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[Suggestion] A few requests, Can we has... |
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Jul 15 2012, 00:44
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DarkDespair5
Group: Gold Star Club
Posts: 898
Joined: 20-December 10

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Ideas for mage OC skills:
Amplify Magic (L100): (Speed: Fast) 25% cost: Cast any spell on all targets. Doublecast (L250): (Speed: Cast spell dependent) 100% cost: Cast two spells, guaranteed to hit, for normal mana cost.
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Jul 15 2012, 05:30
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MisterLemon
Group: Members
Posts: 531
Joined: 29-November 10

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MP costs should be dependent not on the Player's level, but on proficiency levels. The idea is that damage output is directly tied to how much MP you consume when you cast a spell. As your proficiencies rise, you can use more MP at once, so your spells are stronger.
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Jul 15 2012, 05:44
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(MisterLemon @ Jul 15 2012, 10:30)  MP costs should be dependent not on the Player's level, but on proficiency levels. The idea is that damage output is directly tied to how much MP you consume when you cast a spell. As your proficiencies rise, you can use more MP at once, so your spells are stronger.
It already is doing that. You level up -> more max profs -> more damage. You level up -> more profs -> longer duration.
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Jul 15 2012, 05:52
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MisterLemon
Group: Members
Posts: 531
Joined: 29-November 10

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QUOTE(ChosenUno @ Jul 14 2012, 22:44)  It already is doing that.
You level up -> more max profs -> more damage. You level up -> more profs -> longer duration.
Unless you're power-leveling and your actual proficiencies are falling well behind your actual level; in which case your MP costs increase, but your spells don't get stronger. This post has been edited by MisterLemon: Jul 15 2012, 05:56
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Jul 15 2012, 06:08
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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Easy solution: Don't power-level.
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Jul 15 2012, 06:22
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(derpymal @ Jul 15 2012, 11:08)  Easy solution: Don't power-level.
Exactly. You already level fast enough, why force it? It's not like it's a chore to get to 200 like it used to be anymore.
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Jul 15 2012, 08:57
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Panuru
Group: Gold Star Club
Posts: 6,351
Joined: 14-July 08

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QUOTE(DarkDespair5 @ Jul 14 2012, 17:44)  Ideas for mage OC skills:
Amplify Magic (L100): (Speed: Fast) 25% cost: Cast any spell on all targets. Doublecast (L250): (Speed: Cast spell dependent) 100% cost: Cast two spells, guaranteed to hit, for normal mana cost.
Alternate: Reduce casting time to zero for the next spell(s)
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Jul 15 2012, 09:18
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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A Idea for a new fun Arena: User Challenge. Every guy with Level 300+ and the super awesome Title is able to set up a Custom Arena where he can place all of his Monsters like he wants but every Mob can only be used once. He can even add a Boss Health Bonus and a Legendary Health Bonus to one Mob in the Final Round. Also in the Final Round there will be a special Avatar of the User which will use all Skills which are in the Users Quickbar and the Avatars power is determined by User level.
You can only do this Special Arena once per day. Also since it is Special there will be no level Limit in here.
This post has been edited by Ichy: Jul 15 2012, 09:19
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Jul 15 2012, 19:41
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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Dovahkiin should have Damage+10% and Evade+3% against DRAGONKIN. (IMG:[ invalid] style_emoticons/default/laugh.gif) This post has been edited by Death Grunty: Jul 15 2012, 19:41
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Jul 15 2012, 20:12
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hitokiri84
Group: Gold Star Club
Posts: 10,945
Joined: 24-December 07

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Make Absorb work on physical skills or get rid of it. It's still 100% worthless even when active until being triggered. I activated it at the start of a crysfest and it didn't trigger one time in over 700 rounds. Meanwhile I'm getting hit by physical skills for 40k damage every other turn thanks to resists with no way to counteract them.
And why do all monsters have resist now? Shouldn't it only be for upgraded monsters? I know this because my own monsters have resisted my attacks, and they don't have any defensive upgrades.
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Jul 15 2012, 20:25
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Death Grunty
Group: Gold Star Club
Posts: 2,788
Joined: 18-November 09

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QUOTE(hitokiri84 @ Jul 15 2012, 12:12)  Make Absorb work on physical skills or get rid of it. It's still 100% worthless even when active until being triggered. I activated it at the start of a crysfest and it didn't trigger one time in over 700 rounds. Meanwhile I'm getting hit by physical skills for 40k damage every other turn thanks to resists with no way to counteract them.
And why do all monsters have resist now? Shouldn't it only be for upgraded monsters? I know this because my own monsters have resisted my attacks, and they don't have any defensive upgrades.
Yeah, I don't get the point of Absorb if it doesn't work on skills which funny enough use MP. It's one thing if it didn't work on SP skills.. but Absorb should work at least on MP skills.
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Jul 15 2012, 21:42
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Coma
Group: Members
Posts: 1,575
Joined: 16-September 08

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X-Silence or X-Imperil, enough said
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Jul 15 2012, 21:47
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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Yea, I'd rather Absorb work on ANYTHING cast from MP and have it not work on SP casts.
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Jul 15 2012, 22:56
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MisterLemon
Group: Members
Posts: 531
Joined: 29-November 10

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QUOTE(Maximum_Joe @ Jul 15 2012, 14:47)  Yea, I'd rather Absorb work on ANYTHING cast from MP and have it not work on SP casts.
All MP attacks should be blocked and give a little MP back to the player. All SP attacks should be also be blocked, but TAKE AWAY a little SP from the player. It's a double-edged sword. If you put up Absorb, are you prepared to risk one of your extra lives?
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Jul 15 2012, 23:02
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hzqr
Group: Gold Star Club
Posts: 4,672
Joined: 13-May 09

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0.6.10: Absorb now works on skills. To make up for it, Spirit Shield will only activate against normal attacks. 
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Jul 16 2012, 00:22
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(Tiap @ Jul 16 2012, 04:02)  0.6.10: Absorb now works on skills. To make up for it, Spirit Shield will only activate against normal attacks.  It's actually not THAT bad of a trade-off. But a requirement for that is for absorb to work 100% of the time, otherwise it's impossible to use (IMG:[ invalid] style_emoticons/default/tongue.gif) But then again, it'll make SP shield worthless for everyone but mages, so... This post has been edited by ChosenUno: Jul 16 2012, 00:23
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Jul 16 2012, 01:07
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(Maximum_Joe @ Jul 16 2012, 06:04)  X-Weaken.
FTFY.
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Jul 16 2012, 09:32
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PSPhreak
Group: Members
Posts: 2,590
Joined: 24-August 09

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on the arenas page can we have a "last clear" next to the highest clear. i want it just to gauge my progress post lvl 200 since i already cleared up to endgame on IWBTH before lvl 200.
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