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

 
post Jun 28 2013, 06:38
Post #8901
ChosenUno



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QUOTE(Ichy @ Jun 28 2013, 09:45) *

Add Crit DAMAGE as level 10 potency to armors.


How about: Increased duration for shards as potency level 10 for armors? (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jun 28 2013, 20:10
Post #8902
skillchip



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All these are together.

Remove imperil.
Triple specific mit reductions from prof over level.
Add mitigation reduction from prof over level. Capping at 75%.

Reasoning: currently imperil reduces the value of prof gear because it performs the same role that prof is supposed to. Something like this will make more incentives to use prof gear/staves over edb and destro gear.
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post Jun 28 2013, 20:38
Post #8903
Ichy



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QUOTE(skillchip @ Jun 28 2013, 20:10) *

All these are together.

Remove imperil.
Triple specific mit reductions from prof over level.
Add mitigation reduction from prof over level. Capping at 75%.

Reasoning: currently imperil reduces the value of prof gear because it performs the same role that prof is supposed to. Something like this will make more incentives to use prof gear/staves over edb and destro gear.

Then mage wont have to imperilspam any more but everyone loves this!
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post Jun 28 2013, 21:02
Post #8904
skillchip



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QUOTE(Ichy @ Jun 28 2013, 18:38) *

Then mage wont have to imperilspam any more but everyone loves this!


Gets rid of imperil fight and reduces pros of holy
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post Jun 28 2013, 22:23
Post #8905
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Seems like i would have to learn to play instead of spamming imperil during the cooldown of ragnarok (IMG:[invalid] style_emoticons/default/dry.gif) .
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post Jun 28 2013, 22:50
Post #8906
skillchip



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Good or bad thing?
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post Jun 28 2013, 23:02
Post #8907
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QUOTE(skillchip @ Jun 28 2013, 22:50) *

Good or bad thing?


It should be good except that cycling holy and dark will be worse than now because they have 2 different profs.
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post Jun 28 2013, 23:23
Post #8908
skillchip



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H3nce why a few pages back I suggested merging them into a spiritual prof.

But it leaves you and hito something to bicker about
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post Jun 28 2013, 23:59
Post #8909
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Welp tenb needs to decide if he wants people to hard specialize in a single element or cycle between 2+.

If tenb wants us to single type spec, make a spell chain within an element (ie. casting inferno after fiery blast does X), and decrease the max resist to any single element mobs have across the board.

If tenb wants us to cycle multiple elements, make proc explosions more interesting / effective, add greater resistance variance. ie. if something is is resistant to fire it should be weak to cold, if its resistant to light it should be weak to dark, not this resist all 60%+ across the board.
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post Jun 29 2013, 00:09
Post #8910
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@marcho: I want both to be viable!
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post Jun 29 2013, 00:18
Post #8911
marcho



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Welp, I guess they aren't mutually exclusive, although I'm not sure tenb would lower max resist AND reduce "weak" element resists at the same time. You could do weak elements and better proc explosions plus single element spell chains though, that would make both play styles more interesting.

This post has been edited by marcho: Jun 29 2013, 00:22
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post Jul 1 2013, 11:22
Post #8912
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make it that when you cast a supportive or deprecating spell with a duration that would be lower than an already existing one it won't overwrite the old one.

with supportive spells it's not that much needed because you usually decide when to cast them and it's your fault if you recast a spell you did just cast with channeling, but sometimes it happens that you missclick on the the quickcast bar or that you cast the same spell twice due lag.
i think that losing the mana for the second cast is already enough a punishment.

when it comes to deprecating things are different:
if for supportive you can avoid that most of the times by being careful, with AoE deprecating spells sometimes you have no choice.
let's say you are against 5 monsters and cast a weaken with channeling on A, B and C. if you want to cast weaken on 4 and 5 too you know that you will lose the bonus duration from channeling on monster 3 unless it resists/evades your spell.
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post Jul 1 2013, 20:50
Post #8913
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Allow us to set HV hotkeys/modify existing ones under player->settings.
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post Jul 1 2013, 21:08
Post #8914
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can heavy have burden reduction again from prof (IMG:[invalid] style_emoticons/default/sad.gif)

light get alot of buff lately in 2-3 patch while heavy get nerf (IMG:[invalid] style_emoticons/default/cry.gif)
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post Jul 2 2013, 00:40
Post #8915
n125



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QUOTE(Lement @ Jul 1 2013, 11:50) *

Allow us to set HV hotkeys/modify existing ones under player->settings.


It would be very nice if something like this was flexible as HV Keybinds. As far as I'm concerned, 0.76 wasn't playable until that script was fixed.
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post Jul 2 2013, 14:28
Post #8916
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Can spell range be changed so that it becomes "Maximum number of mobs hit per turn"?
So the range would be 10, always, but with tier 1 spells you will only hit a maximum of 5 mobs in one turn.
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post Jul 2 2013, 14:49
Post #8917
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That's creative... (IMG:[invalid] style_emoticons/default/rolleyes.gif)
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post Jul 2 2013, 14:53
Post #8918
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QUOTE(buktore @ Jul 2 2013, 19:49) *

That's creative... (IMG:[invalid] style_emoticons/default/rolleyes.gif)


That's why I'm a software engineer, not a designer (IMG:[invalid] style_emoticons/default/tongue.gif)
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post Jul 3 2013, 00:29
Post #8919
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Option to feed lower-ranked monsters edibles and cuisine.
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post Jul 3 2013, 08:13
Post #8920
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Make featherweight shard able to fully remove burden/interference when used on weapons... to give more value back to non-ethereal weapons.
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