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HentaiVerse 0.6.2, Fustercluck |
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Oct 15 2011, 01:39
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Probably should go in suggestions and I'll put it there in a sec
How about:
Bleeding weapon can now proc (insert effect name here) off of a bleeding wound. Proc chance is the same. Consumes bleeding wound dealing damage equal to the damage that would have been experienced from the remaining turns. Bleeding wound can not be placed on this monster again for remaining duration/2. Procs off of crits on bleeding monsters
Ex. bleeding wound of 1000 (after prof) for 7 turns Player hits monster, bleeding wound procs and monster does an action, 6 turns remaining, damage done from weapon effect: 1000
Player hits monster again and procs (effect name) dealing 6*1000 damage, damage done by weapon effect 6000. Monster now immune to bleed for 3 turns.
Probably would need to be balanced a bit.
(idea credit goes to Maximum_Joe)
This post has been edited by skillchip: Oct 15 2011, 01:40
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Oct 15 2011, 08:13
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Ichy
Group: Catgirl Camarilla
Posts: 13,061
Joined: 19-February 09

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I'd go for: There is a chance (10%? + Bonuses for prof) to proc 'critical wound' on bleeding foes. It will double the Bleeding Damage but cuts the duration in half. Can be reproced as long Bleeding or Critical is active. Would make them very good against high HP Foes but not ridiculous overpowered in normal grind.
Also the effect of PA should be somewhat increased. PA should be faster then Stun because Stun will help you stay alive.
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Oct 15 2011, 12:57
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Mi-Ala Starbreeze
Group: Gold Star Club
Posts: 2,024
Joined: 7-March 09

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Bleed will be useless in lower difficulties no matter how you're trying to "balance it", simple as that. ArP and Stun will always be better. I think the only way to make bleeders not utterly useless at all is to design some gaming aspect where bleed effect will be dominant to both Stun and ArP, for example my old suggestion of stackative bleed effects which could be used against heavily-armored Bosses+.
More importantly, we melees would like to see some "spells/abilities" for us. Mages have a whoppin' lot of spells and we dont have a single one Q_Q
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Oct 15 2011, 16:45
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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Bleed sounds like a thing that would work well with certain status ailments.
Poison -> Bleed = Infection (poison spreads to adjacent enemies next turn, chain effect when multiple enemies are bleeding) Weaken -> Bleed = Hemophilia (bleed does 100% more damage) Blind -> Bleed = Gouge (tripled hit chance reduction) Silence -> Bleed = Throat Slash (large amount of damage)
Some of these would be more useful if they had group attack versions.
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Oct 15 2011, 20:28
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Sardion
Group: Members
Posts: 913
Joined: 4-November 09

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Just make Bleed hits BEFORE monster attacks player, instead of after. And maybe scale with proficiency moar.
edit/another idea: And make it tick also after each player attack. Thanks to that bleed damage will be applied faster. too much turns of bleed get wasted.
This post has been edited by Sardion: Oct 15 2011, 20:34
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Oct 16 2011, 01:20
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(MiAla @ Oct 15 2011, 12:57)  More importantly, we melees would like to see some "spells/abilities" for us. Mages have a whoppin' lot of spells and we dont have a single one Q_Q
If melees got spells/abilities they would no longer be melees, just some kind of pseudo-caster with different equipment. If you want an ultimate melee attack like in the mangas, you got the spirit attack. Because seriously, any spell/ability would have to cost mana, and melees don't really have a lot of mana to use, we tend to spend it on buffs and heals instead. And mages on the other hand seems not to use too many buffs, since they need their mana for offensive spells. A more fun thing would be the ability to switch equipment sets in the middle of a fight, as an action that would have a certain timecost (more than a normal attack maybe), giving you a real reason for unlocking those equipment set slots, and can make other types of weapons and fighting styles a lot more common. So that you can switch to your mace for trash mobs and switch over to DW for bosses, or when there is only a single opponent remaining. Or, since changing your clothes and armor in the middle of a fight is kinda unrealistic, limit it to switching your weapons. The equipment sets would then actually work a little more logically. Since you can use the same armor pieces for different sets, but not the same weapons, then picking an equipment set gives you that armor and your "starting weapon", and then you can switch in-fight to another set, which will give you the weapons from that set, but not the armor. Switching weapons in the middle of a fight isn't that unrealistic, compared to waving your hands in the air for casting a spell or something.
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Oct 16 2011, 01:51
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Right now if mages come up against something that is resistant they just cast a different spell type, melee just have to keep swinging!
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Oct 16 2011, 02:07
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Raidy
Group: Members
Posts: 12,814
Joined: 8-July 08

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QUOTE(Randommember @ Oct 16 2011, 09:20) 
A more fun thing would be the ability to switch equipment sets in the middle of a fight, as an action that would have a certain timecost (more than a normal attack maybe), giving you a real reason for unlocking those equipment set slots, and can make other types of weapons and fighting styles a lot more common.
sounds like a great idea
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Oct 16 2011, 03:18
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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So basically, melee Skills. They're coming. Eventually.
Also, I've asked for weapon switching in-battle before.
None of these are new ideas.
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Oct 16 2011, 06:23
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skillchip
Group: Catgirl Camarilla
Posts: 5,754
Joined: 31-December 06

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Doesn't have to be new to be suggested, sometimes repeated suggestion works
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Oct 16 2011, 06:44
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grumpymal
Group: Gold Star Club
Posts: 10,923
Joined: 2-April 08

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Repeating a suggestion doesn't accomplish anything. Either Tenboro has ignored it or its already on the books for a future update.
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Oct 17 2011, 05:33
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vampirial sin
Group: Members
Posts: 165
Joined: 18-July 06

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QUOTE(Randommember @ Oct 15 2011, 15:20)  If melees got spells/abilities they would no longer be melees, just some kind of pseudo-caster with different equipment.
check out a martial arts manga, they have tons of melee techniques in them. and melee characters in other types of games do get abilities. Also i thought tenb said something about melee getting abilities that use soul at some point.
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Oct 17 2011, 06:17
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n125
Group: Gold Star Club
Posts: 6,282
Joined: 23-May 08

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Tenboro once said that he was planning on having skills use Overcharge, and that as a result, the current Overcharge bonus to melee damage would be removed. I'm not sure if that is still the case.
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Oct 17 2011, 09:14
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Mi-Ala Starbreeze
Group: Gold Star Club
Posts: 2,024
Joined: 7-March 09

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To make it simple, I'd literally wet myself if I could get a "Cleave" ability, to hit every single enemy in round, not just 2-1-2 as by Domino strike proc.
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Oct 17 2011, 17:49
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Vasistas
Group: Gold Star Club
Posts: 2,260
Joined: 2-April 11

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QUOTE(MiAla @ Oct 17 2011, 09:14)  To make it simple, I'd literally wet myself if I could get a "Cleave" ability, to hit every single enemy in round, not just 2-1-2 as by Domino strike proc.
If that is true Tenboro can let it rain then. (IMG:[ invalid] style_emoticons/default/tongue.gif)
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Oct 17 2011, 21:53
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Bunker Buster
Group: Gold Star Club
Posts: 2,220
Joined: 11-June 10

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i just got 200 prof for my scythe, cleavin' easy
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Oct 18 2011, 04:24
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Naughty Boy
Group: Members
Posts: 423
Joined: 7-August 11

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QUOTE(Bunker Buster @ Oct 17 2011, 15:53)  i just got 200 prof for my scythe, cleavin' easy
How long / many levels did that take you? What's your assimilator level?
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Oct 18 2011, 07:06
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Randommember
Group: Gold Star Club
Posts: 3,447
Joined: 13-November 10

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QUOTE(Naughty Boy @ Oct 18 2011, 04:24)  How long / many levels did that take you? What's your assimilator level?
You can see someones level in their profile, just above the karma thing. Bunker Buster is Level 217 (Godslayer). Also, you have a chance to gain proficiency every time you attack, get attacked or use a spell etc. So there more you do this, the more chances you have to increase proficiency. And at higher levels, it is required more kills to gain a level, so after a while, the proficiency will start catching up to your level, especially your armor and weapon proficiency. Personally, I got 5 levels into assimilator and I'm level 184 and got 170 in 2-H proficiency, 154 in light armor and 129/149/138 in deprecating/supportive/curative magic. And I play the highest arenas I got access to on hard, and play a lot of crysfest on IWBTH (maximum experience for the stamina), and only when my stamina is above 79.
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Oct 18 2011, 07:14
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Naughty Boy
Group: Members
Posts: 423
Joined: 7-August 11

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QUOTE(Randommember @ Oct 18 2011, 01:06)  You can see someones level in their profile, just above the karma thing. Bunker Buster is Level 217 (Godslayer).
Also, you have a chance to gain proficiency every time you attack, get attacked or use a spell etc. So there more you do this, the more chances you have to increase proficiency. And at higher levels, it is required more kills to gain a level, so after a while, the proficiency will start catching up to your level, especially your armor and weapon proficiency.
Personally, I got 5 levels into assimilator and I'm level 184 and got 170 in 2-H proficiency, 154 in light armor and 129/149/138 in deprecating/supportive/curative magic.
And I play the highest arenas I got access to on hard, and play a lot of crysfest on IWBTH (maximum experience for the stamina), and only when my stamina is above 79.
Yeah I know. I was just curious as to if there's a certain "timeline" to achieving that high proficiencies. Something like, say 3-4 days for x amount of prof on x level assimilator
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