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

 
post Jan 1 2012, 21:37
Post #2601
grumpymal



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My guess is there'll be some sort of counter that ticks down like with buffs/debuffs (we've got that huge status bar now, after all). And that it probably won't be longer than a turn or two for weaker skills but longer for AOEs and massive damage or special effect attacks so we can't spam them for as long as we've got the OC to use them.

My concern is more with chains not requiring the same target.
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post Jan 1 2012, 21:49
Post #2602
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I wonder how skill chaining would work out. I can't really envision it being effective for normal play where you're trying to go through as many rounds as fast as possible. On the other hand, for bosses or other monsters with high HP then it could certainly be interesting. Doing some combos on FSM might be a tad less boring then holding down R after all. Guess I'll just wait and see how all this plays out.
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post Jan 1 2012, 21:59
Post #2603
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@ varst

Not to say that your ideas are bad or anything... I just simply don't know what would be a good idea, or bad, when it come down to skills and can't really give a good opinion... A few suggestion of mine so far are broad and general in scope, and that's as far as I can delve into the matter right now. (IMG:[invalid] style_emoticons/default/unsure.gif)
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post Jan 1 2012, 22:32
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If skill chaining makes stuff like DwD more entertaining im all for it.
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post Jan 1 2012, 23:32
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QUOTE(Tenboro @ Jan 1 2012, 10:18) *

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.


Sounds like it'll make melee classes more like mages in the most fun way possible... RAGE MAGES!
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post Jan 1 2012, 23:41
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how about making the new Dovahkiin title worth using
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post Jan 2 2012, 02:01
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the ideas for changes to skills sure sound interesting.
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post Jan 2 2012, 12:42
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I wonder if adding a skill that help maging in some way (increase spell dmg or something) to some of the melee fighting style (1H would be a good candidate) would make an age old dream of some people, playing a viable battlemage, come true? (IMG:[invalid] style_emoticons/default/huh.gif)

Not that I really care about it since I won't going to play it anyway (I'm more interested in Niten...), but just an idea...
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post Jan 2 2012, 22:59
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How about a skill that removes a monster from combat entirely. (subsequently removing the exp, drop, whatever else along with it.)

(Don't know if this is currently workable or not, but like roar from pokemon games. I suppose Fus Ro Dah would be the best flavor candidate, but that would be of iffy usefulness for having gotten that title it comes with since it would remove the exp and drop-chance)
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post Jan 2 2012, 23:53
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QUOTE(RajaNagaSoz @ Jan 2 2012, 12:59) *

How about a skill that removes a monster from combat entirely. (subsequently removing the exp, drop, whatever else along with it.)

A banish spell is more feasible. Making a monster unable to act but not being able to attack it (auto-dispelled when all its allies are dead). Better than Sleep for those who want to AoE. Should probably be quite costly to maintain.
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post Jan 3 2012, 00:15
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QUOTE(RajaNagaSoz @ Jan 2 2012, 21:59) *

How about a skill that removes a monster from combat entirely. (subsequently removing the exp, drop, whatever else along with it.)

(Don't know if this is currently workable or not, but like roar from pokemon games. I suppose Fus Ro Dah would be the best flavor candidate, but that would be of iffy usefulness for having gotten that title it comes with since it would remove the exp and drop-chance)

So just scare away everyone until I reach the Dragons in a Dance with Dragons?
A daily drop of them in IWBTH sounds awesome (IMG:[invalid] style_emoticons/default/happy.gif)
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post Jan 3 2012, 00:42
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well, i AM assuming there would be an mp and/or sp cost, and probably a cooldown, so it wouldn't like you could just scare all the mobs away.

Not that i wouldn't enjoy being able to scare away all the fodder and get to the last round of whatever arena easy as pie too. Knowing how this game works to be a time/creditsink, it would end up costing hath per use.










...and then no one ever brought up the idea again.
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post Jan 3 2012, 06:52
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I'd like to see if something like Iris Strike's Blind effect could be expanded with the skill system. Maybe add Silence or, Weaken or other effects to 100OC drain skills. And you could activate the new melee skills by using ability points.
Also, it would be nice if OC tank affected the OC generation rate, making each hit return 5-10% of total OC.

This post has been edited by Madprank: Jan 3 2012, 06:55
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post Jan 3 2012, 08:08
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Why does Iris Strike proc Blind, of all things? In my opinion, if anything, it should proc both of your weapons' procs at the same time (so if someone is using, say, a rapier and a dagger, it would proc both Bleed and Penetrated Armor)

Makes much more sense to me, but yeah.
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post Jan 3 2012, 08:38
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QUOTE(Drksrpnt @ Jan 2 2012, 22:08) *

Why does Iris Strike proc Blind, of all things? In my opinion, if anything, it should proc both of your weapons' procs at the same time (so if someone is using, say, a rapier and a dagger, it would proc both Bleed and Penetrated Armor)

Makes much more sense to me, but yeah.


Because you're stabbing them in the eyes, not sure how that work with clubs.

[en.wikipedia.org] http://en.wikipedia.org/wiki/Iris_(anatomy)

This post has been edited by sigo8: Jan 3 2012, 08:39
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post Jan 3 2012, 08:49
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Id like to suggest a new training:
Monster Trainer- % increase in chance your monster(s) bring back loot
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post Jan 3 2012, 19:07
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QUOTE(sigo8 @ Jan 3 2012, 07:38) *

Because you're stabbing them in the eyes, not sure how that work with clubs.

[en.wikipedia.org] http://en.wikipedia.org/wiki/Iris_(anatomy)


Oh, lol. I feel stupid. I didn't think of iris in that sense. I was thinking more along the lines of [en.wikipedia.org] THIS Iris.

And you're right about clubs. Unless they have spikes on them, they're hardly able to hit someone in the eyes.
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post Jan 4 2012, 00:49
Post #2618
grumpymal



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QUOTE(Drksrpnt @ Jan 3 2012, 12:07) *

And you're right about clubs. Unless they have spikes on them, they're hardly able to hit someone in the eyes.

Sure you can. You'll just be hitting more than just the eyes, but you'll hit them all the same.
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post Jan 4 2012, 03:05
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QUOTE(Drksrpnt @ Jan 3 2012, 09:07) *

Oh, lol. I feel stupid. I didn't think of iris in that sense. I was thinking more along the lines of [en.wikipedia.org] THIS Iris.

I thought the same thing at first, like why is Iris Strike blinding them? I was thinking of iris as the [upload.wikimedia.org] flower. And then I was like, oh...iris, eye, blind the eye. Got it.
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post Jan 4 2012, 06:03
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I'm sure this has been address but i just felt like bringing it up. Can we pls have better item world lvling methods. Lately i've been trying to bring my ethereal mace back to par with my level, course with hundreds of levels each time, its been destroying my stamina 7 points and wielding 1 level each time. ~.~ hard for me to replace this weapon...

Decreasing the number of levels would greatly help with leveling the weapon. Or better yet is it possible to implement the function to level up weapons and armor while in battle. You know like how using a certain item makes it stronger. Would be amazing if that could be done.

This post has been edited by 545454: Jan 4 2012, 06:05
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