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

 
post Nov 29 2020, 03:45
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QUOTE(Maharid @ Nov 23 2020, 01:28) *

1) Meele Update

We really need an update on all Melee Fighting Styles, i'm not really godd because i play little and don't do reaserch but there are a lot of players that know the system a lot that can make useful suggestions, i think we need a topic on that purpuse, find an update liked by most and push it to 10B.

Some ideas:

- Perks for all the missing proficienc apart magic ones (cost 1000 Hath each)
- A new Title equal to Godslayer but with Parry or Block in place of Evasion so the player can chose between them
- A little upgrade in the weapon damage output (equal to all weapon, somtehing around 10-15% base damage).
- A 0.02-4% Bonus * Level n Proficiency Gain (total 10-20% Prof Gain at Level 500)

Those are just my base base idea that can be used or scrapped.

-------------------------------------------------------------------------------------------------

2) New Battle Modes.

1) Realm Of Blood

- Cost: 30 Blood Tokens (All round cost 28 normally).

- You will face all the round of Ring of Blood one after the other until you win or die.

- Difficulty increase by 15% each round and 10% the last for a total 100% difficulty increase for TT&T.

- Increased drop chance and quality drop chance for each round.

- Final bonus if you complete everything: 5000c + 1 Extra Random Tokens + 1 Artifact + 1 Extra Equipment at least Magnificent (increased chance for a Legendary).

2) The Long Way Home

Cost: 1 Stamina (Payed in advence like in Grindfest)

Once each day you can activate this mode and face all remaining round of RE one after another.

- Difficulty increase 5% each round counting the first too (max 120%).

- If you start this in the range of time 29 minutes before and after the "Dawn" it get an increas of difficulty of 30% (Max 150%).

- Each round have an increased chance of getting more monster having always 10 from round 13.

- Each round increase the possibility to encounter a boss.

- Increased drop and quality roll based on the round difficulty factor.

- No extra finishing drop, the point is to have the chance to always finish the daily RE, the difficulty increase already give a good extra.

-------------------------------------------------------------------------------------------------

3) decondelite have good ideas.

Point.


I second all of these.

Also keep hoping one day we will get the dreaded level 999/1000 or more, for the happiness of all mage players here (IMG:[invalid] style_emoticons/default/laugh.gif)


I also super second the new titles, the last one is at level 300, and it's debatably useful since we have the OFC as AoE nuke, and dropping 10% damage is meh. Basically half of the game past 250 gives no new titles.


Unrelated to all of those, to any Mod of this section (capito Scremaz? (IMG:[invalid] style_emoticons/default/laugh.gif) ), the sub title of this topic is wrong, should be "can we have" (or "can we get"), not "can we has" (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Nov 29 2020, 17:10
Post #13882
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QUOTE(Juggernaut Santa @ Nov 29 2020, 01:45) *

I second all of these.

Also keep hoping one day we will get the dreaded level 999/1000 or more, for the happiness of all mage players here (IMG:[invalid] style_emoticons/default/laugh.gif)
I also super second the new titles, the last one is at level 300, and it's debatably useful since we have the OFC as AoE nuke, and dropping 10% damage is meh. Basically half of the game past 250 gives no new titles.

Unrelated to all of those, to any Mod of this section (capito Scremaz? (IMG:[invalid] style_emoticons/default/laugh.gif) ), the sub title of this topic is wrong, should be "can we have" (or "can we get"), not "can we has" (IMG:[invalid] style_emoticons/default/laugh.gif)


A higher max level would actually benefit mages a lot in the current meta - I mean, it'd slow everyone down, but the amount of PABs would benefit mage survivability a lot (lots more endurance). Right now, that's why level 500 mages are very much more comfortable in fest than mages just starting in the mid 300s or low 400s.

The subtitle isn't wrong, 'can we has' is in reference to old cat memes (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Nov 29 2020, 20:46
Post #13883
Maharid



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Another two suggestion, one for Melee and one for all.

1) A way to get Overcharge Cap to 300 for Melee players so we can use OFC with more ease.

2) Changing the TIME proficiency it gained from "at the end of each round" to " at the end of each mode".

Funamentally the EXP of each round is added togheter and when you finish a mode or when you die\flee you have Proficiency Gain based on the total exp.

In this way the prof gain would be marginally better and being this slow even an inch is good.
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post Nov 29 2020, 21:42
Post #13884
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QUOTE(lestion @ Nov 29 2020, 15:10) *

The subtitle isn't wrong, 'can we has' is in reference to old cat memes (IMG:[invalid] style_emoticons/default/tongue.gif)
Wasn't that "can we haz..." ? Just to be even more obvious grammatically.
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post Nov 30 2020, 06:11
Post #13885
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QUOTE(Maharid @ Nov 29 2020, 18:46) *

2) Changing the TIME proficiency it gained from "at the end of each round" to " at the end of each mode".

Funamentally the EXP of each round is added togheter and when you finish a mode or when you die\flee you have Proficiency Gain based on the total exp.

In this way the prof gain would be marginally better and being this slow even an inch is good.


Functionally this would be exactly the same, just a visual difference?
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post Nov 30 2020, 23:55
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Isn't it rounded in each round?

Or is just that when you get enough exp you get 1 point in Prof?
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post Dec 1 2020, 03:10
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QUOTE(Maharid @ Nov 30 2020, 21:55) *

Isn't it rounded in each round?

Or is just that when you get enough exp you get 1 point in Prof?


No, it's not rounded at all. Internally, I believe it's tracked as exp (like for level), so it's as you say in the second case.

God, if it was rounded in each round, it'd either be way way faster (rounded up) or impossible to level at all (rounded down) (IMG:[invalid] style_emoticons/default/tongue.gif)

This post has been edited by lestion: Dec 1 2020, 03:11
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post Dec 1 2020, 07:39
Post #13888
Basara Nekki



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I will repeat here a suggestion I made in the past, but now in an easier way to understand. (IMG:[invalid] style_emoticons/default/happy.gif)

Current Damage Abilities

(IMG:[imgur.com] https://imgur.com/MyMAVzA.jpg)

Suggestion for new Damage Abilities

(IMG:[imgur.com] https://imgur.com/4hi7A0u.jpg)

I believe that, with this, the melee style can be improved (at least a little). And even then it would continue to be slower than mages, but with a smaller difference than the current one. (IMG:[invalid] style_emoticons/default/sleep.gif)

In addition, an increased need for Ability Points would increase the importance of Ability Boost training. (IMG:[invalid] style_emoticons/default/duck.gif)

And if that ADB gain isn't enough, just increase it again in a future patch. (IMG:[invalid] style_emoticons/default/tongue.gif)

With that I hope that more players can stay longer using the melee style. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

From my point of view it seems to be a simple modification, because I am not inventing anything, just increasing the limits of something that already exists. (IMG:[invalid] style_emoticons/default/wink.gif)
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post Dec 2 2020, 01:18
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120-130-140 Each 10 point of prof mean 6000-6500-7000 in total.

I'm not opposed to it but i don't know how much will impact the gameplay, probably is not enough to compare to mages but nearly.
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post Dec 2 2020, 01:54
Post #13890
Basara Nekki



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QUOTE(Maharid @ Dec 1 2020, 20:18) *

120-130-140 Each 10 point of prof mean 6000-6500-7000 in total.

I'm not opposed to it but i don't know how much will impact the gameplay, probably is not enough to compare to mages but nearly.


I do not know either. (IMG:[invalid] style_emoticons/default/heh.gif) (IMG:[invalid] style_emoticons/default/tongue.gif) But we will only find out if Tenboro make these changes, even if only in a short period of testing. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Dec 9 2020, 21:15
Post #13891
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QUOTE(Maharid @ Nov 29 2020, 19:46) *

1) A way to get Overcharge Cap to 300 for Melee players so we can use OFC with more ease.

The new pip system utterly sucks, especially because, even after the utilitarian interface showing numbers, the new value for Spirit Stance to turn off is now 25 old OC (1 pip/charge) instead of 10 OC like before.
Meaning that while before the safe zone to use OFC was 221-250 (30 points), now it's 246-250 (5 points), aka it's 6 times easier to get out of the stance by just using OFC compared to before.
(Using it at 245 with stance on brings OC down to 35, meaning the next attack will bring it down to 25 before applying OC gain from damage dealt, and that will turn off the stance since the threshold considers the OC BEFORE the gains are applied and not after).

I suggested, since he conceded us the old look that still shows all the numbers (meaning that we can still gain and lose portions of charges, regardless of the fact that now the system works on whole charges for skills) bringing the min value back to 10, but to no avail.
That would put the minimum threshold to a fraction of a pip, and I think that's why Tenboro doesn't want that. He wants everything to work around whole values.

Your suggestion is nice, though I don't think a change in the system is what 10b wants to do.

So I have a counter suggestion.

A new hath perk. I think the proper cost would be 2000 Hath for this. Or 5000, depends on how game breaking it would be considered...idk

That hath perk will make so all skills will require 1 less charge to be used.
So T1 spells will cost 0 charges (they still have 10t cooldown), etc.
In OFC's case, it would cost 7 charges instead of 8 (175 old OC), widening the safe window of OFC back to a satisfying value (211-250).


QUOTE(Basara Nekki @ Dec 1 2020, 06:39) *

I will repeat here a suggestion I made in the past, but now in an easier way to understand. (IMG:[invalid] style_emoticons/default/happy.gif)

Current Damage Abilities

(IMG:[imgur.com] https://imgur.com/MyMAVzA.jpg)

Suggestion for new Damage Abilities

(IMG:[imgur.com] https://imgur.com/4hi7A0u.jpg)

I believe that, with this, the melee style can be improved (at least a little). And even then it would continue to be slower than mages, but with a smaller difference than the current one. (IMG:[invalid] style_emoticons/default/sleep.gif)

In addition, an increased need for Ability Points would increase the importance of Ability Boost training. (IMG:[invalid] style_emoticons/default/duck.gif)

And if that ADB gain isn't enough, just increase it again in a future patch. (IMG:[invalid] style_emoticons/default/tongue.gif)

With that I hope that more players can stay longer using the melee style. (IMG:[invalid] style_emoticons/default/rolleyes.gif)

From my point of view it seems to be a simple modification, because I am not inventing anything, just increasing the limits of something that already exists. (IMG:[invalid] style_emoticons/default/wink.gif)

Agreed.
But I would still keep the old order of values (DW>1H>2H).
They get balanced by the weapon values already.

And while we're talking about skill values, I will repeat my suggestion: Light Armor abilities need to be buffed.
Namely the Crit ones.
It's ridiculous that Savage Balance Power can give you higher Crit stats, as well as Attack Damage, than Savage Shadowdancer Shade.
Power should of course retain the power, but Shade should have higher Crit.
The result should be a similar DPS result. So enough Crit to just come on par with the DMG difference.
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post Dec 10 2020, 01:41
Post #13892
Basara Nekki



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QUOTE(Juggernaut Santa @ Dec 9 2020, 16:15) *

A new hath perk. I think the proper cost would be 2000 Hath for this. Or 5000, depends on how game breaking it would be considered...idk

That hath perk will make so all skills will require 1 less charge to be used.
So T1 spells will cost 0 charges (they still have 10t cooldown), etc.
In OFC's case, it would cost 7 charges instead of 8 (175 old OC), widening the safe window of OFC back to a satisfying value (211-250).


I even thought of a Hath Perk that would increase the OC's loading speed by 50%. I think this would be very useful for DW and 2H.

QUOTE(Juggernaut Santa @ Dec 9 2020, 16:15) *

Agreed.
But I would still keep the old order of values (DW>1H>2H).
They get balanced by the weapon values already.


I changed the order because the 2H style has the worst defense. It would be a way to compensate for that.

QUOTE(Juggernaut Santa @ Dec 9 2020, 16:15) *

And while we're talking about skill values, I will repeat my suggestion: Light Armor abilities need to be buffed.
Namely the Crit ones.
It's ridiculous that Savage Balance Power can give you higher Crit stats, as well as Attack Damage, than Savage Shadowdancer Shade.
Power should of course retain the power, but Shade should have higher Crit.
The result should be a similar DPS result. So enough Crit to just come on par with the DMG difference.


This is also a good suggestion.

I proposed only a single modification because I have a certain fear that the greater the number of simultaneous changes, the greater the chance of unexpected unbalances. Making one change at a time would make it easier to correct possible distortions. Obviously, my thinking would only work if Tenboro released a "mini-patch" every 3 or 4 months. (IMG:[invalid] style_emoticons/default/heh.gif)
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post Dec 17 2020, 18:29
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Can we have some special Prefix\Suffix for Force Shield?

Rare equipments have some extra Prefix, Radiant\Mystic for Phase Cloth, Savage for Shade Light and Power Heavy,
They also have extra suffix... nothing for shields, Buckler and Kite get all the extras.

I think we need some more juice for the special shield, like a Balance suffix and a new fitting prefix.

...

Can we also have Tower Shield back and remade for the current meta?
They look so good. (IMG:[invalid] style_emoticons/default/wub.gif)
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post Dec 24 2020, 02:54
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Yearly request: Please get rid of the Recaptcha on the wiki for adding external links in an edit if the user is in Group:Creators. We're not spammers, people have to be manually given that flag.
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post Dec 24 2020, 18:28
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QUOTE(Necromusume @ Dec 24 2020, 00:54) *

Yearly request: Please get rid of the Recaptcha on the wiki for adding external links in an edit if the user is in Group:Creators. We're not spammers, people have to be manually given that flag.
Actually, the recaptcha is in there to prevent edits with account hijacks not prevent unintended edits. i.e. the higher your permissions are the more dangerous it is if your account session gets hijacked.

Creators can edit almost all tag definitions so it may be pretty dangerous.

Oh, and btw, I'm looking through the perms on the wiki for new years cleanup. Will probably hit you up with a PM soon.
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post Dec 27 2020, 09:14
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Think melee is in a good place for low to mid-high levels but for max and near max levels melee sucks pretty hard.

i like the idea of buffing melee damage numbers but I feel it should go from a linear to exponential increase at later levels. monsters right now have too many ways to mitigate melee damage.

there is some serious imbalance when an nearly unforged 1h mage can outperform a fully forged 1h melee build.
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post Dec 28 2020, 18:28
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For my current power and speed i will say Meele need near double final damage output.

--------------------------------------------------

I'l ask officially here; Can we have Regen and Heartseeker\Arcane Focus for Innate Arcana Slot?

That way 1H players will not waste 1500 hath for slot 4 and 5 (we don't usually use Shadow Veil and Haste, at least on high levels).

I know the upkeep will be big but it will be a good way to use all our Mana Draughts and it will be another way to go.

This post has been edited by Maharid: Dec 28 2020, 18:30
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post Jan 2 2021, 14:46
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I have a bit of time so i'll try to give some "Ability Upgrade Idea" to make ability more useful and give an extra boost expecially to Melee.

One Handed

1H Damage Current: Level 0-100-200 \ Cost 2-3-5 AP \ Effect +20-30-40 Damage

1H Damage Suggested: Level 0-100-200-300-400-500 \ Cost 2-3-4-5-7-10 AP \ Effect +20-35-50-65-80-100 Damage

1H Accuracy Current: Level 50-150 \ Cost 1-2 AP \ Effect +0.1-0.2 Accuracy

1H "Efficiency" Suggested: Level 50-150-250 \ Cost 2-3-5 AP \ Effect +0.1-0.2-0.3 Accuracy and +0.1-0.2-0.3 Crit Chance

1H Block Current: Level 250 \ Cost 3 AP \ Effect +0.25 Block Change

1H Block Suggested: Level 200-300 \ Cost 3-5 AP \ Effect +0.25-0.3 Block


Two Handed

2H Damage Suggested: Same With 20-30-40-50-60-75 Damage

2H "Efficiency" Suggested: Same as 1-H Suggested

2H Parry Suggested: Same as 1-H Suggested but with Parry


Dual-Wielding

DW Damage Suggested: Same with 30-50-70-90-110-135 Damage

DW "Efficiency" Suggested: Same as 1-H Suggested

DW Crit Damge Suggested: Same as 1-H Suggested but with Critical Damage (rounded up)


Niten Ichiryuu

Using the suggested for 2-H and DW


Staff

Nothing change apart...

Staff Damage -> "Staff Evasion" Suggested: Same as 1-H Suggested but with Evasion


Supportive

Better Heartseeker\Better Arcane Focus Suggested: Same but with this 2 changes:

Cost: 2-3-4-5-6-8-9-10 AP
Extra Effect + 1-2-3-4-6-8-10 Counter Parry\Counter Resist


--------------------------------


I don't know ehre to start touching armors that also feels much less outdated compared to weapons, if someone have some idea for them put them here.
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post Jan 2 2021, 18:05
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I'm gonna go ahead and say that suggestions that come down to 'make stats bigger for melee' (whether that's through equipment or abilities or whatever) have about a 1% chance of happening - and if they do, it'll probably be independent of this thread - because the problem with melee is largely not about stats, but their damage delivery vectors.

Increasing melee damage is a poor solution: even if you 1-shot a monster per click, you would still likely be slower than mages, because the area of effect is not as consistent and wide - not to mention that insta-kills are really poor for gameplay quality.

No matter how much effort is put into these type of suggestions, I personally will not be forwarding them on, which significantly reduces their chances of being seen (unless lightning strikes and Tenboro wanders through here out of curiosity).

I really recommend considering attacking the problem by examining more interesting interactions & trying to avoid homogeneity between fighting styles; a good way to do this would be to consider how melee uses spirit stance, weapon procs, overcharge skills and the fighting style specific mechanics (eg counter-attacks).
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post Jan 2 2021, 19:36
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QUOTE(Nezu @ Jan 2 2021, 13:05) *

I'm gonna go ahead and say that suggestions that come down to 'make stats bigger for melee' (whether that's through equipment or abilities or whatever) have about a 1% chance of happening - and if they do, it'll probably be independent of this thread - because the problem with melee is largely not about stats, but their damage delivery vectors.

Increasing melee damage is a poor solution: even if you 1-shot a monster per click, you would still likely be slower than mages, because the area of effect is not as consistent and wide - not to mention that insta-kills are really poor for gameplay quality.

No matter how much effort is put into these type of suggestions, I personally will not be forwarding them on, which significantly reduces their chances of being seen (unless lightning strikes and Tenboro wanders through here out of curiosity).

I really recommend considering attacking the problem by examining more interesting interactions & trying to avoid homogeneity between fighting styles; a good way to do this would be to consider how melee uses spirit stance, weapon procs, overcharge skills and the fighting style specific mechanics (eg counter-attacks).


I don't particularly like these ideas for a very simple reason: if it’s the way you say it, I’ll be forced to think to play, and I’ll have to improve my game skills. (IMG:[invalid] style_emoticons/default/tongue.gif)

I don't think it's fun to be, for example, looking for the exact moment to use Spirit Stance / OC, the ideal amount of use between OFC and Skill, how to maximize weapon procs, in short, to be refining styles. For me, just hit the monsters, and then they die. (IMG:[invalid] style_emoticons/default/heh.gif)

The ideas I gave were to increase speed for all melee styles. I am not concerned that a mage is faster. My intention was just to narrow this difference, in a simple way, without changing the current gameplay. And regardless of those "smarter solutions" you mentioned, mages will continue to be faster, but in this case there is a risk of messing up all the current styles, requiring the search for new gameplay, new configurations, unpredictable imbalances. And in the end do you know what will happen? Mages will continue to be faster, just like today. So, why big changes if in the end the result can (or will be) the same? If it goes wrong, to fix it later, it takes a lot more work.
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