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[Suggestion] A few requests, Can we has... |
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Feb 5 2013, 02:04
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masquepiph
Group: Gold Star Club
Posts: 6,823
Joined: 23-February 07

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QUOTE(ChosenUno @ Feb 4 2013, 20:35)  You really underestimate the PMI changes (IMG:[ invalid] style_emoticons/default/dry.gif) You have to cure much more often than before (IMG:[ invalid] style_emoticons/default/cry.gif) Not to mention the insane amount of mp lost to resist (IMG:[ invalid] style_emoticons/default/cry.gif) And then you have to cure even more because that resist lets the mob whack you again. This post has been edited by DemonEyesBob: Feb 5 2013, 02:04
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Feb 5 2013, 02:22
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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This is why I keep asking for lower action speeds for mage abilities.
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Feb 5 2013, 02:24
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(DemonEyesBob @ Feb 5 2013, 07:04)  Not to mention the insane amount of mp lost to resist (IMG:[ invalid] style_emoticons/default/cry.gif) And then you have to cure even more because that resist lets the mob whack you again. And our only method of prolonging the run is fucked (IMG:[ invalid] style_emoticons/default/dry.gif)
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Feb 5 2013, 11:44
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limitbreak
Group: Members
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Joined: 29-September 11

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Ouch, mages have it tough indeed.
On a completely different matter, remember those people complaining about the removal of Soul and how Crystals of Quintessence would become useless? Perhaps they can be used to unlock a debuff that can be used on whatever the monster fights for 50% SP like elemental procs, SP/MP drain, or a PA/Imperil on us. Or it could give it a passive ability of increased MP/SP regen, damage or crit at the cost of parry/evade/resist. It could be a proc like when the monster becomes agitated or an Enraged status like in the Persona series.
Should stop the complaints about excessive resist and parry, but it might backfire on melee. (eg. me)
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Feb 5 2013, 11:46
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(limitbreak @ Feb 5 2013, 16:44)  Ouch, mages have it tough indeed.
On a completely different matter, remember those people complaining about the removal of Soul and how Crystals of Quintessence would become useless? Perhaps they can be used to unlock a debuff that can be used on whatever the monster fights for 50% SP like elemental procs, SP/MP drain, or a PA/Imperil on us. Or it could give it a passive ability of increased MP/SP regen, damage or crit at the cost of parry/evade/resist. It could be a proc like when the monster becomes agitated or an Enraged status like in the Persona series.
Should stop the complaints about excessive resist and parry, but it might backfire on melee. (eg. me)
Just no (IMG:[ invalid] style_emoticons/default/dry.gif)
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Feb 5 2013, 11:51
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limitbreak
Group: Members
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Joined: 29-September 11

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Well, I tried. *shrug*
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Feb 5 2013, 11:52
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(limitbreak @ Feb 5 2013, 16:51)  Well, I tried. *shrug*
Problem is monsters are already too OP. They don't really need buffs (IMG:[ invalid] style_emoticons/default/cry.gif)
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Feb 5 2013, 12:31
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limitbreak
Group: Members
Posts: 1,012
Joined: 29-September 11

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Yeah, that is true. Maybe give them an elemental strike at a certain level of Quintessence but have it at 10% normal damage which is improved with more crystals. Have it only reach 50% damage at full capacity to make it not too OP.
Also, make Phase and Shade have higher evade or a least a guaranteed PAB of Agility. Power could get Strength as its guaranteed bonus.
Skills could be buffed to encourage Overcharge Boost, possibly added as another tier of abilities. For example, Almighty Ruin - uses 75% OC - deals Void and the type of damage that the targetted monsters are least resistant to equal to your Magic damage. 50% chance to proc the respective damage proc. (Holy = Breached Defence, and so on)
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Feb 5 2013, 12:34
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(limitbreak @ Feb 5 2013, 17:31)  Yeah, that is true. Maybe give them an elemental strike at a certain level of Quintessence but have it at 10% normal damage which is improved with more crystals. Have it only reach 50% damage at full capacity to make it not too OP.
Also, make Phase and Shade have higher evade or a least a guaranteed PAB of Agility. Power could get Strength as its guaranteed bonus.
Skills could be buffed to encourage Overcharge Boost, possibly added as another tier of abilities. For example, Almighty Ruin - uses 75% OC - deals Void and the type of damage that the targetted monsters are least resistant to equal to your Magic damage. 50% chance to proc the respective damage proc. (Holy = Breached Defence, and so on)
Too complicated tbh (IMG:[ invalid] style_emoticons/default/laugh.gif) Monsters' damage is already through the roof, what's the point of adding even more damage to them (IMG:[ invalid] style_emoticons/default/dry.gif)
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Feb 5 2013, 13:50
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limitbreak
Group: Members
Posts: 1,012
Joined: 29-September 11

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Absorbing or repelling damage then? Have those gears with elemental mitigations have a chance to heal you if you're hit by that element. Infusions could increase this chance or the amount healed. Pros - Would make Dampening, Stoneskin and Deflection gears useful. You might absorb and hence recover a ton of health if you're hit by a spirit or magic skill. Cons - It's probably too complicated like my previous idea. Essentially a gear version of Spike spells with extra avoidance.
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Feb 5 2013, 14:17
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(limitbreak @ Feb 5 2013, 18:50)  Absorbing or repelling damage then? Have those gears with elemental mitigations have a chance to heal you if you're hit by that element. Infusions could increase this chance or the amount healed. Pros - Would make Dampening, Stoneskin and Deflection gears useful. You might absorb and hence recover a ton of health if you're hit by a spirit or magic skill. Cons - It's probably too complicated like my previous idea. Essentially a gear version of Spike spells with extra avoidance.
We already have an absorb spell (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Feb 5 2013, 15:16
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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Let's not buff monsters any more. I'm already hemorrhaging SP everywhere thanks to this patch. (IMG:[ invalid] style_emoticons/default/mellow.gif) QUOTE(limitbreak @ Feb 5 2013, 03:50)  Absorbing or repelling damage then? Have those gears with elemental mitigations have a chance to heal you if you're hit by that element. Infusions could increase this chance or the amount healed. Pros - Would make Dampening, Stoneskin and Deflection gears useful. You might absorb and hence recover a ton of health if you're hit by a spirit or magic skill. Cons - It's probably too complicated like my previous idea. Essentially a gear version of Spike spells with extra avoidance.
Not really useful for a mage, whose health can go from completely full to critical in just one turn, so a large heal every now and then isn't very practical. Moreover, nobody is going to want to sacrifice an equipment slot to a piece of mitigation gear just to have a chance at being healed when hit by a particular damage type. (And I can't imagine Tenboro doing this for piercing, slashing, and crushing damage.) Though, I think this idea might have some merit if mitigation potencies conferred this effect.
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Feb 5 2013, 19:47
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Cronauron
Group: Members
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I suggest that Soul Stones receive a change. As things work now, melee players could eat through the extra overcharge in one skill use. I'm not sure what the best way to balance them would be but here are some wild thoughts:
Separate suggestions:
-Let them be an instant refill to the OC gauge
-Allow the +100 to be a buff to the OC cap for the rest of the battle, with a limit to how many stones can used in one battle series.
-Change the effect to one that increases the rate in which OC is gained (temporary).
In any event, they just feel vastly under powered compared to the other special items.
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Feb 5 2013, 22:55
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fishinsea
Group: Members
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Joined: 20-November 10

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QUOTE(Cronauron @ Feb 5 2013, 12:47)  -Allow the +100 to be a buff to the OC cap for the rest of the battle, with a limit to how many stones can used in one battle series.
(IMG:[ invalid] style_emoticons/default/laugh.gif) IMO they're more useful than the other 2 rare drops simply because it takes an inventory and the 30(?) turns of boosted damage isn't as good as a mana elixir that you can have instead. But I'll agree those items need some buffing for their rarity.
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Feb 6 2013, 00:22
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Lement
Group: Members
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When a buff is cast while it is still up, allow it to extend the duration of buff instead of overriding it.
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Feb 6 2013, 15:51
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limitbreak
Group: Members
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Joined: 29-September 11

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QUOTE(Lement @ Feb 6 2013, 09:22)  When a buff is cast while it is still up, allow it to extend the duration of buff instead of overriding it.
Would be useful, but it's one of those quirks in the game to punish hotkey users I guess. If we got that, people would start spamming their buffs in the first round without having to worry too much about damage. Hence, it becomes too broken. More suggestions: Buff Spirit Stance to get counter-parry, counter-resist or other related buffs proportional to the OC upon activation. Put the "seeker" and "focus" back into Heartseeker and Arcane Focus by adding counter-avoidance stats boosts (10%?) or half the former accuracy boost.
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Feb 6 2013, 16:40
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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QUOTE(limitbreak @ Feb 6 2013, 13:51)  Would be useful, but it's one of those quirks in the game to punish hotkey users I guess. If we got that, people would start spamming their buffs in the first round without having to worry too much about damage. Hence, it becomes too broken.
More suggestions: Buff Spirit Stance to get counter-parry, counter-resist or other related buffs proportional to the OC upon activation.
Put the "seeker" and "focus" back into Heartseeker and Arcane Focus by adding counter-avoidance stats boosts (10%?) or half the former accuracy boost.
If it increased duration up to 2x, or something like that. It wouldn't be too abuseable
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Feb 6 2013, 23:37
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aiwotorimodose
Group: Members
Posts: 7,012
Joined: 23-December 11

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QUOTE(Cronauron @ Feb 6 2013, 00:47)  I suggest that Soul Stones receive a change. As things work now, melee players could eat through the extra overcharge in one skill use. I'm not sure what the best way to balance them would be but here are some wild thoughts:
Separate suggestions:
-Let them be an instant refill to the OC gauge
-Allow the +100 to be a buff to the OC cap for the rest of the battle, with a limit to how many stones can used in one battle series.
-Change the effect to one that increases the rate in which OC is gained (temporary).
In any event, they just feel vastly under powered compared to the other special items.
or make it works as weapon enchantments too like infusions. double the OC charge rate, doesn't stack (no quadruple for DW), duration is whether feel balanced. while at it make flower vase/bubble-gum also works like that, vase gives 5% acc/crit, 10% base hp/mp regen; gum gives 5% damage/evade/resist, x% action speed. but why do I feel the updates message will say QUOTE Soul Stone, Flower Vase and Bubble-Gum has been retired. instead (IMG:[ invalid] style_emoticons/default/dry.gif)
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Feb 8 2013, 00:18
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YinX
Newcomer
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Joined: 11-June 10

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for the riddlemaster:
would it be possible to make it so that you can only type "A", "B", "C" and "D". This would avoid annyoing typos and I do not see any disadvantage.
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Feb 8 2013, 03:25
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Maximum_Joe
Group: Gold Star Club
Posts: 24,074
Joined: 17-April 11

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QUOTE(YinX @ Feb 7 2013, 14:18)  I do not see any disadvantage.
That's because you're not a bot.
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