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> [Suggestion] A few requests, Can we has...

 
post Jun 11 2013, 18:12
Post #8761
Maximum_Joe



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QUOTE(J99814 @ Jun 11 2013, 07:07) *

Paths for monsters above a certain PL, like the ability system, which once bought into (probably with a prohibitive number of chaos tokens) turns them into minibosses, with all that entails.

Most of that is already TBA.
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post Jun 11 2013, 18:18
Post #8762
J99814



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QUOTE(Maximum_Joe @ Jun 11 2013, 09:12) *

Most of that is already TBA.


Really? How nifty. I'm afraid I must have missed that. Would you kindly point me in the proper direction for that announcement, once it comes?

What I was most hoping for was that the customization options be exclusionary - so you couldn't buy up all the death procs with enough chaos tokens, for instance (I'm really fixated on death procs at the moment, and I have no idea why).
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post Jun 11 2013, 20:20
Post #8763
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QUOTE(J99814 @ Jun 11 2013, 08:18) *

Would you kindly point me in the proper direction for that announcement

http://ehwiki.org/wiki/To_Be_Added#Monster_Lab
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post Jun 11 2013, 20:26
Post #8764
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QUOTE(Maximum_Joe @ Jun 11 2013, 11:20) *

Thank you.
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post Jun 12 2013, 02:22
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Its a small thing but could the rest of a potion duration be applied if the arena ends?
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post Jun 12 2013, 05:46
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QUOTE(coykili @ Jun 11 2013, 19:22) *

Its a small thing but could the rest of a potion duration be applied if the arena ends?


Or unused power gems applied automatically at end of battle/GF/IW/ROB/Arena challenges even if they do nothing?
(Auto use Health Gems, Spirit or Mana if left unused at end of battle).

Another cool use would be to be able to place those power gems into "auto use" slots that could be filled with those gems to be used either directly or automatically.

Example: Auto Health Gem slot could trigger when health is lower than 10% or whenever Cloak of the Fallen triggers (saving players from having to waste a turn casting cure), or Mana Gem trigger automatically when mana is below 10% or a very costly spell is cast, etc.

Said Auto-Gem slots could be added to the trainings, but at FAIR prices in line with the item slots' costs.
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post Jun 12 2013, 09:30
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Any suggestions of "auto gem slots" being implemented will inevitably lead to "gems being removed from the game".

Them not being used automatically is part of strategy.
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post Jun 13 2013, 06:44
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Persistent debuffs from spells, or worthwhile explosions
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post Jun 13 2013, 07:49
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Can level 10 weapons be given the full benefits of an Ethereal weapon- i.e. lose their burden/interference penalties? An ethereal weapon at level 10 is inherently superior because it never had these penalties in the first place.
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post Jun 13 2013, 07:50
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QUOTE(cavecricket48 @ Jun 13 2013, 12:49) *

Can level 10 weapons be given the full benefits of an Ethereal weapon- i.e. lose their burden/interference penalties? An ethereal weapon at level 10 is inherently superior because it never had these penalties in the first place.


But an Ethereal weapon has to deal with the chance of getting shitty strikes (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jun 13 2013, 07:56
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QUOTE(ChosenUno @ Jun 13 2013, 01:50) *

But an Ethereal weapon has to deal with the chance of getting shitty strikes (IMG:[invalid] style_emoticons/default/rolleyes.gif)


Define shitty strikes? Like, I'm pretty sure level 10 elemental weapons get a void strike in addition to their normal element, and level 10 ethereals just get a random element extra. In other words, they're exactly the same, besides the fact that the normal weapons still have penalties to using them.
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post Jun 13 2013, 08:14
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QUOTE(cavecricket48 @ Jun 12 2013, 21:49) *

Can level 10 weapons be given the full benefits of an Ethereal weapon- i.e. lose their burden/interference penalties? An ethereal weapon at level 10 is inherently superior because it never had these penalties in the first place.


Yes, get rid of the one thing that makes ethereal prefix unique (IMG:[invalid] style_emoticons/default/rolleyes.gif) . Not everything has to be equal in every category y'know. Also rare items deserve an innate advantage.

QUOTE(cavecricket48 @ Jun 12 2013, 21:56) *

Define shitty strikes?


Nobody wants fire/cold/wind/elec on their legendary ethereal weapons, they want the strikes with the least resistance that can take down schoolgirls (holy or dark). Most people have to settle for a shitty strike though because item world is such a pain in the ass.

This post has been edited by T_Starrk: Jun 13 2013, 08:17
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post Jun 13 2013, 08:44
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Longswords can proc both stun (max 4 turns) and bleed (max 7 turns), simultaneously. Wakizashi in Niten setup can proc PA (like skillchip said earlier).

Don't most people just IW ethereals to level 9, then infuse with whatever they want? I agree, normal weapons should retain burden and interference, even at level10.

This post has been edited by treesloth16: Jun 13 2013, 08:47
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post Jun 13 2013, 09:09
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Can we please have something that tells you if a spell has been selected after you've clicked on it in the Quickbar? There have been lots of instances when I attacked with my staff or cast the previous spell again because the game somehow didn't register my mouse click the first time.
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post Jun 13 2013, 15:09
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QUOTE(KTZ @ Jun 13 2013, 00:09) *

Can we please have something that tells you if a spell has been selected after you've clicked on it in the Quickbar? There have been lots of instances when I attacked with my staff or cast the previous spell again because the game somehow didn't register my mouse click the first time.


Actually, if you have a spell selected, and just leave the mouse over nothing for a little while, a spell icon will be displayed in the preview area.

If you don't have a spell selected, nothing will be displayed there.

Edit: err... It seems that if you de-select a spell (ie. click it twice in the quickbar), it looks like you've selected it (displaying in the preview pane), but doesn't actually get used. To make certain you have the spell selected, click "attack" to clear your current selection option, then click the quick-bar spell once, then click the target.

This post has been edited by J99814: Jun 13 2013, 15:19
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post Jun 13 2013, 16:22
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The Spark of Life spell not failing due to Spirit stance. I just got killed again in the ring of blood because of that. It was my second time challenging the level 100 and it's pissing me off to see such a unbalance (hitting with my normal attacks dealing damage, but ''Real Life'' not getting damage).
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post Jun 13 2013, 22:08
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How about an ability that lengthens the duration of enchantments?(Since melee has more spare Mastery Points and uses those more).

This post has been edited by Lement: Jun 13 2013, 22:08
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post Jun 13 2013, 22:17
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QUOTE(Lement @ Jun 13 2013, 15:08) *

How about an ability that lengthens the duration of enchantments?(Since melee has more spare Mastery Points and uses those more).


Wouldn't that be a kind of "forge perk" once you reach a certain forge level then?

Or are you referring to the combat infusion consumables duration?
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post Jun 13 2013, 22:19
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Maybe forge perk would indeed be more appropriate. I was just thinking what to do with the spare MP of melee.

Another one:

Have each level of Faster Drain past the first one increase the number of targeted mobs by 2.

Would make it a little bit more useful.
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post Jun 13 2013, 23:05
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QUOTE(Lement @ Jun 13 2013, 15:19) *

Maybe forge perk would indeed be more appropriate. I was just thinking what to do with the spare MP of melee.

Another one:

Have each level of Faster Drain past the first one increase the number of targeted mobs by 2.

Would make it a little bit more useful.


I don't think that suggestion would prosper...

Aren't deprecating magics being single target the sole purpose of retiring spells like the old Nerf's one?

What would balance things out is make deprecating profficiency further decrease cooldown on all deprecating spells along with the ability points allotment.
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