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[Suggestion] A few requests, Can we has... |
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Sep 30 2013, 13:53
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11

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QUOTE(buktore @ Sep 30 2013, 09:02) 
Another great example are some of the defensive-related things in the game— most of these things are, for what it supposed to do, work just fine and some of them are in fact incredibly powerful ...
Great point. Something like decreasing defensive are quite difficult to be balanced, because its value depends on not only the player's attack but also the defense of Mob. And due to different Mob has different defense, even a skillful team can't handle it easily. For example, the Blizzard had suffered from the problem of Armor Penetration for 1 year.Finally they removed it. Maybe try to change the fundamental mechanism of Imperil will be a good choice.
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Sep 30 2013, 13:57
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ChosenUno
Group: Gold Star Club
Posts: 4,170
Joined: 23-February 10

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QUOTE(DYasha @ Sep 30 2013, 10:19)  You've made the list. You... and Thing2.
Too bad that doesn't change the fact that your sugesstions are crap and have been suggested before. QUOTE(treesloth16 @ Sep 30 2013, 16:52)  You make nice, valid points;
The reality is that when I play dark, I pay 50% more mana to do less damage than elemental. What is the advantage for dark or holy then? Spirit/Mana drain? Why not just play elemental, pay 50% of the mana cost to do more damage, and not waste time draining?
I don't think setting the imperil floor to 0 makes sense, because these mitigation numbers are really just relative to one another. It makes sense to have the imperil floor be -50, not 0, since -50 is the lowest to begin with.
And why does dark/holy imperil have to be weaker than elemental imperil?
Because 'theoretically' it should balance out the starting resistance advantage. Why do we have to cast slower AND use a ton more MP I have no idea..
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Sep 30 2013, 14:19
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11

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QUOTE(ChosenUno @ Sep 30 2013, 11:57)  Why do we have to cast slower AND use a ton more MP I have no idea..
Because many people believe Holy/dark are more powerful without exactly data and rush into them. But what is the turth? Maybe an experiment is needed.
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Sep 30 2013, 17:22
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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QUOTE(buktore @ Sep 30 2013, 05:02)  What caused these issues?
Monsters are op. Monsters are also pathetic. This is not a contradiction.
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Sep 30 2013, 19:46
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Lement
Group: Members
Posts: 2,977
Joined: 28-February 12

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ChosenUno: Indeed, it should balance out(with one better at one thing and other another) but with the minimum resistance being 0 and rounds per day scarcely allowing more than arenas(+cooldowns on spell making normalfarming a pain anyway) it does not. Thus resulting in the (already planned) monster resist change.
This post has been edited by Lement: Sep 30 2013, 19:49
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Sep 30 2013, 20:00
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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QUOTE(treesloth16 @ Sep 30 2013, 09:52)  And why does dark/holy imperil have to be weaker than elemental imperil?
"better resistance profile"
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Sep 30 2013, 20:04
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danixxx
Group: Catgirl Camarilla
Posts: 7,340
Joined: 3-September 10

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Nevermind.
This post has been edited by danixxx: Sep 30 2013, 20:06
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Oct 1 2013, 06:21
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freakerup
Group: Members
Posts: 367
Joined: 2-November 11

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Oct 2 2013, 02:31
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treesloth
Group: Catgirl Camarilla
Posts: 3,524
Joined: 6-January 13

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When about to switch out an equipment piece with another, we can see stats for both the old and incoming equipment. Can we also have the difference in core player statistics if the new piece is placed? Such as all stats for Physical Att, Mag att, and Defense? it might show up as +0.6 PMI, -0.4 MMI, etc....
Not a big deal, but saves me several minutes of writing down old and new stats to compare.
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Oct 2 2013, 02:36
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Pillowgirl
Group: Gold Star Club
Posts: 5,444
Joined: 2-December 12

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QUOTE(treesloth16 @ Oct 2 2013, 10:31)  When about to switch out an equipment piece with another, we can see stats for both the old and incoming equipment. Can we also have the difference in core player statistics if the new piece is placed? Such as all stats for Physical Att, Mag att, and Defense? it might show up as +0.6 PMI, -0.4 MMI, etc....
Not a big deal, but saves me several minutes of writing down old and new stats to compare.
Open 2 tabs, equip both and compare...not hard.
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Oct 2 2013, 06:31
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skillchip
Group: Catgirl Camarilla
Posts: 5,753
Joined: 31-December 06

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QUOTE(treesloth16 @ Oct 2 2013, 00:31)  When about to switch out an equipment piece with another, we can see stats for both the old and incoming equipment. Can we also have the difference in core player statistics if the new piece is placed? Such as all stats for Physical Att, Mag att, and Defense? it might show up as +0.6 PMI, -0.4 MMI, etc....
Not a big deal, but saves me several minutes of writing down old and new stats to compare.
There was a script for that in the works. Otherwise, make a spreadsheet/use a calculator. Though it would be pretty nice if it was internalized like the base stat mouseovers. This post has been edited by skillchip: Oct 2 2013, 06:32
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Oct 2 2013, 07:00
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Raging Tachikoma
Group: Members
Posts: 553
Joined: 24-August 08

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I am sure this has been mentioned but I am not going to try and troll through 475 pages looking for it but I would like to see an exit option on grindfest when it asks you if you want to continue, rather than having to enter a fight and flee, or if it stays that way why have it ask you at all?
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Oct 2 2013, 15:33
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11

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QUOTE(Raging Tachikoma @ Oct 2 2013, 05:00)  I am sure this has been mentioned but I am not going to try and troll through 475 pages looking for it but I would like to see an exit option on grindfest when it asks you if you want to continue, rather than having to enter a fight and flee, or if it stays that way why have it ask you at all?
It does have an end as well as arena. when you reach 1000 round, you will successfully clear the GF and rewarded with 5000c .
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Oct 2 2013, 17:18
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e-Stark
Group: Catgirl Camarilla
Posts: 1,773
Joined: 20-May 13

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Suggestion: Change the duration of Infusions and Shards for Round/Turn based instead of real life time... it will be more fair for people with laggy connection... and especially much more fair when Derpy/Cassandra attacks...
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Oct 2 2013, 17:27
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Colman
Group: Gold Star Club
Posts: 7,333
Joined: 15-November 10

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QUOTE(gc00018 @ Oct 2 2013, 21:33)  It does have an end as well as arena.
when you reach 1000 round, you will successfully clear the GF and rewarded with 5000c .
even on normal?Found the answer in the wiki. Anyone actually clear the 1000 round GF for 5k Credits? This post has been edited by Colman: Oct 2 2013, 18:33
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Oct 2 2013, 21:53
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qw3rty67
Group: Members
Posts: 1,118
Joined: 30-April 09

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More crazyness: QUOTE(qw3rty67 @ Oct 1 2013, 12:56)  Bring back the single target spells, and make them STRONG—one for each element which upgrades as you unlock their multi target equivalents. Multi targets deal less damage the more enemies they hit. Buff the spell procs and give them an additional buff based on proficiency. Breached Defense should also lower physical mitigation and Blunted Attack should be changed altogether, lowering monster regeneration rate. Staff skills: Reduce Concussive Strike's cooldown to 5 turns. I came up with two ideas for staff skills but I haven't decided which is best yet. 1) Concussive Strike procs sleep instead of stun. The second skill, when used on a sleeping target, deals damage and sets its mana and spirit to zero. The third skill is a multi target arcane blow with a multiplier based on the percentage of spirit and mana remaining in each target's bars. Say it deals arcane_blow*X damage. Monsters with under 50% mana or spirit eat 2X. Monsters with under 50% in both eat 3X. 2) Concussive Strike still causes stun as before. The second skill, when used on a stunned target, deals damage and procs coalesced mana. The third skill casts a buff that multiplies arcane blow's damage against coalesced monsters over a set amount of turns. This stacks with spirit stance. The main idea is to give casters an offensive option against highly resistant enemies while still following similar trends of the other melee skills. Vital Strike does big damage against blind targets but you can also cast the blind spell if you build around it. Other skills give greater control over their usage if you wield the appropriate weapons. Mage has... one weapon, and everyone uses imperil, so I chose sleep for plan 1. Plan 2 is fine for vanilla casters killing lone tanks but people love talking about battlemages. If you build and play properly, you can keep the arcane buff chain going. Making parries with staves add overcharge would help it along, too.
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Oct 3 2013, 07:22
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treesloth
Group: Catgirl Camarilla
Posts: 3,524
Joined: 6-January 13

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more equipment sets, 11 total is good. 10 total, cuz who does 1H light?
holy, dark, elemental, 1H light/1H heavy, DW/2H light/heavy, niten light/heavy
This post has been edited by treesloth16: Oct 3 2013, 08:46
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Oct 3 2013, 08:14
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e-Stark
Group: Catgirl Camarilla
Posts: 1,773
Joined: 20-May 13

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14 is better....
Holy, Dark, Fire, Cold, Wind, Elec... 1H Light, 1H Heavy, 2H Light, 2H Heavy, DW Light, DW Heavy, Niten Light, Niten Heavy...
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Oct 3 2013, 14:47
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gc00018
Group: Catgirl Camarilla
Posts: 3,735
Joined: 26-August 11

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QUOTE(Colman @ Oct 2 2013, 15:27) 
even on normal? Found the answer in the wiki. Anyone actually clear the 1000 round GF for 5k Credits?
Actually, just need to enter the GF and see the battle log '1/1000'. (IMG:[ invalid] style_emoticons/default/rolleyes.gif) Some people clear it not for the 5k C but for an achievement: Ponyholic!!. (IMG:[ invalid] style_emoticons/default/tongue.gif) This post has been edited by gc00018: Oct 3 2013, 14:52
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