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[Suggestion] A few requests, Can we has... |
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Feb 11 2012, 20:47
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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How about Tenb brings something like Ratings back? Each Aura point could give 1% for a certain element. And to make Melees not whine again grant red Aura a 2% bonus for each point. Also a new monster aura or another level of Focused aura (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Feb 12 2012, 02:17
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alfonx
Group: Members
Posts: 1,223
Joined: 23-June 09

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Magic missile to have 100% accuracy, void damage and bypass magical mitigation. This would mean it always hits and deals consistent damage to all monsters regardless of strength, mitigation or monster type. Cooldown on monster skills. As a player we have cooldowns on skills but monsters can hit us on consecutive turns with their special(I've even been hit twice on the same turn by a monster's special). Maybe give monsters 5 turns before they can use it again. Remove monster agitation. Back when custom mobs were young and cute they were somewhat harmless so agitation made sense. But now monsters are on steroids and other drugs and hit like trucks. Agitation on top of that is just overkill. Confirmation screen in the forge. Sometimes I want to see just how much an upgrade will improve the item before it actually is upgraded. So being able to see the upgrade before it takes place would be nice. Equipment breakdown at high ratios like 15:1. So you could destroy 15 phases for 1 crystallized phazon. This would actually make Owl phase have a use. Allow the hp bar red danger zone to be user side adjustable. Also an adjustable Spirit Shield proc% would be helpful(Or maybe a new ability 'adjustable spirit shield'). Make it so the shrine stops giving ability points for those who have maxed their ability tree. It gets frustrating getting useless APs from artifacts. Also maybe a special bonus row of abilities available only to those who have maxed all rows of abilities. It could be full of unlimited EXP,HP, MP,SP and overcharge tanks (IMG:[ invalid] style_emoticons/default/rolleyes.gif)
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Feb 12 2012, 03:10
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(alfonx @ Feb 12 2012, 07:17)  Magic missile to have 100% accuracy, void damage and bypass magical mitigation. This would mean it always hits and deals consistent damage to all monsters regardless of strength, mitigation or monster type. Cooldown on monster skills. As a player we have cooldowns on skills but monsters can hit us on consecutive turns with their special(I've even been hit twice on the same turn by a monster's special). Maybe give monsters 5 turns before they can use it again. Remove monster agitation. Back when custom mobs were young and cute they were somewhat harmless so agitation made sense. But now monsters are on steroids and other drugs and hit like trucks. Agitation on top of that is just overkill. Confirmation screen in the forge. Sometimes I want to see just how much an upgrade will improve the item before it actually is upgraded. So being able to see the upgrade before it takes place would be nice. Equipment breakdown at high ratios like 15:1. So you could destroy 15 phases for 1 crystallized phazon. This would actually make Owl phase have a use. Allow the hp bar red danger zone to be user side adjustable. Also an adjustable Spirit Shield proc% would be helpful(Or maybe a new ability 'adjustable spirit shield'). Make it so the shrine stops giving ability points for those who have maxed their ability tree. It gets frustrating getting useless APs from artifacts. Also maybe a special bonus row of abilities available only to those who have maxed all rows of abilities. It could be full of unlimited EXP,HP, MP,SP and overcharge tanks (IMG:[ invalid] style_emoticons/default/rolleyes.gif) I don't think MM with 100% accuracy is a good idea. Void damage, however, I likey. Maybe change it so that if/when you are using an ethereal staff, MM would deal void damage? Although I don't see the justification for it, really. It's not like you'll be spamming MMs against bosses. Remove agitation. Yes, very much this!
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Feb 12 2012, 03:34
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(alfonx @ Feb 11 2012, 18:17)  Magic missile to have 100% accuracy, void damage and bypass magical mitigation.
It just needs to proc the magic version of Penetrated Armor, which should be named "Shattered Barrier."
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Feb 12 2012, 09:11
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smilejb
Group: Members
Posts: 558
Joined: 24-May 09

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Would be nice if atleast one of the procs for melee (ie: stun/bleeding wound/ penetrated armor), helped increase magical attacks on that creature. I don't think bleeding wound be good for this though. Can't think of a reason why it should, its just bleeding out.
If I were to choose, I would say pa. Mostly because stun is already imho way better than pa. Plus, while a monster with stun can't exactly brace itself for attack, its natural resistance wouldn't be lowered. (like lets say it was like a fire celestial, even though it seems impossible to stun, casting fire on it wouldn't exactly hurt it).
plus I like to think of it as pa breaks some of their armor off, letting magic spells hit them directly.
Basically this is to help out the idea of being a battle mage. As it is, it just seems to make more sense to choose one or the other.
Another suggestion would be to have some elemental sprites or celestials or something abosrb their own element. After all, if you are fighting a wall of fire, it shouldn't get hurt even a little by some more fire. This would make it harder more for the mage yes, but the melee wouldnt really be able to do anything if he/she had that infusion on. Or those flame spikes would cure said critter. (if anything, downside would be that those flame spikes and its other variants would seem a little pointless in casting).
I have a third suggestion but thought I would let this sit for a while.
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Feb 12 2012, 09:23
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varst
Group: Gold Star Club
Posts: 11,561
Joined: 30-March 10

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You know, PA DO increase spell damage a long time ago...
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Feb 12 2012, 09:49
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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It made poison OP back then too (IMG:[ invalid] style_emoticons/default/smile.gif) Absorb would be terrible, it would have to work both ways, there would have to be mobs that absorb void/slash/crush/pierce to make it balance which would be silly
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Feb 12 2012, 10:56
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smilejb
Group: Members
Posts: 558
Joined: 24-May 09

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QUOTE(skillchip @ Feb 12 2012, 00:49) 
Absorb would be terrible, it would have to work both ways, there would have to be mobs that absorb void/slash/crush/pierce to make it balance which would be silly
Well, it doesn't have to balance that way. Like you said it would be silly. Can't imagine a critter actually absorbing those hits, at most negating it but yea. And besides, it can't work that way otherwise you would have an unbeatable monster for any melee player. How are they supposed to beat it if it just absorbs? And you can't ask them to invest in spells. If anything to really balance it, just knock something else back for melees. Well I guess poisen would work since everyone pretty much invests in that. But that is ridiculous. I think i should have written that last idea down because I already forgot it ><. I guess since pa used to have it that it probably won't come back. But if it were, I would suggest the montage come back too :-D. (just because its ridiculous getting my staff up... get your mind out of the gutter).
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Feb 12 2012, 11:11
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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How about we can have one Monster fighting together with us? It can be played where the Battle Time Text is placed because once you have a monster you should know how the game works (IMG:[ invalid] style_emoticons/default/tongue.gif) All it needs is a name, HP and magic bar and maybe let us upload a small image. It would attack just like the other Mobs and can take Advantage of our supportive spells and heals.
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Feb 12 2012, 11:26
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smilejb
Group: Members
Posts: 558
Joined: 24-May 09

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QUOTE(Ichy @ Feb 12 2012, 02:11)  How about we can have one Monster fighting together with us? It can be played where the Battle Time Text is placed because once you have a monster you should know how the game works (IMG:[ invalid] style_emoticons/default/tongue.gif) All it needs is a name, HP and magic bar and maybe let us upload a small image. It would attack just like the other Mobs and can take Advantage of our supportive spells and heals. I do like this idea. But if tenboro don't like it, maybe I can do a variant of it. Like maybe we don't need it anywhere really on the page. Its more of a random roll each turn based on your monster that you choose to have with you. For example, in the settings or in the monster lab, you can choose a familiar to stay with you. For the sake of it all, lets make it a celestial? Every action you do has a roll on whether or not your monster does anything. In this case, if it rolls in your favor it will heal you. With another monster it will attack a random mob. Or another one can cast a deprecating spell. Maybe sprites do supportive spells. etc. It will just come up in your battle log this way there doesn't have to be too many changes.
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Feb 13 2012, 02:38
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Dragon-Born suffix to cotton/leather/plate. +resist to all, cause you know we just need more useless suffixes
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Feb 13 2012, 03:09
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Drksrpnt
Group: Gold Star Club
Posts: 3,550
Joined: 27-December 10

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Heh. It'd actually be pretty decent for Plate armor. High physical mitigation with resistances to all magic types? Imagine a Legendary piece of "Dragon-born" plate armor. It'd be pretty damn good. Killing things would be extremely slow, but you'd take pretty much no damage. Or at least, much less damage than you would otherwise.
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Feb 14 2012, 06:58
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RajaNagaSoz
Group: Members
Posts: 332
Joined: 7-December 08

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So, i'm playing again, except i've said fuck it all and am using niten again. It feels like monster hp didn't go up from when i was using a mace prior! (IMG:[ invalid] style_emoticons/default/laugh.gif) Now if niten would just give some prof... (IMG:[ invalid] style_emoticons/default/heh.gif) (psst: it's own) This post has been edited by RajaNagaSoz: Feb 14 2012, 07:00
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Feb 14 2012, 07:21
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Depending on the difficulty and your level monster HP has risen or decreased
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Feb 14 2012, 13:19
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Annoyed
Group: Members
Posts: 2,781
Joined: 29-June 09

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How about allow high level players to send there ability to anyone they want . Condition :- Only when they have max there ability tree .
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Feb 14 2012, 19:10
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Decrease damage of explosions from using the next element, but allow multiple explosions (let debuff last whole duration)
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Feb 15 2012, 00:24
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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I think people shouldn't have to fight monsters that they've created. It's pretty counterintuitive and probably prevents people (especially high levels) from creating monster classes that would make play more difficult for themselves. Having your own monsters attack you is a double-whammy since they hinder your play if they're strong and also don't benefit you through monster victories (materials.)
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Feb 15 2012, 00:58
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(hitokiri84 @ Feb 14 2012, 23:24)  I think people shouldn't have to fight monsters that they've created. It's pretty counterintuitive and probably prevents people (especially high levels) from creating monster classes that would make play more difficult for themselves. Having your own monsters attack you is a double-whammy since they hinder your play if they're strong and also don't benefit you through monster victories (materials.)
But then people will create even more giants (IMG:[ invalid] style_emoticons/default/laugh.gif)
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