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

 
post Feb 28 2012, 02:34
Post #3181
buktore



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TBH I found the skill cooldown completely unnecessary. (IMG:[invalid] style_emoticons/default/mellow.gif)

There're another mechanism already in place that discourage or prevent player to use skill repeatedly; the amount of OC needed to use skill, and the damage bonus when use skill with high OC.

Not that I'm complaining about it since it work good enough at the moment. But a few tweak here and there are welcome.

....

BTW, I still waiting for a skill that proc confuse on all enemies... (IMG:[invalid] style_emoticons/default/laugh.gif)

An OC gems would be nice, too. (IMG:[invalid] style_emoticons/default/wink.gif)
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post Feb 28 2012, 02:44
Post #3182
skillchip



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QUOTE(buktore @ Feb 28 2012, 00:34) *

BTW, I still waiting for a skill that proc confuse on all enemies... (IMG:[invalid] style_emoticons/default/laugh.gif)


Probably a staff skill
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post Feb 28 2012, 11:54
Post #3183
qqaaqq



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suggestions:

1. i believe previously stated by others but, add the monster's class to there name so we know what we are fighting right away. i.e. monster name is "a" and is a stupid giant. displayed name would be "giant - a"

2. a game breaking suggestion (probably...), allow us to make forge ethereals, through super rare materials or w/e

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post Feb 28 2012, 23:01
Post #3184
etothex



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how about an armor proc, regen or protect?

if you don't want people wearing 5 pieces of that, maybe limit it to one slot type only?
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post Feb 29 2012, 00:29
Post #3185
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QUOTE(qqaaqq @ Feb 28 2012, 04:54) *

1. i believe previously stated by others but, add the monster's class to there name so we know what we are fighting right away. i.e. monster name is "a" and is a stupid giant. displayed name would be "giant - a"

Its called Scan. Learn to use it.

QUOTE(etothex @ Feb 28 2012, 16:01) *

how about an armor proc, regen or protect?

if you don't want people wearing 5 pieces of that, maybe limit it to one slot type only?

LOL, reactive armor. Honestly this would work better in accessory slots. Whenever it is they decide to appear and give us more to rage and angst about, anyway.
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post Feb 29 2012, 01:43
Post #3186
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Can we has new monster skill type pls? Asap.
It annoys me that each and every custom monster uses physical skills only. I know it'll take a long time before a decent system is implemented. So for the time being how about an option to choose between magical and physical skill for monsters?
First of all Absorb is currently useless. Secondly my magical defense is a lot better. (IMG:[invalid] style_emoticons/default/laugh.gif)
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post Feb 29 2012, 02:07
Post #3187
etothex



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QUOTE(derpymal @ Feb 28 2012, 14:29) *

LOL, reactive armor. Honestly this would work better in accessory slots. Whenever it is they decide to appear and give us more to rage and angst about, anyway.

I had that thought as well; just wasn't sure it it would be more of a hassle to add a new slot or not
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post Feb 29 2012, 06:33
Post #3188
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QUOTE(derpymal @ Feb 28 2012, 17:29) *

QUOTE(etothex @ Feb 28 2012, 16:01) *

how about an armor proc, regen or protect?

if you don't want people wearing 5 pieces of that, maybe limit it to one slot type only?


LOL, reactive armor. Honestly this would work better in accessory slots. Whenever it is they decide to appear and give us more to rage and angst about, anyway.



This would be an awesome idea, but i can bet real money on we'll be flooded with accessories like Physical absorb +1, or "Proc chance 5-15%, heals you for 15-50 hp (no scaling)", and anything with a decent stat or proc on it will have a drop rate akin to legendary items. In during 'Legendary Ring of Strength/Intelligence' (just +5 of the respective stat)

Though if we could get things such as <item> of mana regen/regen 1-100 hp/mp per tick (depending on quality and type, obviously mp would be far FAR lower) , that would be pretty cool... or something like shield-armor-only proc 5-10% elemental spikes phase armor only proc absorb (since it's so useless) for maybe 2-3 turns or something scaled.
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post Feb 29 2012, 14:23
Post #3189
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You failed to correctly answer the RiddleMaster within the time limit. You lose 1 Stamina.

could we have an bypass button for thouse who dont want to bother themself with boring labynth and boring buff
pls
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post Feb 29 2012, 14:32
Post #3190
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Except that would completely defeat their purpose.
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post Feb 29 2012, 16:02
Post #3191
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QUOTE(Death Grunty @ Feb 29 2012, 00:43) *

Can we has new monster skill type pls? Asap.
It annoys me that each and every custom monster uses physical skills only. I know it'll take a long time before a decent system is implemented. So for the time being how about an option to choose between magical and physical skill for monsters?
First of all Absorb is currently useless. Secondly my magical defense is a lot better. (IMG:[invalid] style_emoticons/default/laugh.gif)


My suggestion would be to allow a second Skill for PL 300+ Monsters and a Spirit Attack at 600+

People may choose between Physical an magical for the second skill and choose a Element for the Spirit Attack.
Should do as a placeholder until the real thing is done.
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post Feb 29 2012, 20:19
Post #3192
aiwotorimodose



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as long as those custom monster appearance become as rare as legendary (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Feb 29 2012, 21:08
Post #3193
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QUOTE(buktore @ Feb 28 2012, 02:34) *

TBH I found the skill cooldown completely unnecessary. (IMG:[invalid] style_emoticons/default/mellow.gif)

There're another mechanism already in place that discourage or prevent player to use skill repeatedly; the amount of OC needed to use skill, and the damage bonus when use skill with high OC.

Not that I'm complaining about it since it work good enough at the moment. But a few tweak here and there are welcome.

....

BTW, I still waiting for a skill that proc confuse on all enemies... (IMG:[invalid] style_emoticons/default/laugh.gif)

An OC gems would be nice, too. (IMG:[invalid] style_emoticons/default/wink.gif)

Keep in mind you get a 2.80 damage multiplier at the cost of 100% usage if you have overcharge at 280%. The cooldown is there to balance that fact.
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post Feb 29 2012, 22:00
Post #3194
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QUOTE(Bunker Buster @ Mar 1 2012, 02:08) *

Keep in mind you get a 2.80 damage multiplier at the cost of 100% usage if you have overcharge at 280%. The cooldown is there to balance that fact.


QUOTE(buktore @ Feb 28 2012, 07:34) *

There're another mechanism already in place that discourage or prevent player to use skill repeatedly; the amount of OC needed to use skill, and the damage bonus when use skill with high OC.


The current cooldown mechanism only make sense for a few skill (some 1H/DW skill) ... For other skill, cooldown doesn't 'balance' anything, it only restrict player's freedom even more. But as I said, it's not a big issue. If Death Grunty didn't mentioned about it, I doubt I would even bring this up.

This post has been edited by buktore: Feb 29 2012, 23:56
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post Mar 1 2012, 06:59
Post #3195
skillchip



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Ethereal shields...
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post Mar 1 2012, 07:10
Post #3196
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Channeling = Zero Casting time for spell (IMG:[invalid] style_emoticons/default/sleep.gif)

This will help for both Mage and melee (IMG:[invalid] style_emoticons/default/smile.gif)
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post Mar 1 2012, 07:34
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Rather have Ethereal shade armor like they do in Diablo 2, that way casting Heartseeker doesn't cost 217 at lvl 181.
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post Mar 1 2012, 16:30
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No stamina costs/lowest stamina cost for arena rounds?

I'm using up all of my stamina just doing a few hourlies plus the daily arenas.

How can I level up my equipments at this rate?
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post Mar 1 2012, 16:34
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QUOTE(ChosenUno @ Mar 1 2012, 06:30) *

How can I level up my equipments at this rate?

Energy Drinks.
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post Mar 1 2012, 16:39
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QUOTE(ChosenUno @ Mar 1 2012, 22:30) *

No stamina costs/lowest stamina cost for arena rounds?

I'm using up all of my stamina just doing a few hourlies plus the daily arenas.

How can I level up my equipments at this rate?


Make your choice every day: IW (for equips), arenas (for credits + equips), cryfests (for crystals), or GF (for credits + other drops)?
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