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[Suggestion] A few requests, Can we has... |
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Jul 12 2012, 23:26
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Tenboro

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The second part is going to be class-specific, at least to some extent.. if I ever get around to making it.
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Jul 12 2012, 23:28
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DarkDespair5
Group: Gold Star Club
Posts: 898
Joined: 20-December 10

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QUOTE(Tenboro @ Jul 12 2012, 16:26)  The second part is going to be class-specific, at least to some extent.. if I ever get around to making it.
<3. I hope this adds some more variety to monster builds. (IMG:[ invalid] style_emoticons/default/smile.gif)
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Jul 12 2012, 23:34
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Tenboro @ Jul 12 2012, 17:26)  The second part is going to be class-specific, at least to some extent.. if I ever get around to making it.
So when do we get player specializations? =p
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Jul 13 2012, 07:49
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ask1123
Group: Catgirl Camarilla
Posts: 9,219
Joined: 27-February 08

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I think it is time for regen III..
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Jul 13 2012, 07:59
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(derpymal @ Jul 12 2012, 16:34)  So when do we get player specializations? =p
How about adding a bonus for using a particular weapon style for some number of consecutive rounds? It could be trivial for the first few hundred then get massive once you've played ten thousand consecutive rounds on the same style. Increased block for shield, decreased MP consumption for staff, increased damage for 2H. Something like that. QUOTE(ask1123 @ Jul 13 2012, 00:49)  I think it is time for pie
Fixed.
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Jul 13 2012, 08:35
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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QUOTE(Panuru @ Jul 13 2012, 01:59)  How about adding a bonus for using a particular weapon style for some number of consecutive rounds? It could be trivial for the first few hundred then get massive once you've played ten thousand consecutive rounds on the same style. Increased block for shield, decreased MP consumption for staff, increased damage for 2H. Something like that.
So....proficiency bonuses.
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Jul 13 2012, 11:20
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10

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Binding of Feather: -1% base Burden Binding of Aether: -1% base Interference Binding of the Forge: +1 Equipment Level (possibly without max upgrade quantity cap)
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Jul 13 2012, 14:33
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Hoheneim
Group: Members
Posts: 1,245
Joined: 4-January 09

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QUOTE(Evil Scorpio @ Jul 13 2012, 11:20)  Binding of the Forge: +1 Equipment Level (possibly without max upgrade quantity cap)
The way I see it, this one should be entirely different and reduce the number of rounds needed to complete its IW.
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Jul 13 2012, 18:29
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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QUOTE(ask1123 @ Jul 13 2012, 00:49)  I think it is time for regen III..
Or you could just keep your Curative proficiency near your level.
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Jul 13 2012, 18:41
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Evil Scorpio
Group: Gold Star Club
Posts: 6,565
Joined: 9-May 10

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QUOTE(Hoheneim @ Jul 13 2012, 16:33)  The way I see it, this one should be entirely different and reduce the number of rounds needed to complete its IW. We could get Binding of the Item World for that. (IMG:[ invalid] style_emoticons/default/laugh.gif)
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Jul 13 2012, 18:51
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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QUOTE(Rei-Tenshi @ Jul 12 2012, 11:29)  Revamp how the Chaos Upgrades work. Different monster classes shouldn't have the same bonuses from upgrades. For example, the slower classes (Giants, Undead, Mechs, Dragonkins) should get less than 0.5% Evade per upgrade. On the other hand, faster types (Avion, Sprites) should get more Evade per upgrade, something like 0.75% or even 1%. It's pretty easy to make logical adjustments based on monster stats.
Some ideas on this:
1) Resist Buff: High Wis monsters (Celestials, Elementals) should get higher Resist. Nerf: Low Wis monsters (Giant, Undead, Beast) should get less Resist from the upgrades.
2) Evade Buff: Avion, Sprites Nerf: Giant, Undead, Mech, Dragonkin
3) Health Buff: Giant, Anthropod, Undead Nerf: Avion, Daimon, Sprite
4) Anti-Evade/Parry (I'm linking this upgrade to DEX, could be STR) Buff: Humanoid, Reptilian, Daimon, Beast Nerf: Dragonkin, Celestial
5) Anti-Resist/Block (Anti-Resist should probably link to INT, not sure about Block) Buff: Celestial, Humanoid Nerf: Giant, Undead, Beast
6) Damage Buff: Undead, Mechanoid, Giant, Dragonkin Nerf: Sprite, Elemental, Celestial
Etc, etc. Who knows, maybe with this, unpopular monsters like Sprites might become popular due to their high Evade.
Tenb should really do something close to this. Just allow certain classes to get half the Upgrades for certain tiers and refund already spent Tokens. Like it is now you can't possibly upgrade more than one monster. Except you play like Frith maybe.
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Jul 14 2012, 00:27
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(derpymal @ Jul 13 2012, 01:35)  So....proficiency bonuses.
No, you can be a dillettante and build up all your proficiencies equally because they're persistent. What I mean is that as soon as you equip something other than a staff you lose the bonus that you built up. Hence only people who actually specialize in an attack type, i.e. don't use anything else, would get a major bonus.
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Jul 14 2012, 01:06
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MisterLemon
Group: Members
Posts: 531
Joined: 29-November 10

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Equipment slots for accessories. Magic rings, talismans, and the like.
Accessories would lack any of the defensive bonuses of armor, direct offensive capabilities of weapons, or stat and proficiency bonuses. Instead, they only have indirect and unusual effects. Examples include:
Choker of Protection: +10% to armor physical mitigation bonuses. Bangle of Fire: +15% fire damage bonus to your main-hand weapon. Anklet of Haste: +3 turns to all Haste buffs cast on yourself. Ring of Greed: +10% Credits from each round.
You start out with two accessory slots, but can increase the amount through Training.
Accessories have no burden or interference penalties.
Accessories have no level, and cannot be improved through Item World. They cannot be Upgraded or Enchanted in the Forge either. What you see is what you get.
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Jul 14 2012, 01:51
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DarkDespair5
Group: Gold Star Club
Posts: 898
Joined: 20-December 10

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QUOTE(MisterLemon @ Jul 13 2012, 18:06)  Equipment slots for accessories. Magic rings, talismans, and the like.
This is a GREAT place to put things like elemental mitigations that currently serve no purpose. You're pretty much never better off going with specific elemental mitigations vs damage. (Mitigation works fine in the RoB because enemies are perfectly predictable, but you're still better off going with faster killspeed if you can survive). Accessory equips would allow players a more varied playstyle. Unfortunately, it would take a rebalancing of pretty much the whole game to pull this off without minor problems everywhere.Small buffs would likely not break the game (especially if Tenboro's next patch will do what I think it will...) though. It's a pretty big change regardless.
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Jul 14 2012, 01:54
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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Accessories have been on the suggestion docket since before equipment started dropping. True story.
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Jul 14 2012, 03:31
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ask1123
Group: Catgirl Camarilla
Posts: 9,219
Joined: 27-February 08

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QUOTE(hitokiri84 @ Jul 13 2012, 10:29)  Or you could just keep your Curative proficiency near your level.
Curative 334.07, still trying
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Jul 14 2012, 04:33
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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Ability/training that allows one to reduce interference and burden. Although this will make melee classes overpowered, probably.
Protection II and Shadow Veil II would be nice. Haste II would probably be overkill. Regen III is, IMO, overkill as well.
Heartseeker II and Arcane Focus II will be awesome, though.
TL;DR new abilities and training that'll probably never get implemented.
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Jul 14 2012, 04:54
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Haste II would be useless right now, rest could be niceish
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Jul 14 2012, 08:35
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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Evade Scaling Factor 2.0
Fact: Evade was nerfed once again thanks to anti-evade. And seeing as it's the main defense of cloth armor, shouldn't you increase the evade scaling factor back up a little? The truth is, you decreased evade by 25% on an average the last time (that's for a level range of 1-450) when you decreased the factor from 1/400 to 1/2000. And now there's an additional -10% from monsters' anti-evade.
I'm not saying you should simply increase the scaling factor. That's not enough, plus it'd just be a pointless boost, but what we need is a better balancing without nerfing existing equipment. (Otherwise it'd destroy the whole point of forging..) So what you should do to balance an increased evade scaling is to drop base evade of future light armor equips a bit at the same time. Make it so the evade levels for light are roughly the same as they're now with the current scaling. If you changed the scaling to 1/400 it'd have a steeper curve so instead you'd reduce max base of light equip by 25%. Which would still result in more evade than now at higher levels, so really no reason to complain for anyone. What's more I'm suggesting this so you don't nerf old equipment. Instead old light and all cloth will be buffed but at the same time new light will be just as appealing because old light equips don't have a multitude of PABs.
Well I'm not saying you should bump it up to 1/400 either. Just increasing it to balance evade in favor of cloth would be enough. Frankly it is cloth's main defensive stat. And cloth is always lighter than light armor, so it should have a higher evade. And if possible without destroying the community's forging efforts.
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