since i'm bored i'll tell you exactly why your ideas are bad:
QUOTE(Lement @ Aug 31 2012, 02:58)

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.
Suggestions that are rejected do not necessarily stay rejected as the game changes. What was a terrible fucking idea 10 versions ago may become a better idea now. Like additive accuracy!
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(IMG:[
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style_emoticons/default/cool.gif) 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.
Normal monsters do not need this. OHKO is only a real problem near the point where you get Spark of Life.
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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.
honestly this one, aside from the whining is pretty good
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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.
mages used to have a damage boost from spirit stance but nobody used it. why? you had to spend a full round of action speed *NOT* doing damage or debuffing to get any overcharge. it was made more useful for everyone when it reduced mana cost, because the mechanic needed for ether theft improved mana regeneration by making stuff cost less because ether theft increases overcharge.
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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.
Yes, let's nullify every other monster as a threat to the player, good idea.
And how does this specifically make redwood more useful?
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f) Increasing the [physical] 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.
ok hold on ok ok i have to stop myself for a moment here
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f) Increasing the [physical] damage of Oak staves
ahaha
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f) Increasing the [physical] damage of staves
ahahahahahahahahaharen't you a fucking knee-slapper, suggesting a boost to things that were never useful throughout level 10 through infinity i bet you're going to suggest the removal of MDB from staffs entirely to be transferred to physical attack damage oh man what a joker
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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.
leather is a trash drop with lots of mitigation for things that do not exist and will become marginally more useful when those things exist in a significant capacity, such as magical monster skills.
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h) I heard shields are a bit weak. If this is true, would be appropriate to nerf the DW/2H styles.
yes, because melee needs more nerfing (LOL!!!) and not because there's a problem associated with the fact that monsters have an ability to ignore block and that shields would fare better if their block chance is boosted back to the range it used to have.
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i) Also, since it makes high-tier Gossamer kind of pointless, it'd be good to nerf phase EDB scaling factor.
[A LESSON IN GAME MECHANICS]-Proficiency has a higher base value, making it a lot more useful than EDB in the early level.
--Low leveled players get a nice boost from the oft-treated-as-junk Gossamer armor as a result, because it is less desirable to high leveled players.
-EDB is less effective the less proficiency one has, regardless of level.
--At mid (100-199) to high levels, the range of EDB is about half that of Proficiency, which means that assuming EDB ~= proficiency/2, they are at equal standing.
--If EDB is less than proficiency/2, it becomes less desirable.
--Players have passive stored proficiency, but do not have passive stored EDB, making it a necessary stat on equipment.
--Basically if EDB is lowered from proficiency/2 all players have less of a point to get it.
I'd put in more sarcasm here but I think I expended most of it on raising staff physical damage oh god man that's funny as shit
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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.
People generally stick with one element. Having monsters that are resistant and monsters that just crumble to those who use one element exclusively is actually a good idea. You want this design to be harmed?
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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.
lack of weakness is the giant's actual selling point for monster lab. in general, physical damage skills on monsters are too numerous and too common and need to be replaced with magical damage skills or reduced across the board.
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l) It would be awesome but impractical if the elemental damage from searing skin, freezing limbs, etc. could trigger each other.
aside from explosions, they don't deal elemental damage anymore, only debuffs.
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m) Staves skill(stunning blow) should probably consume around 15-20% overcharge, not 50, to be useful sometimes - similar to defend.
that would be great if only overcharge was actually generated during spellcasting and it worked on more than one monster!!!!
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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)
bleeding does scale better with level. its real problem is that its proc damage range is utter trash and provides no middle ground of damage/survivability between penetration and stun.
making penetrated armor scale *down* with increasing level would make estoc largely unused compared to mace again (the reason people use estocs is that they get a constant damage advantage at the complete cost of constant stun preventing hits. when mace users come across a problem, they just spend 100 overcharge to get rending blow.)
the reason procs are used is because they're *effective*. remove that, and they become just like bleed.
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o) Battecaster equipment could have chance to drop with a proc that inflicts magical proc. Would increase the variety a bit.
Battlecaster is a poorly implemented thing in general due to the mechanics heavily favoring specialization by necessity (rounds are too short and nowhere near strategic enough to make room for hypothetical battlecaster play), but this wouldn't be a bad idea if it wasn't the case.
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p) Powerup gem for all buffs, with appropriately adjusted duration.
The reason we have only four powerup gems is that they all provide a solid one-turn boost which can save a player's session. Buffs are less useful because they can be cast/stored by players through spells and scrolls.
But you really liked those element shock gems, huh? Have fun managing trash gems!
This post has been edited by Bunker Buster: Aug 31 2012, 13:56