Suggestion:
a) A list with all rejected suggestions(with date). Search function isn't specific enough nor does it return pages, and there's too much overhead to go through this thread.
b) Monster having self-buff skill option - migitates absorb, boosts confused, trades chance to OHKO only to fail and get potted for attempt to outdamage regen.
c) I read about cotton being the fastest armor long ago in some thread, but that would still have to be balanced with mages as upper cap(unless the damage potential of melee can compare to mage, which would be just wrong). Cotton could be made more useful than it currently is(har har), by having a mana conversation boost, though, since lowering action speed just adds to damage and two things already do that(could be retroactively dependent on quality to not screw older players over). Also, it is kinda silly when melee can just spirit stance and get better MC boost than vast majority of focus staves while also doubling their damage, even if it is hampered by interference, not to mention that DW-melee can get far better MC from weapons than mage.
d) Mages should get some special reward from managing to spirit stance. Like, oh I don't know maybe doubled magic damage?
Still worse than for melee, but at least something.
e) When Ether theft is triggered only that monster can hit the player. Makes Redwood more useful, though it is still a desperate tactic
as the price for failure to proc it there means essentially wasting a turn being hit by multiple monsters instead of killing those first, then proccing it.
f) Increasing the psychical damage of Oak staves and make them use 2H proficiency and skills - preferably somewhere to the level where player would deal the most damage possible by choosing the best AoE spell for a given situation, then have to actually have enough staff damage to have it be more MP-efficient to occasionally smack monsters down. Would tie nicely in the lower MDB and heightened supportive and curative proficiencies.
g) Leather, maybe, should then be the one to have varying levels of X-everything-but-attack(since Shade already adds damage, and there really is not much thought needed when choosing weapon proc in battle to match that. Or outside battle). Could scale well, with the increasing difference between mage gear and warrior gear preventing mage from manadumping all mana, then using godly mana pot and repeat.
h) I heard shields are a bit weak. If this is true, would be appropriate to nerf the DW/2H styles.
i) Also, since it makes high-tier Gossamer kind of pointless, it'd be good to nerf phase EDB scaling factor.
j) Buff undead's holy weakness from 75 to 50. Holy weakness is worse than elec, so although on paper they are better than mechanoids that is worsened by their similarity to other monsters and having two major weaknesses.
k) Although I'm not sure how giant balances, they do have the highest melee damage and END and adding stats doesn't exactly compensate that. Although halving the skill power weakens them somewhat, given that the ones with closest stats(Undead/mechanoid) have both huge weaknesses giants probably should have one -50 weakness stat.
l) It would be awesome but impractical if the elemental damage from searing skin, freezing limbs, etc. could trigger each other.
m) Staves skill(stunning blow) should probably consume around 15-20% overcharge, not 50, to be useful sometimes - similar to defend.
n) Given the hallowing of "Penetrated armor", either bleeding wound should scale better with level, or penetrated armor be nerfed(maybe scale
down with increasing level)
o) Battecaster equipment could have chance to drop with a proc that inflicts magical proc. Would increase the variety a bit.
p) Powerup gem for all buffs, with appropriately adjusted duration.
I believe that's all that comes to mind for now.
QUOTE(ChosenUno @ Aug 30 2012, 03:43)

A new type of phase: Phase of the Elements.
This phase will give EDB of all 4 elemental spell types. However, each EDB will be at max 20% lower than the cap for current phases.
So elemental will be more flexible and low mana cost, but lacks the punch, while holy and dark has more punch, but less flexible.
It already exists, and it is called Gossamer of the Elementalist. With average of nines across the broad,ditto for profiency, the damage advantage of phase slowly climbs, being just under 20% at 100, under 40% at 200 and under 60 at 300. Meanwhile, the advantage of focusing on single element spells climbs with levels as players eliminate weaknesses from their monsters. :rolleyes: . IDK about stats but I'd be willing to bet(off the net, of course) that Phase has advantage there too.
This post has been edited by Lement: Aug 31 2012, 03:04