- Joined
- Mar 9, 2012
- Messages
- 1,557
Hi,
Been playing online for sometime now and managed to get my Hunter to lvl35. Starting from an nobody living on a rural area evolving into heroes as the plot takes its course like in singleplayer rpg's but this time not necessary being solo on that has been an fun experience,at least for me. Seeing that here lacks(?) an thread for ideas&suggestions ive gone ahead for creating one.
I would like to see Monk being reworked from the usual karate-kung fu jack into an more european feeling Warrior Monk. They could wear mail and wield maces,2h-hammers as only melee weapons they can wield. Shouldnt Steelskin been Stoneskin ?
Necromancer's skills need to be looked at because a Necro is not completely about raising Skeletons. How about we create an Raise Dead skill that has its own submenu with Skeleton,Skeleton Archer(autocasts flame arrow),Skeleton Mage(remains same),Ghost(destroys target's mana with each attack),Skeleton Champion(dual wields,has taunt,high hp),so he can get an worthy ultimate like Corpse explosion or Vampirism something(aura or self-buff) He still will need to learn every summon seperately and start out with just the basic skeleton.
Also can we please get rid of the asian looks and names of some items like Samurai Vest or that Ranger helmet with Samurai helm look. Samurai Vest would been reasonable if you would call it Vestments of the Shinobi or Ninja vest etc. since its for Thief/Ranger but Samurai's were "Knights" and a Samurai armor is just heavy that seems so out of place.
My 2 cents about crusader: He can easily lose the aggro,which is inacceptable on a tank. Hereby proposing to reduce the Str penalty on Celestial zeal from -15 to -10. And most ppl tell its inferior to Berzerker.
According to seemingly everyone Cleric's Divine Shield(bubble) is "OPOPOPOPOP" Perhaps it could drain Cleric's mana whilst active
I saw an topic about an 6.th class. My thought on that matter would be: Orc Adventurer. This guy is your own dual-class guy. You can pick any skill you want of the original 5 for this guy to do your own dual-class but there are limits. You cant pick Abilities of:
Cleric and Thief, <- first one is an faithful second one lives for money.
Squire and Magician, <-first solves problems via sword arm latter uses his brai.. err fireballs.
Magician and Ranger, <- Wizardude is interested in reaching his goals via reshaping the currents of the world to his own end,the nature guy however would rather die than seeing Gaia's art being defiled in such a manner.
Ranger and Cleric, <- first is an wildmen relying on herbal medicine,second one an individual trapped in civilization relying on and thanking to his deity for anything everything.
at the same time due to them being conflicting ways. This means in the begin you pick which class you want to be based on f.e. you picked Squire you cant pick any Magician skill anymore,if you get any Thief ability no more Heal or Remedy available for you. Items you can use,items and abilities you get at start bases on this choice. Also there is the downside that Adventurer will still be limited to the advanced options of the 2 classes he choosed to dual and cannot advance easily as the regular,standard classes do. He will need to do an extra quest involving some difficult task or bring some gold/mc on the table first for class change.
Im curious about whats planned for new regions. As far i can guess there is going to be an highlands region within the mountain range south of traderoutes,seperating the corrupt forests further south from the uninfected(for yet) lands,perhaps an castle/monastery raid up north,some coastal area in between there and the city. What could we expect ?
Id say there should be 3. choices for each base class like Death/Chaos Knight which is the total opposite of Crusader for Squire. Corsair together with gunpowder weapons like pistols and musket rifles which only he can use for Thief etc.
Been playing online for sometime now and managed to get my Hunter to lvl35. Starting from an nobody living on a rural area evolving into heroes as the plot takes its course like in singleplayer rpg's but this time not necessary being solo on that has been an fun experience,at least for me. Seeing that here lacks(?) an thread for ideas&suggestions ive gone ahead for creating one.
I would like to see Monk being reworked from the usual karate-kung fu jack into an more european feeling Warrior Monk. They could wear mail and wield maces,2h-hammers as only melee weapons they can wield. Shouldnt Steelskin been Stoneskin ?
Necromancer's skills need to be looked at because a Necro is not completely about raising Skeletons. How about we create an Raise Dead skill that has its own submenu with Skeleton,Skeleton Archer(autocasts flame arrow),Skeleton Mage(remains same),Ghost(destroys target's mana with each attack),Skeleton Champion(dual wields,has taunt,high hp),so he can get an worthy ultimate like Corpse explosion or Vampirism something(aura or self-buff) He still will need to learn every summon seperately and start out with just the basic skeleton.
Also can we please get rid of the asian looks and names of some items like Samurai Vest or that Ranger helmet with Samurai helm look. Samurai Vest would been reasonable if you would call it Vestments of the Shinobi or Ninja vest etc. since its for Thief/Ranger but Samurai's were "Knights" and a Samurai armor is just heavy that seems so out of place.
My 2 cents about crusader: He can easily lose the aggro,which is inacceptable on a tank. Hereby proposing to reduce the Str penalty on Celestial zeal from -15 to -10. And most ppl tell its inferior to Berzerker.
According to seemingly everyone Cleric's Divine Shield(bubble) is "OPOPOPOPOP" Perhaps it could drain Cleric's mana whilst active
I saw an topic about an 6.th class. My thought on that matter would be: Orc Adventurer. This guy is your own dual-class guy. You can pick any skill you want of the original 5 for this guy to do your own dual-class but there are limits. You cant pick Abilities of:
Cleric and Thief, <- first one is an faithful second one lives for money.
Squire and Magician, <-first solves problems via sword arm latter uses his brai.. err fireballs.
Magician and Ranger, <- Wizardude is interested in reaching his goals via reshaping the currents of the world to his own end,the nature guy however would rather die than seeing Gaia's art being defiled in such a manner.
Ranger and Cleric, <- first is an wildmen relying on herbal medicine,second one an individual trapped in civilization relying on and thanking to his deity for anything everything.
at the same time due to them being conflicting ways. This means in the begin you pick which class you want to be based on f.e. you picked Squire you cant pick any Magician skill anymore,if you get any Thief ability no more Heal or Remedy available for you. Items you can use,items and abilities you get at start bases on this choice. Also there is the downside that Adventurer will still be limited to the advanced options of the 2 classes he choosed to dual and cannot advance easily as the regular,standard classes do. He will need to do an extra quest involving some difficult task or bring some gold/mc on the table first for class change.
Im curious about whats planned for new regions. As far i can guess there is going to be an highlands region within the mountain range south of traderoutes,seperating the corrupt forests further south from the uninfected(for yet) lands,perhaps an castle/monastery raid up north,some coastal area in between there and the city. What could we expect ?
Id say there should be 3. choices for each base class like Death/Chaos Knight which is the total opposite of Crusader for Squire. Corsair together with gunpowder weapons like pistols and musket rifles which only he can use for Thief etc.