- Joined
- Dec 12, 2012
- Messages
- 155
Guess who's back with more controversial/selfish suggestions . I know I know Z, you're thinking, or will quite likely be thinking after reading this, that you shuda ignored this annoying guy at that other post, and save yourself the trouble. You'd be better off too, trust me. But I take pleasure in annoying ppl, to a reasonable extent
If you had done so, I'd just go to my emo corner and get over it in a coupla months. But you didn't, so here I am.
On to business now:
-> I'm not imposing, demanding or expecting anything. I also can imagine possibilities only so much, for I know zilch abt coding. Purely voicing ideas, since I want the game to improve in ways I think can be useful.
-> I'm fine with one or all of suggestions being 100% ignored/rejected.
-> With questions, I'd really appreciate precise answers though, despite being able to get over it if possibly ignored, due to any reasons you might prefer to not answer because of.
About questions, I think someone has to ask these anyway, and like always that someone has to be me. We srsly lacking solid info base for this game.
Wheher'z houwrrr buloody WeekeeaH payge naaooo Vestra-chuwaan !!?! xD
Anyhoo, here goes nothing:
In light of your possible deity system addition, add deity of the monsters -> sacrificial item/paid gold to re-summon/summon (outside) bosses. (Name it.. "Vestra, the Goddess of Raging Monsters", if you will.
And/Or increase chance of scroll drop and/or respawn time of outside bosses. After a coupla hundred farming games
I'm now almost sure you have added diffculty by reducing drop chance of scrolls (at least, if not all items) when the related
class is in fight (or at least in game).
Add character requirement to reset dungeons. I think dungeon skills are too easily farm-able, while more important usually, whereas outside skills make you lose hair. It could require mana, gold, anything.
Increase ms of poison clouds and decrease their appreaing frequency to encourage ppl actually
try and zigzag them rather than depending on temammate shield/mend and or restat/hp pot
or feline + pot (I do like the fact that previous efforts on farming feline reflexes pay off here
, but still). Make characters lose support spells (shield/mend/fury) when entering class quest cell, or arena. Like
being unable to take merc, this is supposed to bring out the exact amount of challenge intended. Also increase difficulty of Cleric class quest if possible.
Toughen up Andy-chan 20 to 40%, (just hp/armor or add a (chanced or active) spell to heal, I mean come on, no boss cept for Maluvu-chan knows healing spells? Damn undead illiteracy.
Some kinds of rejuvenation would fit perfectly imo, since he is a shadow user. Generally I think all would agree that Andy is too quickly kill-able (and his zombies, too easily avoidable) for being one of the only 3 mc-dropping bosses, even though his dps is remarkably good and his rather-whimsical random and fast bolt casting makes people break a sweat.
His despicable slowbies, could possibly "steal health" for their beloved master, by attacking, or converting the damage we do to them to Andy's HP (or even make him/themselves boost up in some other way, e.g. 2% Attak+Move speed per successful hit; they are way too Slowbie-newbie-ish as they are tbqh). Input damage->Heal system, after a certain period of time (good cause makes AOE dps'ers think twice before casting one too many AOE) (u can make them disappear fast or low hp so that when they die they restore health to him).. or even explode (not a good idea since dps would be too much).. many possibilities.
Enable AI control system, preferably on mercs, but also would be beneficial on bosses, for dps/resist testing. In merc's case I mostly am irritated by how randomly Troll merc uses barbed arrow when I solo-farm and need him to keep it for bosses, not the damn lowbie mobs on the way .
Even with spam "retreat" and -pet to defensive it gets used sometimes.
I'm sure it has been mentioned b4, but plz add a bit more diversity to monk items. Monk's the only one who gets no weapons/offhand (Misc) from Trade Route or Fjords areas. And there are only 2 Misc for him, if I'm not mistaken. Intel-based possibility of build for him also wud be very great,
I understand might get it OP a bit with evasion you get with Steel Body off 0.07 int, but I really am interested in int-monk atm. On a very subsidiary note, he is considered by most, least useful team char of all 10. Perhaps better mass-aggro control, and/or buffing others off their aggro wud make him better. I might very well be asking for too much here.
Add some kind of info icon and/or legend icon/buff icon with explanation/resume on bosses distinguishing their role
in story possibly, and/or their stats, especially resists and CC/CM/Eva hidden stats. Imho, plot element, is falling behind, losing badly to tactical area/dungeon/boss fights designs. To me, story is the main immersion/deep interest factor of any game. That and depth of character design. I would kill to know why Lt is called Lt, and who is his superior the hypothetical General . If there are army ranks, then this can't really be an army of mindless undead, spinning off Gaia's act of retaliating on human and other creatures. I'm already imagining very likely story twists.
Design or introduce please, somewhere one can read talent tree specifications. Currently only way is to get 30 lvl char of each of 10 types, and I, being the insufferable noob that I am, almost always reset skills
twice or thrice depending on gameplay/team. That or put a gun to Vestra's head and don't move it till he finishes up dat Wikia page.
Following 8th suggestion, please lower restat cost. At least by 10-15 % if possible.
And/or (still reminding u, I dunno what Quest Tokens are meant for) add an "affinity/relation rank" system towards all seller/trainer/re-trainer NPC's (and even deities, something like "holding their favor" (only one at a time possible for deities). It does look like Skyrim's "speech" system yes, but I only remembered that While I was writing this number 9, so it's not just messing up games together, I thought of it cuz most 35+ chars currently have too much gold and really no need for stash upgrade (50k one), so with this base prices can even go higher -> more difficulty, and more rewarding quest completion system, over a simple xp/gold reward system.
Affinity would add a <enter preferred amount here> percentage "discount" and/or even chance to bargain with them for much more affordable prices for any spell/reset/lewt purchases. It adds choice element, to game play. Go longer, easier way and earn money farming, or go shorter, riskier way and feel smug and appreciate teammates that helped u with getting quest done, and getting good rewards.
Add betting system . Random Gambler NPC's or w/e suits you, if at all. (Player vs Player, or NPC vs PC). I leave details to ur imagination.
Actually I don't like pvp fights or arenas/team pvp's. Only reason I started and am doing gaia's atm and not bored of it like few others I know is cuz perfect team work is always pleasurable, no matter the number of times I have done same boss.
And it's strictly personal opinion, but PvP's are pointless, add force-strip team beach ball in its stead for all I care .
Make stealing twice or thrice possible, but player-dependent (I mean each player can only steal a certain mob once). Like all main aspects of game (dps/tank/heal) that have "main" and "off" in a given team (mt/offt etc), I think classifying possible steal-able items to scale with number of steals, would be very interesting. Currently common rule is roll before boss fight to see which of the possible 2 or 3 thief class chars in team may steal from the boss. This could put the roll loser in a better position too.
If you specify and increase chance of "material" steal-only to lower level mos/areas, I firmly believe it would stop them getting obsolete and unappealing. It ould encourage high lvl thieves help farm people with low level chars, much more than already. Even better if NOT steal-only. Just an idea, but if you could reverse material drops in contrast to gear drops it would be great, with problem: material drops from high level areas would be useless. The workaround could be "specification". I.e., weed only drops at, say, low lvl spidies.
I have no idea about merc main stats, and even less than no idea abt their resists, but would be a minorly good
thing to add resistance based on recruiter's char's hp/wis.. if not already so (cuz I beleieve char's hp has no effect as it is now).
(Don't flame me for this), but I think Crus should get small AoE with taunt instead of +2 second on Leadership talent tree (which nearly makes his tactics at offtanking at lady problematic).
I think that wud be a good solution to his wave/mob group "starting" problems where he cant gather waves for a good crucify, after loss of Shout spell. At waves, it's doable with (one attack with heroic + shield slam another + hateful strike the third mob) and then walk back to
Gaspode and do a crucify. But at standing waves post-Liutetant, if he is the only tanker in team, people need to wait for him
to simply walk into and through mobs to the rear side of them and crucify then, for max number of targets aggro'ed.
If possible, add some more aggro holding capabilities to Servant of Nature.. something along lines of auto-triggered howl of terror (even if with no secondary effect, purely to get aggro off hunter self) or a sacrificial/protective skill, hunters, as they are, can't focus too many str do to high dps.
Hunter is perfectly fine imo, just lacking choice of who holds aggro now atm, even aggro prob is a very minor one. (Yes I know AoE Claw strike with 5th point of Animal Bonds talent tree could probably fix that, but hey who got a 46 lvl char now . I also Have considered range effect on aggro,
but high CC with hunter always pisses in one or two mob's coffees, and Gawd help you if they are Ghoul/Basher and have been spawned on the wrong side today . I'm not being dramatic, good shops (unlike me) know to shield/mend hunters and net + reflexes always add survivability options. Suggesting this just and purely, for better control.
Following 14th suggestion, add summonable " (Harpy<<<best/Golden) Eagle" to hunter class and transfer the PL aura to it. Simply cause it feels epic to have a pet Eagle , and it can slightly nerf the aura, which imo is too good to be always there -> (42 wroth agility per team member just by CC 7%, and 84 agi worth to team at Eva 7%, at level 36 average, given the formula I guessed stands correct.)
You can also add invisible bonus stuff (invisible dropapble items if that's even possible, and/or randomly appearing bonus mobs, which would require Eagle, with a supposed "Eagle Eye" passive to be there to kill and get benefit. Hunter would be encouraged to summon eagle for team, and wolf for survivability. I have even thought of a rename for Pack Leader if it is to move to beloved hypothetical Eagle: Apex Predator. Eagles don't get hunted, they only hunt, far as I know . And Harpy Eagles are fracking Royal uber mega hunters, ever so augustly serving the food chain at the very top.
Along same lines, perhaps even replace "efreet" with Black Mamba or something like that, which would mesh well together with the poison on Venomosus Keeper bow, resummonable to more than once, for some change in monotonous one-summon per char pace of game. Would totally fix my personal dps probs with max-int dudu. Dorylus, as I figured today with help of my friend, is also an interesting wild card but Imma plead silence as to how to use it on this one. (*whispering: they can have stun effect and be used as both player or mob summoned creature, even as Invisible, doing short stuns and bites, making people realize when they need supposedly to-be-implemented wards/Eagle Eye. Ok this is getting Out Of Hand. Stopped).
I know this has been suggested, but count this as a "for" vote on that: please very slightly improve Assassin class mana management capabilities.I cbb with the method you wish to sue
Make Zombies bigger . They are hard to click, is all. That, or make me less lazy (not gonna happen).
Add (or edit some existing quests into) few repeatable quests to enable better pre-d3 and even mid-d3 gold farming if that won't mess up with your difficulty preferences. I know Now, that spell CC and spell CM, also this repeatable quest idea seems coming from tKoK, but I had never played it until a week ago (after posting Stat Balance thread) and no my intention, again, is not making games alike. It could kinda be needed and/or fun-adding to farm games. Ofc, the difficulty could be fixed with making those specific quests, much harder, so as not to lose effort->gain usual pace, and reassure team play status and importance. Reason I didnt even got bother ed to play tKoK even as test game more than 10 mins half-afk, was no story as my friend told me I just love your game for having that element, plus well-chosen OST.
Devise, if doable at all ( I know sounds far-fetched), an anti-ninja system where rolling with command : -roll mana crystal or -roll mc, would automatically add a lumber point to player with highest number. Same with items to Main Inventory, which if they can't equip it would automatically drop with game item class restrictions. Preferably don't add auto-saving after successful slot plantation since there might always be re-considerations /mistakes. In same accordance, a -roll sell + item name, for adding to backpack.
Ignore this if it is impossible. But to me this wud be greatest improvement of them all, since I won't have to watch replays, investigate and judge and kick people, as a team manager, and team play will follow naturally.
Rejuvenation Pots work this way currently:
Using Rej pots, does not cool down itself or any other pots. Using any HP pots, cools down itself and its type, still does not affect anything else. Using mana pots on the other hand, cools down Both Mana type pot s and Reju Pots.
Also, at least for goof-proof-ness sake, add some kind of cooldown to Reju Pots, to not enable possible unintended or intended spams, and hence waste of 300 gold. I think we all agree it needs a cooldown fix, if not a nerf as well, amount-wise or cost-wise or both even. If it's perfectly intentional and preparation material for later versions, do excuse my unwise hint.
Add randomness to waves at Lieutenant. One, it would prevent afk'ers and slacking, as well as repeating the exact same goddamn spells over and over. Two, "surprise" is always the most challenging/enjoyable factor there is to fights. Design a good number of hidden wild cards, that might or might not randomly appear at mob spawning spots, and at d3 waves with some dangerous/tactical unique spells, that would require people to improvise/decide instantaneously and always keep some of their best skills trigger-ready for such challenges, rather than blowing tiny skellies away with meteor when the mood strikes. Special resistances could be very effective.. or insane armor/evasions, you get the idea.
Add energy focus capabilities, if not messes up with your game style. E.g., a monk would be able to channel their Qi/Chi energy before a boss fight, at a great cost (hp/all of mana, sth like that) which would intensely amplify their some kind of instant damage output. Same with arcane power would be great with mages, ofc again with a high cooldown, good enuf risk, and high cost. It could even be added outside the 11-skill box, beside rest e.g... maybe, with your deity system, this special skill could be related to which deity your loyalty lies with. E.g., a necromancer swearing allegiance to dark deities can before a boss fight, channel dark energy and summon a malicious and powerful creature, instead of "meteor" which really makes necro and sorcerer much Too alike.
...
>>>====================================================<<<
Does ArP work this way: Each char's [max AP (base and bonus AP) + Arp] - mob armor = damage per "attack" (or damage per "any Physical damage"?)
My question here mostly lies on the bonus/plus AP actually working or not in that system. I have a monk wih 16 to 18 (+8) AP and 11 ArP. Damage dealt
on crabs with 5 armor is 24 or 25 on non-criticals. 35 to 37 - 5 = 32 to 35 is supposedly logical damage. 24 to 25 damage that he does really makes me believe
the bonus AP does not go anywhere in that formula.
OR:
(Possibly highest) ArP in team breaks (intangibly reduces) mob's armor and makes others do more dps? (I highly doubt this wud be the case tho.)
Even though there is no critical healing enabled in Gaia's, and though I must admit I realy like
the slightly-volatile and random (on spells if i'm not mistaken) -/+ 10 % chanced difference on spells heal/dmg number,
(I mean like when my 111 SP'd shop heals between 500 and 600 rather than fixed 555) I gotta ask, is that variation chance or amount controlable by stats?
Am I correct abt this:
Elemental means all non-phyical, which includes:
Shadow/Magic/Holy/Lightning/Fire/Water
Cuz the word Element makes it sound like lightning/fire/water only.
Can evasion enable you to miss criticals and bashes by ghouls/skelly bashers (and generally any other mob with such skills)
or are they (both crits and bashes if there is any on them)
coolodwn'ed skills like ogers/makruras/gnolls do the bash?
Is this true:
[You have added diffculty by reducing drop chance of scrolls (at least, if not all items) when the related
class is in fight (or at least in game).]
Are these exact actually:
Eva = [5 + (Agi/ 2 x Sqrt level)]
Atk Spd bonus from agi is 2%
Do minions Only follow char's CC with abilities that char uses itself? Or do minions have
same evasion and CC/CM generally as Char? Or none at all? Cuz I'm sure Claw Strike can crit, but dunno about anything else (e.g. necro's skellies).
Like usual, sorry for lengthy post, it was Intended -,-.
Special thanks to Doubtful for helping me with this post.
Honorary thanks to Vestra, for biting lips and bearing with my trolls, & hopefully for not cutting me, while she is at it.
Thank you for your attention. I'm fully prepared to get banned now.
Cheers.
If you had done so, I'd just go to my emo corner and get over it in a coupla months. But you didn't, so here I am.
On to business now:
-> I'm not imposing, demanding or expecting anything. I also can imagine possibilities only so much, for I know zilch abt coding. Purely voicing ideas, since I want the game to improve in ways I think can be useful.
-> I'm fine with one or all of suggestions being 100% ignored/rejected.
-> With questions, I'd really appreciate precise answers though, despite being able to get over it if possibly ignored, due to any reasons you might prefer to not answer because of.
About questions, I think someone has to ask these anyway, and like always that someone has to be me. We srsly lacking solid info base for this game.
Wheher'z houwrrr buloody WeekeeaH payge naaooo Vestra-chuwaan !!?! xD
Anyhoo, here goes nothing:
In light of your possible deity system addition, add deity of the monsters -> sacrificial item/paid gold to re-summon/summon (outside) bosses. (Name it.. "Vestra, the Goddess of Raging Monsters", if you will.
And/Or increase chance of scroll drop and/or respawn time of outside bosses. After a coupla hundred farming games
I'm now almost sure you have added diffculty by reducing drop chance of scrolls (at least, if not all items) when the related
class is in fight (or at least in game).
Add character requirement to reset dungeons. I think dungeon skills are too easily farm-able, while more important usually, whereas outside skills make you lose hair. It could require mana, gold, anything.
Increase ms of poison clouds and decrease their appreaing frequency to encourage ppl actually
try and zigzag them rather than depending on temammate shield/mend and or restat/hp pot
or feline + pot (I do like the fact that previous efforts on farming feline reflexes pay off here
, but still). Make characters lose support spells (shield/mend/fury) when entering class quest cell, or arena. Like
being unable to take merc, this is supposed to bring out the exact amount of challenge intended. Also increase difficulty of Cleric class quest if possible.
Toughen up Andy-chan 20 to 40%, (just hp/armor or add a (chanced or active) spell to heal, I mean come on, no boss cept for Maluvu-chan knows healing spells? Damn undead illiteracy.
Some kinds of rejuvenation would fit perfectly imo, since he is a shadow user. Generally I think all would agree that Andy is too quickly kill-able (and his zombies, too easily avoidable) for being one of the only 3 mc-dropping bosses, even though his dps is remarkably good and his rather-whimsical random and fast bolt casting makes people break a sweat.
His despicable slowbies, could possibly "steal health" for their beloved master, by attacking, or converting the damage we do to them to Andy's HP (or even make him/themselves boost up in some other way, e.g. 2% Attak+Move speed per successful hit; they are way too Slowbie-newbie-ish as they are tbqh). Input damage->Heal system, after a certain period of time (good cause makes AOE dps'ers think twice before casting one too many AOE) (u can make them disappear fast or low hp so that when they die they restore health to him).. or even explode (not a good idea since dps would be too much).. many possibilities.
Enable AI control system, preferably on mercs, but also would be beneficial on bosses, for dps/resist testing. In merc's case I mostly am irritated by how randomly Troll merc uses barbed arrow when I solo-farm and need him to keep it for bosses, not the damn lowbie mobs on the way .
Even with spam "retreat" and -pet to defensive it gets used sometimes.
I'm sure it has been mentioned b4, but plz add a bit more diversity to monk items. Monk's the only one who gets no weapons/offhand (Misc) from Trade Route or Fjords areas. And there are only 2 Misc for him, if I'm not mistaken. Intel-based possibility of build for him also wud be very great,
I understand might get it OP a bit with evasion you get with Steel Body off 0.07 int, but I really am interested in int-monk atm. On a very subsidiary note, he is considered by most, least useful team char of all 10. Perhaps better mass-aggro control, and/or buffing others off their aggro wud make him better. I might very well be asking for too much here.
Add some kind of info icon and/or legend icon/buff icon with explanation/resume on bosses distinguishing their role
in story possibly, and/or their stats, especially resists and CC/CM/Eva hidden stats. Imho, plot element, is falling behind, losing badly to tactical area/dungeon/boss fights designs. To me, story is the main immersion/deep interest factor of any game. That and depth of character design. I would kill to know why Lt is called Lt, and who is his superior the hypothetical General . If there are army ranks, then this can't really be an army of mindless undead, spinning off Gaia's act of retaliating on human and other creatures. I'm already imagining very likely story twists.
Design or introduce please, somewhere one can read talent tree specifications. Currently only way is to get 30 lvl char of each of 10 types, and I, being the insufferable noob that I am, almost always reset skills
twice or thrice depending on gameplay/team. That or put a gun to Vestra's head and don't move it till he finishes up dat Wikia page.
Following 8th suggestion, please lower restat cost. At least by 10-15 % if possible.
And/or (still reminding u, I dunno what Quest Tokens are meant for) add an "affinity/relation rank" system towards all seller/trainer/re-trainer NPC's (and even deities, something like "holding their favor" (only one at a time possible for deities). It does look like Skyrim's "speech" system yes, but I only remembered that While I was writing this number 9, so it's not just messing up games together, I thought of it cuz most 35+ chars currently have too much gold and really no need for stash upgrade (50k one), so with this base prices can even go higher -> more difficulty, and more rewarding quest completion system, over a simple xp/gold reward system.
Affinity would add a <enter preferred amount here> percentage "discount" and/or even chance to bargain with them for much more affordable prices for any spell/reset/lewt purchases. It adds choice element, to game play. Go longer, easier way and earn money farming, or go shorter, riskier way and feel smug and appreciate teammates that helped u with getting quest done, and getting good rewards.
Add betting system . Random Gambler NPC's or w/e suits you, if at all. (Player vs Player, or NPC vs PC). I leave details to ur imagination.
Actually I don't like pvp fights or arenas/team pvp's. Only reason I started and am doing gaia's atm and not bored of it like few others I know is cuz perfect team work is always pleasurable, no matter the number of times I have done same boss.
And it's strictly personal opinion, but PvP's are pointless, add force-strip team beach ball in its stead for all I care .
Make stealing twice or thrice possible, but player-dependent (I mean each player can only steal a certain mob once). Like all main aspects of game (dps/tank/heal) that have "main" and "off" in a given team (mt/offt etc), I think classifying possible steal-able items to scale with number of steals, would be very interesting. Currently common rule is roll before boss fight to see which of the possible 2 or 3 thief class chars in team may steal from the boss. This could put the roll loser in a better position too.
If you specify and increase chance of "material" steal-only to lower level mos/areas, I firmly believe it would stop them getting obsolete and unappealing. It ould encourage high lvl thieves help farm people with low level chars, much more than already. Even better if NOT steal-only. Just an idea, but if you could reverse material drops in contrast to gear drops it would be great, with problem: material drops from high level areas would be useless. The workaround could be "specification". I.e., weed only drops at, say, low lvl spidies.
I have no idea about merc main stats, and even less than no idea abt their resists, but would be a minorly good
thing to add resistance based on recruiter's char's hp/wis.. if not already so (cuz I beleieve char's hp has no effect as it is now).
(Don't flame me for this), but I think Crus should get small AoE with taunt instead of +2 second on Leadership talent tree (which nearly makes his tactics at offtanking at lady problematic).
I think that wud be a good solution to his wave/mob group "starting" problems where he cant gather waves for a good crucify, after loss of Shout spell. At waves, it's doable with (one attack with heroic + shield slam another + hateful strike the third mob) and then walk back to
Gaspode and do a crucify. But at standing waves post-Liutetant, if he is the only tanker in team, people need to wait for him
to simply walk into and through mobs to the rear side of them and crucify then, for max number of targets aggro'ed.
If possible, add some more aggro holding capabilities to Servant of Nature.. something along lines of auto-triggered howl of terror (even if with no secondary effect, purely to get aggro off hunter self) or a sacrificial/protective skill, hunters, as they are, can't focus too many str do to high dps.
Hunter is perfectly fine imo, just lacking choice of who holds aggro now atm, even aggro prob is a very minor one. (Yes I know AoE Claw strike with 5th point of Animal Bonds talent tree could probably fix that, but hey who got a 46 lvl char now . I also Have considered range effect on aggro,
but high CC with hunter always pisses in one or two mob's coffees, and Gawd help you if they are Ghoul/Basher and have been spawned on the wrong side today . I'm not being dramatic, good shops (unlike me) know to shield/mend hunters and net + reflexes always add survivability options. Suggesting this just and purely, for better control.
Following 14th suggestion, add summonable " (Harpy<<<best/Golden) Eagle" to hunter class and transfer the PL aura to it. Simply cause it feels epic to have a pet Eagle , and it can slightly nerf the aura, which imo is too good to be always there -> (42 wroth agility per team member just by CC 7%, and 84 agi worth to team at Eva 7%, at level 36 average, given the formula I guessed stands correct.)
You can also add invisible bonus stuff (invisible dropapble items if that's even possible, and/or randomly appearing bonus mobs, which would require Eagle, with a supposed "Eagle Eye" passive to be there to kill and get benefit. Hunter would be encouraged to summon eagle for team, and wolf for survivability. I have even thought of a rename for Pack Leader if it is to move to beloved hypothetical Eagle: Apex Predator. Eagles don't get hunted, they only hunt, far as I know . And Harpy Eagles are fracking Royal uber mega hunters, ever so augustly serving the food chain at the very top.
Along same lines, perhaps even replace "efreet" with Black Mamba or something like that, which would mesh well together with the poison on Venomosus Keeper bow, resummonable to more than once, for some change in monotonous one-summon per char pace of game. Would totally fix my personal dps probs with max-int dudu. Dorylus, as I figured today with help of my friend, is also an interesting wild card but Imma plead silence as to how to use it on this one. (*whispering: they can have stun effect and be used as both player or mob summoned creature, even as Invisible, doing short stuns and bites, making people realize when they need supposedly to-be-implemented wards/Eagle Eye. Ok this is getting Out Of Hand. Stopped).
I know this has been suggested, but count this as a "for" vote on that: please very slightly improve Assassin class mana management capabilities.I cbb with the method you wish to sue
Make Zombies bigger . They are hard to click, is all. That, or make me less lazy (not gonna happen).
Add (or edit some existing quests into) few repeatable quests to enable better pre-d3 and even mid-d3 gold farming if that won't mess up with your difficulty preferences. I know Now, that spell CC and spell CM, also this repeatable quest idea seems coming from tKoK, but I had never played it until a week ago (after posting Stat Balance thread) and no my intention, again, is not making games alike. It could kinda be needed and/or fun-adding to farm games. Ofc, the difficulty could be fixed with making those specific quests, much harder, so as not to lose effort->gain usual pace, and reassure team play status and importance. Reason I didnt even got bother ed to play tKoK even as test game more than 10 mins half-afk, was no story as my friend told me I just love your game for having that element, plus well-chosen OST.
Devise, if doable at all ( I know sounds far-fetched), an anti-ninja system where rolling with command : -roll mana crystal or -roll mc, would automatically add a lumber point to player with highest number. Same with items to Main Inventory, which if they can't equip it would automatically drop with game item class restrictions. Preferably don't add auto-saving after successful slot plantation since there might always be re-considerations /mistakes. In same accordance, a -roll sell + item name, for adding to backpack.
Ignore this if it is impossible. But to me this wud be greatest improvement of them all, since I won't have to watch replays, investigate and judge and kick people, as a team manager, and team play will follow naturally.
Rejuvenation Pots work this way currently:
Using Rej pots, does not cool down itself or any other pots. Using any HP pots, cools down itself and its type, still does not affect anything else. Using mana pots on the other hand, cools down Both Mana type pot s and Reju Pots.
Also, at least for goof-proof-ness sake, add some kind of cooldown to Reju Pots, to not enable possible unintended or intended spams, and hence waste of 300 gold. I think we all agree it needs a cooldown fix, if not a nerf as well, amount-wise or cost-wise or both even. If it's perfectly intentional and preparation material for later versions, do excuse my unwise hint.
Add randomness to waves at Lieutenant. One, it would prevent afk'ers and slacking, as well as repeating the exact same goddamn spells over and over. Two, "surprise" is always the most challenging/enjoyable factor there is to fights. Design a good number of hidden wild cards, that might or might not randomly appear at mob spawning spots, and at d3 waves with some dangerous/tactical unique spells, that would require people to improvise/decide instantaneously and always keep some of their best skills trigger-ready for such challenges, rather than blowing tiny skellies away with meteor when the mood strikes. Special resistances could be very effective.. or insane armor/evasions, you get the idea.
Add energy focus capabilities, if not messes up with your game style. E.g., a monk would be able to channel their Qi/Chi energy before a boss fight, at a great cost (hp/all of mana, sth like that) which would intensely amplify their some kind of instant damage output. Same with arcane power would be great with mages, ofc again with a high cooldown, good enuf risk, and high cost. It could even be added outside the 11-skill box, beside rest e.g... maybe, with your deity system, this special skill could be related to which deity your loyalty lies with. E.g., a necromancer swearing allegiance to dark deities can before a boss fight, channel dark energy and summon a malicious and powerful creature, instead of "meteor" which really makes necro and sorcerer much Too alike.
...
Add a playable Hatsune Miku, or even cuter, hachune miku, definitely with Negi-Slap spell and a fresh Negi as one-handed weapon to the game, to fulfill my individual wapanese-weeaboo fetishes and/or feed my love to troll. You were warned.. yet you opened it.. YHBT. Just for the LuLz and thanks for your patience reading all of this. Blame my insomnia, and epic music.
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Does ArP work this way: Each char's [max AP (base and bonus AP) + Arp] - mob armor = damage per "attack" (or damage per "any Physical damage"?)
My question here mostly lies on the bonus/plus AP actually working or not in that system. I have a monk wih 16 to 18 (+8) AP and 11 ArP. Damage dealt
on crabs with 5 armor is 24 or 25 on non-criticals. 35 to 37 - 5 = 32 to 35 is supposedly logical damage. 24 to 25 damage that he does really makes me believe
the bonus AP does not go anywhere in that formula.
OR:
(Possibly highest) ArP in team breaks (intangibly reduces) mob's armor and makes others do more dps? (I highly doubt this wud be the case tho.)
Even though there is no critical healing enabled in Gaia's, and though I must admit I realy like
the slightly-volatile and random (on spells if i'm not mistaken) -/+ 10 % chanced difference on spells heal/dmg number,
(I mean like when my 111 SP'd shop heals between 500 and 600 rather than fixed 555) I gotta ask, is that variation chance or amount controlable by stats?
Am I correct abt this:
Elemental means all non-phyical, which includes:
Shadow/Magic/Holy/Lightning/Fire/Water
Cuz the word Element makes it sound like lightning/fire/water only.
Can evasion enable you to miss criticals and bashes by ghouls/skelly bashers (and generally any other mob with such skills)
or are they (both crits and bashes if there is any on them)
coolodwn'ed skills like ogers/makruras/gnolls do the bash?
Is this true:
[You have added diffculty by reducing drop chance of scrolls (at least, if not all items) when the related
class is in fight (or at least in game).]
Are these exact actually:
Eva = [5 + (Agi/ 2 x Sqrt level)]
Atk Spd bonus from agi is 2%
Do minions Only follow char's CC with abilities that char uses itself? Or do minions have
same evasion and CC/CM generally as Char? Or none at all? Cuz I'm sure Claw Strike can crit, but dunno about anything else (e.g. necro's skellies).
Like usual, sorry for lengthy post, it was Intended -,-.
Special thanks to Doubtful for helping me with this post.
Honorary thanks to Vestra, for biting lips and bearing with my trolls, & hopefully for not cutting me, while she is at it.
Thank you for your attention. I'm fully prepared to get banned now.
Cheers.
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