerf magic than buff melee, why?
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May 17 2011, 03:54
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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QUOTE(corrupted kitsune @ May 17 2011, 01:22)  I don't want to read through all 65 pages of posts here, so ignore me if it's already been mentioned, but it would be nice to have a powerup button on the main screen instead of the item screen. the way I play, I often don't notice I've picked up a powerup unless I either check on purpose, or when I go to use an item. definately not needed, but it'd be a nice quality of life improvement.
If you download STAT it will have a pop-up every time you get a power-up gem
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May 17 2011, 04:23
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(Ichy @ May 16 2011, 08:35)  A change to End of Days and above Arenas! Endgame Arenas should be challenging but they are not. They are just boring, very very boring.
Instead the way it is now I would make us fight many Legendarys at once for a few rounds. The problem with that idea is that by using Sleep and single-target spells, it'll be just as boring as fighting one legendary per round. Now I admit that if you were powerful enough to actually take down 5+ legendaries per round without putting any to sleep, that would be slightly more interesting. But if you're that powerful, nothing will ever be interesting. QUOTE(Boggyb @ May 16 2011, 13:50)  I've suggested the solution to this issue a number of times: Remove the infinite mana mechanic by creating an alternate proc from magic missile that does the same half-mana cost effect, but cannot be turned into ether theft. Or you could remove the proc entirely from magic missile.
Unfortunately that wouldn't prevent infinite mana regen. When I cleared End of Days, I almost never cast Magic Missile. Condemn and Soul Reaper are cheap enough that mana regen from ET on Legendary monsters more than compensates for their costs. Doing so makes my "mana regen" phases take longer, but I also deal significantly more damage during those phases than I would with MM. QUOTE(Ballistic9 @ May 16 2011, 15:34)  On the flip side, melee have to use spells to take down some custom mob classes regularly (giants, mechs), at least up to a certain point. I wasn't aware of that. My bad.
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May 17 2011, 04:57
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Ballistic9 @ May 16 2011, 21:38)  I don't understand this mindset. You'd rather nerf magic than buff melee, why?
Its a paraphrase of something Tenboro alluded to in the past, back in the glory days if invincible plate tanks. When the version that introduced equipment came out, melee was fucking monstrous. Mages could get by just fine, but spells cost more MP so they couldn't facemelt until the cows came home. The next version was the rise of the magi and melee became second class citizens. End HV history lesson. Now lemme get back to my Matlock. And get off my damn lawn, you damn kids!
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May 17 2011, 05:03
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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When melee skills come into play I'd think that melee will be outclassing magic again, at least for a time. `\(o_O)/`
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May 17 2011, 05:09
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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Ah, thanks for the insight (IMG:[ invalid] style_emoticons/default/smile.gif) I would also just like to state as a disclaimer that I am not in any way advocating for 2H proficiency to provide magic bonuses, just that staff proficiency should provide boosts that are contextually relevant to the mage playstyle. I'm fairly certain no-one would mind if the Attack Damage bonus was switched out for Magic Accuracy, say.
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May 17 2011, 05:28
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dkplee
Group: Members
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^ basically what I'm trying to say QUOTE(buktore @ May 16 2011, 17:47)  Melee is Overpower.
Thanks for derailing my post.
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May 17 2011, 05:44
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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Just let melee infuse an element to their weapon a la what the infusion items do but in spell form. When you open up your spellbook there is a category for infusions to be cast. Every offensive spell will have an equivalent infusion (e.g. Flare gives you Infuse Fire II), the cost and strength can still be based on the AP invested (to give incentive for putting points into the AOE spells which lower costs of their single target parent spells) and maybe elemental proficiency.
Casters will stick with their pure spells since hitting things with an infused staff is much weaker (and single target only). Melee can now swing away per usual with the occasional self-cast and don't rely on a huge supply of infusion items to kill the legendaries.
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May 17 2011, 05:49
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Maximum_Joe @ May 16 2011, 23:44)  Just let melee infuse an element to their weapon a la what the infusion items do but in spell form. When you open up your spellbook there is a category for infusions to be cast. Every offensive spell will have an equivalent infusion (e.g. Flare gives you Infuse Fire II), the cost and strength can still be based on the AP invested (to give incentive for putting points into the AOE spells which lower costs of their single target parent spells) and maybe elemental proficiency.
Casters will stick with their pure spells since hitting things with an infused staff is much weaker (and single target only). Melee can now swing away per usual with the occasional self-cast and don't rely on a huge supply of infusion items to kill the legendaries.
Those would have to be Skills since melee can't effectively use magic due to gigantic Interference anal-raping.
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May 17 2011, 05:55
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coredumperror
Group: Gold Star Club
Posts: 2,750
Joined: 31-January 09

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QUOTE(Ballistic9 @ May 16 2011, 20:09)  I'm fairly certain no-one would mind if the Attack Damage bonus was switched out for Magic Accuracy, say. I would mind, as would every mage that's at least as high level as myself. Magic accuracy is a very nearly worthless stat for me, as my base accuracy is already 96%, soon to be 97%. In just a few dozen levels, my INT/WIS will boost me to 100% magic accuracy, destroying the value of all mag acc bonuses. I like marcho's suggestion of reduced cast time in place of ADM for staff prof. The highest level mages with their insane supportive prof can already cast Tier 1 AOEs fast enough that monsters can't respond before the mage casts another spell, and I'd love to be able to do that, too. Plus it would be helpful against Legendaries and gods, since it takes so many turns to kill them than even a relatively small increase in cast speed works out to less damage taken in the long run. It'd be decently balanced at 1% Cast Time Decrease per 10 prof. The super-high levels would get ~30% faster spells, which sounds about right for balance. Though maybe you'd need to drop it to .75% per 10 prof due to X-Magic already giving -25% at lvl 200.
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May 17 2011, 06:08
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marcho
Group: Gold Star Club
Posts: 2,017
Joined: 25-February 09

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Hmm, maybe I did overshoot at 2% per 10. Well, whatever, I'd be happy with almost anything that wasn't ADM.
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May 17 2011, 06:14
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(cmal @ May 16 2011, 19:49)  Those would have to be Skills since melee can't effectively use magic due to gigantic Interference anal-raping.
Fair enough. I wasn't sure if skills take more coding than the existing spell setup. As long as AP or something is paid being able to get around interference makes sense. The spell costs can still scale with level to encourage token amounts of int/wis in the melee build.
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May 17 2011, 08:25
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Ballistic9
Group: Members
Posts: 4,761
Joined: 4-January 09

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QUOTE(coredumperror @ May 17 2011, 11:55)  I would mind, as would every mage that's at least as high level as myself. Magic accuracy is a very nearly worthless stat for me, as my base accuracy is already 96%, soon to be 97%. In just a few dozen levels, my INT/WIS will boost me to 100% magic accuracy, destroying the value of all mag acc bonuses.
I like marcho's suggestion of reduced cast time in place of ADM for staff prof.
I thought that at first, but figured melee'd reach the cap at around the same time too, though you hit it sooner with AF/HS. Nitpicking, but the patch notes should say it increases hit chance instead of attack accuracy so it's not confused with the base. I do like the idea of cast time reduction, but figured it'd be over-reaching compared to the melee bonuses.
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May 17 2011, 10:38
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Tenboro

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QUOTE(dkplee @ May 17 2011, 02:28)  Not to mention staff got the short-end already with the +0.5% MDM compared to the other style's +3.0-+5.0% ADM. Currently, it's not even worth training your staff proficiency for that measly MDM bonus. Err, no. Magic already gets their proficiency-based damage bonus from MAGIC proficiency.
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May 17 2011, 13:09
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buktore
Group: Members
Posts: 4,353
Joined: 9-September 09

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QUOTE(Ballistic9 @ May 17 2011, 08:38)  I don't understand this mindset. You'd rather nerf magic than buff melee, why?
Because mage was so broken? (IMG:[ invalid] style_emoticons/default/huh.gif)
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May 17 2011, 13:48
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Ballistic9
Group: Members
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Joined: 4-January 09

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How is it broken?
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