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

 
post Dec 31 2011, 03:05
Post #2581
Drksrpnt



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QUOTE((Cheater) Tiap @ Dec 31 2011, 00:31) *

Can we has a training to restore vitals upon arena completion?
eg 10 levels, (max vitals - current vitals)*level/10 restored, cost similar to Spelunker


This, pretty much.
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post Dec 31 2011, 05:44
Post #2582
Msgr. Radixius



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How about an option in the forge that allows us to shatter garbage equipment for materials based on the quality of the item and maybe a 1% chance at a binding or, if it's shade, shield, phase or... whatever the other ones are, a miniscule chance at getting one of the special item.
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post Dec 31 2011, 06:17
Post #2583
rpgman1



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QUOTE(radixius @ Dec 30 2011, 22:44) *

How about an option in the forge that allows us to shatter garbage equipment for materials based on the quality of the item and maybe a 1% chance at a binding or, if it's shade, shield, phase or... whatever the other ones are, a miniscule chance at getting one of the special item.

That sounds pretty good. Salvaging useless equipment into materials, then forging them into special items.
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post Dec 31 2011, 08:11
Post #2584
grumpymal



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QUOTE(radixius @ Dec 30 2011, 22:44) *

How about an option in the forge that allows us to shatter garbage equipment for materials based on the quality of the item and maybe a 1% chance at a binding or, if it's shade, shield, phase or... whatever the other ones are, a miniscule chance at getting one of the special item.

If it means less equipment getting sold to the bazaar for credits, it might be good. If it means a flood of materials, not so much. It would have to be balanced so there's no significant gain from either. Though I think Tenboro might have already said no to breaking down equipment for materials, not sure.
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post Dec 31 2011, 08:29
Post #2585
Msgr. Radixius



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Well, there's a simple solution to that.

Don't make the acquisition of a material 100% for the shatterening(sic).
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post Dec 31 2011, 08:55
Post #2586
varst



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Problem is that it will affect the efficiency of the forge system as a credit sinker (IMG:[invalid] style_emoticons/default/tongue.gif)

If it is effective, nobody will give a shit to the monsters.
If it isn't, then nobody will give a shit to the shattering system.
And it's way too difficult to balance that IMO.
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post Dec 31 2011, 09:11
Post #2587
Sushilicious



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Tenboro already stated that breaking items as a substitute for forging materials isn't happening. I personally asked him that when he first hinted toward the system.
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post Dec 31 2011, 09:47
Post #2588
Msgr. Radixius



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Well, that's just silly. But I don't make the decisions, I guess. I just deal with the consequences.
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post Dec 31 2011, 11:41
Post #2589
Ichy



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Getting Materials from Equipment would make monsters worthless.


Suggestion regarding skills: Some of them are pretty sad.
Change Iris Strike to a series of rapid strikes. each 10% OC will grant one extra hit- So with 280% OC you will strike 28 times in one round.

Shield Bash ---> Holy Shield. As long it is active it will grant you a 25% to Block, your Counter damage will be tripled and Holy Damage will be absorbed.
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post Dec 31 2011, 11:42
Post #2590
Tenboro

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I considered that, but no. The only way it could work is if the breakdown thing actually cost credits to use.
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post Dec 31 2011, 19:51
Post #2591
grumpymal



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QUOTE(Tenboro @ Dec 31 2011, 04:42) *

I considered that, but no. The only way it could work is if the breakdown thing actually cost credits to use.

So why not make it a pay service?
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post Jan 1 2012, 00:19
Post #2592
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How about limiting it so you can only salvage a set amount each day or after a certain time period (like the item world).

This post has been edited by gaiablade: Jan 1 2012, 00:19
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post Jan 1 2012, 00:48
Post #2593
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Or maybe Salvage only gives Common mats. Never any Bindings or Rare.

QUOTE(Ichy @ Dec 31 2011, 01:41) *

Suggestion regarding skills: Some of them are pretty sad.
Change Iris Strike to a series of rapid strikes. each 10% OC will grant one extra hit- So with 280% OC you will strike 28 times in one round.

Shield Bash ---> Holy Shield. As long it is active it will grant you a 25% to Block, your Counter damage will be tripled and Holy Damage will be absorbed.

I also want to second this.
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post Jan 1 2012, 14:50
Post #2594
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Can We Has more lesser skills that do not completely drain the overcharge bar, so that they can be used to dispatch of multiple lesser enemies versus our primary capacity being to destroy larger enemies with a single swift blow.
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post Jan 1 2012, 18:50
Post #2595
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Here's a list of suggested skills I whipped up, lemme know what you think.

Unarmed
You wa Shock
Massive single-target damage.
Costs 100%.

One-Handed
Tiger Strike
Damages the target twice.
Costs 25%.

Battering Ram
Damages and stuns up to 3 adjacent monsters.
Costs 50%.

Aurora Wall
Take no damage for the next 5 turns.
Costs 150%.

Two-Handed
Pulverise
Single-target attack that inflicts all melee procs.
Costs 50%.

Shockwave
Stuns all enemies for 1 turn.
Costs 50%.

Dive Bomb
AoE damage that ignores all resistances.
Costs 150%.

Dual Wielding
Berserker Rush
AoE attack.
Costs 75%.

Deadly Pincer
Single-target damage that ignores all resistances and bleeds the target.
Costs 125%.

Rapid Strikes
Single-target damage, hits up to a dozen times.
Costs 200%.

Niten Ichiryu
Honorable Strike
Normal attack, take no damage next turn.
Costs 50%.

Iaido
Single-target attack performed at maximum action speed.
Costs 75%.

Perfect Technique
AoE attack performed at maximum action speed.
Costs 150%.

Staff:
Mana Condensation
Procs CM on all targets.
Costs 25%.

Void Missle
Magic Missle that does void damage.
Costs 50%.

Void Blast
AoE void damage.
Costs 125%.
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post Jan 1 2012, 20:18
Post #2596
Tenboro

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QUOTE(Maximum_Joe @ Jan 1 2012, 17:50) *
Staff:
Mana Condensation
Procs CM on all targets.
Costs 25%.


That's why I don't ask. (IMG:[invalid] style_emoticons/default/smile.gif)

FWIW, here are my current thoughts on where I'm taking skills.

First of all, no, they won't drain the OC gauge. They only do that now because cooldown wasn't implemented yet. (And yes, all skills will have a cooldown, depending on power.)

Secondly, there will be skill chains of some form. You will have to use low-cost/low-tier skills to temporarily make higher tiers available. Which will be one of the advantages of having a larger OC tank.

Thirdly, most class skills are unlocked with proficiency. But there are already a couple of special skills that require certain titles/items, and there will likely be more.

And yes, I'm going for a unified quickbar for both magic and skills, but it's quite a bit of reworking involved. (Not to mention all skills will need an icon.)

Nothing of this is set in stone yet, outside of the first point which is already implemented. And I don't know exactly what will make it into the next patch, or when that will be. So if the final result is something completely different, there's your disclaimer right there.
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post Jan 1 2012, 20:20
Post #2597
Msgr. Radixius



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Sounds erotic.

ADDENDUM: Anything you may want to outsource (such as icon gathering or whatnot) I'd be glad to assist you, sirmadam.

This post has been edited by radixius: Jan 1 2012, 20:31
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post Jan 1 2012, 21:23
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Neat.

Do you have any plans to do anything with AP related to Skills? Because I've got boxes of them looking all sad and unloved.
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post Jan 1 2012, 21:26
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It sound good and all. But I have hard time imagine how skill cooldown and chaining could be integrate well into a game that's mostly about keep yourself sane while fighting lots of (usually) weak* monsters for hundreds, thousands, or even more rounds as fast as possible...

I'm not against it BTW, I'm just curious and interesting how this will turn out.





** You can, of course, change this (weak > stronger monsters) ... But since the 'Hundreds of rounds and more ...' bit couldn't be change easily, changing it make it hard to keep your sanity intact...

This post has been edited by buktore: Jan 1 2012, 21:27
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post Jan 1 2012, 21:34
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The new skill system sounds promising (IMG:[invalid] style_emoticons/default/smile.gif)

@buktore

Maybe we should have more supportive skills?
It may not be a good idea to use skills on tons of enemies, but getting a buff on your evade/action speed is always good.
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