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

 
post May 12 2010, 12:35
Post #41
HybridGuardian



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QUOTE(kyouri @ May 12 2010, 11:59) *

I also want to take out entire waves of enemies in a flash!

Play a mage (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post May 12 2010, 18:43
Post #42
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It's already possible to fatally wound up to five enemies at once with a good Longsword.
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post May 12 2010, 18:56
Post #43
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QUOTE(Sayo Aisaka @ May 12 2010, 17:43) *

It's already possible to fatally wound up to five enemies at once with a good Longsword.

I dare say 9 since cmal did it
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post May 12 2010, 19:15
Post #44
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I meant five with one hit. (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post May 12 2010, 19:19
Post #45
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QUOTE(kyouri @ May 12 2010, 02:59) *

Probably suggested a billion times already but melee aoe skills pls. I also want to take out entire waves of enemies in a flash! kthxbye.

The process of balancing those would be insanely hard.
If they are of equal strength to a magic AOE for an equal MP cost, then any value in playing mage disappears.
If they cost too much or are too weak, then it is likely that a melee character would be better off using magic.
The solution is likely to have them cost SP instead of MP, but that has serious problems in that melee characters suddenly gain access to a new source of power at no real cost to them. Maybe that could be balanced by a skill that allows players to turn SP into MP, but I'm not sure that is an equal trade-off.
Of course, anything that makes players so much more powerful would require a difficulty adjustment and those have never been fun.
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post May 12 2010, 19:55
Post #46
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QUOTE(Boggyb @ May 12 2010, 19:19) *
The solution is likely to have them cost SP instead of MP, but that has serious problems in that melee characters suddenly gain access to a new source of power at no real cost to them. Maybe that could be balanced by a skill that allows players to turn SP into MP, but I'm not sure that is an equal trade-off.

Just as a Fighter is not completely devoid of uses for magic, neither would a mage be completely lacking in uses for skills.

But yeah, it basically changes the game. I guess that's the point, but it's a hell of a work load and sure to upset no fewer than 10% of people upon release no matter how well it's done.
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post May 14 2010, 22:14
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How about a new Henjutsu Training skill?
Some "Smart pack rat" thing.
40 levels in total, gaining perhaps 0.5% per level of having a usable item pop back up in ur battle inventory.

So at full skill 40/40 (which would ofc cost ****loads after the 10th level perhaps?)
U get 20% chanse when a usable item drops in a fight, pop into a empty battle inventory space.
Usable for example long fights in IW etc.

And for example having it at 5%(@lvl10) of a usable item comes into play aint that much, since it could be anything, perhaps a usable item u dont rly need, but the chanse is there ^^
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post May 14 2010, 23:03
Post #48
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QUOTE(hassanjage @ May 14 2010, 16:14) *

How about a new Henjutsu Training skill?
Some "Smart pack rat" thing.
40 levels in total, gaining perhaps 0.5% per level of having a usable item pop back up in ur battle inventory.

So at full skill 40/40 (which would ofc cost ****loads after the 10th level perhaps?)
U get 20% chanse when a usable item drops in a fight, pop into a empty battle inventory space.
Usable for example long fights in IW etc.

And for example having it at 5%(@lvl10) of a usable item comes into play aint that much, since it could be anything, perhaps a usable item u dont rly need, but the chanse is there ^^

I wouldn't train this, it sounds pretty useless to me. Also, this is essentially what Powerups are.
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post May 14 2010, 23:27
Post #49
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QUOTE(cmal @ May 14 2010, 14:03) *

QUOTE(hassanjage @ May 14 2010, 13:14) *

How about a new Henjutsu Training skill?
Some "Smart pack rat" thing.
40 levels in total, gaining perhaps 0.5% per level of having a usable item pop back up in ur battle inventory.

So at full skill 40/40 (which would ofc cost ****loads after the 10th level perhaps?)
U get 20% chanse when a usable item drops in a fight, pop into a empty battle inventory space.
Usable for example long fights in IW etc.

And for example having it at 5%(@lvl10) of a usable item comes into play aint that much, since it could be anything, perhaps a usable item u dont rly need, but the chanse is there ^^

I wouldn't train this, it sounds pretty useless to me. Also, this is essentially what Powerups are.

+1
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post May 19 2010, 00:41
Post #50
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Just a little thing:
Could you please give newly dropped equipment a mousover pop-up?

Didn't find this one suggested yet.
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post May 19 2010, 04:28
Post #51
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QUOTE(flint @ May 18 2010, 15:41) *

Just a little thing:
Could you please give newly dropped equipment a mousover pop-up?

Didn't find this one suggested yet.

Seconded.
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post May 20 2010, 01:41
Post #52
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How about an Exp gem? When you win a battle with this gem activated, you get the double of exp earned. It would be more interesting if the effect lasts 1 or 2 rounds.
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post May 25 2010, 11:22
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I killed Real Life for the fifth time, and three times he gave me health/mana draught. There's any chance to make legendaries give only equips, or at least a rare item? The exp and credits you earn killing him don't worth the time and mana items you waste.
The same should happen when you clear an arena battle with a boss at the end.

I read somewhere that the chance to get a junk item in RoB, has decreased with an update, but seems to me wasn't enough or I'm extremely unlucky.
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post May 25 2010, 11:42
Post #54
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QUOTE(MasakiLHW @ May 25 2010, 10:22) *

I killed Real Life for the fifth time, and three times he gave me health/mana draught. There's any chance to make legendaries give only equips, or at least a rare item? The exp and credits you earn killing him don't worth the time and mana items you waste.
The same should happen when you clear an arena battle with a boss at the end.
The point of doing is to get the trophy not the rest of things.

QUOTE(MasakiLHW @ May 25 2010, 10:22) *

I read somewhere that the chance to get a junk item in RoB, has decreased with an update, but seems to me wasn't enough or I'm extremely unlucky.
No, what happened was that the God trophies have a better chance to give something good.


PS: How many items do you spend?
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post May 28 2010, 04:20
Post #55
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Proposal:
The "Back-Row" status effect.
Randomly inflected when there is more than 1 living monsters on the field. Turns are randoml. When a monster gets back-rowed, he gains massive physical defense and evade chance but losses a massive physical power and hit chance in the process. If more than half of the active monsters is ever back-rowed, one back-row effect is canceled.

This post has been edited by Anomtai: May 28 2010, 04:22
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post May 28 2010, 04:43
Post #56
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Change spirit attack so that it hits all enemies?
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post May 28 2010, 23:52
Post #57
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QUOTE(kyouri @ May 27 2010, 23:43) *

Change spirit attack so that it hits all enemies?


Or at least splash damage.
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post May 29 2010, 18:04
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- let Innate Arcana use Regen
- a second Quickbar
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post May 29 2010, 18:22
Post #59
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QUOTE(Ichy @ May 29 2010, 17:04) *

- let Innate Arcana use Regen
- a second Quickbar

They were both discussed before, IA let use regen not gonna happen, too overpowering (plus you can already see regen as IA cure), and the 2nd Quickbar still waiting to appear in the next release.

This post has been edited by cmdct: May 29 2010, 18:23
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post May 29 2010, 18:49
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An improvement to the Gems other than Mana/Mystic. They could probably have some extra effects added to make them slightly useful.

For example:
Fire Gem = +Attack Rating
Frost Gem = +Shield Rating
Wind Gem = +Magic Rating
Elec Gem = +Barrier Rating
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