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[Suggestion] A few requests, Can we has... |
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May 12 2010, 18:43
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Sayo Aisaka
Group: Members
Posts: 4,556
Joined: 27-September 08

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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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May 12 2010, 18:56
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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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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May 12 2010, 19:19
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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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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May 12 2010, 19:55
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mkonji
Group: Members
Posts: 296
Joined: 23-August 09

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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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May 14 2010, 22:14
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hassanjage
Group: Members
Posts: 127
Joined: 9-February 10

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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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May 14 2010, 23:03
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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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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May 14 2010, 23:27
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20200
Group: Gold Star Club
Posts: 7,687
Joined: 28-May 07

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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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May 19 2010, 00:41
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flint
Group: Gold Star Club
Posts: 1,412
Joined: 3-November 08

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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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May 19 2010, 04:28
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Pickled_Cow
Group: Gold Star Club
Posts: 6,358
Joined: 22-November 06

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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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May 20 2010, 01:41
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Cyberdemon
Group: Members
Posts: 9,048
Joined: 2-March 10

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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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May 25 2010, 11:22
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MasakiLHW
Group: Members
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Joined: 10-October 09

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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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May 25 2010, 11:42
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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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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May 28 2010, 04:20
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Pickled_Cow
Group: Gold Star Club
Posts: 6,358
Joined: 22-November 06

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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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May 28 2010, 04:43
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kyouri
Group: Catgirl Camarilla
Posts: 1,012
Joined: 26-October 09

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Change spirit attack so that it hits all enemies?
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May 28 2010, 23:52
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Cyberdemon
Group: Members
Posts: 9,048
Joined: 2-March 10

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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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May 29 2010, 18:04
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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- let Innate Arcana use Regen - a second Quickbar
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May 29 2010, 18:22
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hgbdd
Group: Gold Star Club
Posts: 8,365
Joined: 8-December 08

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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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May 29 2010, 18:49
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Zero Angel
Group: Gold Star Club
Posts: 11,314
Joined: 29-December 07

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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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