Kapra wrote on 2014-12-03 02:59
Quote from DRKspartan117;1255967:
they should let the player make elixirs with potion making scince its practicly useless to buy one.:mad3:
Towards the end of G16 in the test server they added a new skill, Perfume Making. It involved planting new types of herbs in your homestead farm plots (the place you farm crops to get exp, not herb spots) and tend to them/gather them to make Perfume, which worked similar to Elixirs. It was planned to come out with the Talent update and be a part of the same talent as Potion Making and Herbalism, but it ended up being scrapped without any real explanation.
Tropa wrote on 2014-12-04 23:15
Concept, Not fully thought out yet
Skill Customization
Skill customization will allow one to use AP to enhance a certain aspect of the chosen skill, however there will be drawbacks depending on what was enhanced.
- You can only "increase" aspects 5 times, in total.
- Each "increase" of an aspect would cost 10 AP.
- You can only enhance aspects when the skill is rank 1.
- Ranks/AP can be reset through special means(An NPC for an example)
Example 1: Water Cannon - Effects at each rank
Quick Load: -4% Casting Speed | -10 Range
Pressure Enhancement: +50 Range | +0.5 Stamina Consumption
Sharp Torrent: +3 Magic Defense & +1 Magic Protection Penetration | -3 Water Alchemic Damage
Example 2: Fireball - Effects at each rank
Haste: -6% Casting Speed | +5 MP Usage
Heavy Heat: +50 Explosion Radius | +2.5% Casting Speed
Stoked Flames: +150 Fire Damage | +3.5 MP Usage
koishi-sempai wrote on 2014-12-04 23:52
Potion Revamp:
Potions now have a base 90 second cooldown. Potions used within this cooldown window halve in effectiveness for each use and cannot be used after the 3rd drink during this period. For example, a 100 HP potion would go from 100 > 50 > 25.
Potion Lore reduces this cooldown to 60 / (MATK / 200). So a player with 600 MATK would only have a 30 second cooldown.
Potion Making now can be used to create 300 and 500 pots using the previous tier pot + 5 gold herbs + 1 base potion.
Potion Making adds a buff to player made potions where the potion restores base HP/SP/MP + 15 + (Int / 100) % per rank missing HP/SP/MP. Master of Potion gives an extra 5%.
Druid gives an extra 5%.
Potions can now be sigged (and stack as unique items). Sigged potions get 20% base potion strength and do not lose strength with consecutive drinks, but still cannot be drunk more than 3 times within the cooldown.
Meditation is uncapped to 1.
Meditation MP regeneration now stacks with that of Demigod.
Respite now gives 20 + (Will / 25) HP and Stamina Restoration per second at Rank 1, 50% Damage Reduction for 10 seconds, Advanced Heavy Stander (similar to Berserk) and its animation is now instant.
Darkboy132 wrote on 2014-12-05 01:13
Quote from koishi-sempai;1256198:
Potions now have a base 90 second cooldown. Potion Lore reduces this cooldown to 60 / (MATK / 200). So a player with 600 MATK would only have a 30 second cooldown.
No. That would not only ruin the effectiveness of potions, but also make potion poisoning nonexistent. Also who even has 600 MATK?
Quote from koishi-sempai;1256198:
Meditation MP regeneration now stacks with that of Demigod.
I'm pretty sure they stack.
Quote from koishi-sempai;1256198:
Respite now gives 20 + (Will / 25) HP and Stamina Restoration per second at Rank 1, 50% Damage Reduction for 10 seconds, Advanced Heavy Stander (similar to Berserk) and its animation is now instant.
Giving it Damage Reduction and Adv Heavy is unnecessary and making survival more easy than it should be, also making Berserk and Wind Guard obsolete. Respite's better off healing a fixed percentage.
-Wind Guard:
--Any skill can be used during Wind Guard.
--At Rank 9, the user can now move while under Wind Guard, at the cost of 75% movement speed reduction. Speed reduction changes to 50% at rank 5.
koishi-sempai wrote on 2014-12-05 21:28
Quote from Darkboy132;1256203:
No. That would not only ruin the effectiveness of potions, but also make potion poisoning nonexistent. Also who even has 600 MATK?
Even without considering RE/SE potions, pot poisoning has never been a reason to stop potting for most players, just a minor annoyance. Actually for mages pot poisoning can be a boon as you get more MP per drink. Besides it takes too many drinks to get to pot poisoning.
Also 600 MATK is fairly endgame but not unreachable.
I'm pretty sure they stack.
Will have to check.
Giving it Damage Reduction and Adv Heavy is unnecessary and making survival more easy than it should be, also making Berserk and Wind Guard obsolete. Respite's better off healing a fixed percentage.
Berserk would need a rework.
I have a rework in mind for shields and tanking that would, among other things, make Wind Guard available to all races.
This would basically just make it easier for fighters to execute their combos without dying.
-Wind Guard:
--Any skill can be used during Wind Guard.
--At Rank 9, the user can now move while under Wind Guard, at the cost of 75% movement speed reduction. Speed reduction changes to 50% at rank 5.[/QUOTE]
Kaeporo wrote on 2014-12-06 08:21
Quote from koishi-sempai;1256198:
Potion Revamp:
Potions now have a base 90 second cooldown. Potions used within this cooldown window halve in effectiveness for each use and cannot be used after the 3rd drink during this period. For example, a 100 HP potion would go from 100 > 50 > 25.
Potion Lore reduces this cooldown to 60 / (MATK / 200). So a player with 600 MATK would only have a 30 second cooldown.
Potion Making now can be used to create 300 and 500 pots using the previous tier pot + 5 gold herbs + 1 base potion.
Potion Making adds a buff to player made potions where the potion restores base HP/SP/MP + 15 + (Int / 100) % per rank missing HP/SP/MP. Master of Potion gives an extra 5%.
Druid gives an extra 5%.
Potions can now be sigged (and stack as unique items). Sigged potions get 20% base potion strength and do not lose strength with consecutive drinks, but still cannot be drunk more than 3 times within the cooldown.
Meditation is uncapped to 1.
Meditation MP regeneration now stacks with that of Demigod.
Respite now gives 20 + (Will / 25) HP and Stamina Restoration per second at Rank 1, 50% Damage Reduction for 10 seconds, Advanced Heavy Stander (similar to Berserk) and its animation is now instant.
No single stat should determine the effectiveness of potion use. It would be better to implement a new skill similar to Tasting.
Lore: Potion Drinking
Rank F effects:
- 30 second cooldown
- 3 second drinking animation
- Rendered immobile
Rank 1 effects:
- 10 second cooldown
- 0.5 second drinking animation
- Freely mobile
Couple this with a nerf to the cloud summons (remove HP recovery) and you're looking at a game that still has some threat.
Kaeporo wrote on 2014-12-06 22:07
Quote from Aubog007;1256382:
And what do you do with pot poisoning.
Potion poisoning is a garbage mechanic intended to punish potion consumption. The improved potion effectiveness often outweighs the stat penalties involved.
If anything I would change potion poisoning to the following:
Stage 0: No effect
Stage 1: Potion effectiveness = 90%
Stage 2: Potion effectiveness = 80%
Stage 3: Potion effectiveness = 70%
Stage 4: Potion effectiveness = 60%
Stage 5: Potion effectiveness = 50%, Poison Status
Stage 6: Death
Respite now recovers (2) potion poisoning stages per successful poison recovery.
alwmiioktm wrote on 2014-12-07 03:20
New title: "The Weak" -1000 CP when equipped, Die multiple times within a given time frame (10 deaths in 3 mins?) PvP deaths don't count.
Tropa wrote on 2014-12-07 09:07
New Accessory Type: Pendant
- Has it's own Slot
- Can be enchanted with Accessory enchants
- Gives no Defensive stats
- Each one comes with unique effect
1. Philosopher's Stone
- Helps reduce the negative effects of Potion Poisoning
- Slightly extends the duration of Potion Poisoning
2. Nature's Cure
- Cures the "Poison" status effect at the cost of some mana(3%)
- Reduces the chance of getting poisoned
3. Eternal Pocket Watch
- Slightly lowers cooldowns by 15%
- Skills will consume 25% more Mana and Stamina
4. Nightmare Amulet
- When the wearer's health has dropped below 10%, all enemies within a radius will be put to sleep for 3 seconds
- Costs 5% of the user's Mana
- Has a 90 second Cooldown
5. Paladin's Trinket
- 10% of the wearer's Defense, Protection, Magic Defense and Magic Protection will be added to his/her party members
- The wearer uses 30% more Mana and Stamina
- This effect only applies once, meaning multiple Paladin's Trinkets will not stack, and the highest Stats are applied.
Blissfulkill wrote on 2014-12-10 01:05
I'd like for archery to stop missing and stop aiming so slowly.
Slayerj wrote on 2014-12-11 17:26
On the subject of Dungeon/Mission revamps...
I would like the following. Two version of every mob. They both count to the same kill x quest and to the same collection journal.
Both have better AI than now, but only one has instant load skills, while the other has current. You get more of the current mobs in easier dungeons/missions, and more of the instant load skill ones in harder, but you can still get both everywhere.
This makes it so you can't just be 100% sure the monster that just agroed you while you're dealing with another one, is going to be a major threat or not, of if the thing you're fighting has instant load or not, until it uses it against you.
Another thing I'd like to see, Pet AoEs be changed. Seeing that if we got rid of them completely, people would go 110% ape shit crazy, a few pets stun VERY little on summon, others deal no stun. They all still deal their low/meh/good dmg, just very little or no stun at all. Nimbus sleep is still there, but changed to function like normal sleep that only works once (does not get in the way of normal sleep, just means another nimbus can't put that mob to sleep)
[SPOILER="Dungeon board and quests and party!"]Dungeon passes are purchasable at a dungeon board, located inside the dungeon lobby. These passes have no restrictions, but you might only get certain bosses, drops, and rewards if you follow the suggested party number on the pass. At this same board you can buy a number of dungeon quests and dungeon collection quests(more on this later).
Dungeon parties now have a party quest interface that can be loaded up with several quests at once (10 combat, 10 collection) via your selection, and will always refill itself with another kill x quest if one is completed. (Multiple of the same quest can't be put up at once.) Quests will auto complete.
More kill X mob quests for dungeons and larger number kill quests too.
Collection quests require anyone in the party to harvest something while in the dungeon. As such, a number of things can be found in some dungeons now. They won't always be there, and you could end up getting none of these spots.
More herb patches. Herbs are now found in not just 'herb rooms' but in some rooms where combat takes place. In forest like dungeons they can even be found in the halls and the 'herb rooms' themselves now have anywhere from 3 to 6 gathering spots. Quests that ask for herbs from a dungeon will require you to pick them from the dungeon. There are even mushroom patches! These are a little less common, but they hold 10 mushrooms (2 if it's a gold mushroom spot) within them. They also have their own quests.
Fishing spots. You'll need to bring your own bait for this, and you could end up pulling up some kind of monster or even a few items! They're rare in most dungeons and are typically found at dead end rooms. They may be rare but the fish inside them aren't anything too crazy. (Maybe 1-4 new fish types) But don't think you'll catch everything without trying, so rank that fishing skill before you waste any time! (At these spots, the higher your fishing rank, the faster you fish up something, and I mean that. Rank 1 is a bite every few seconds, while rank F could take a minute or so.)
Mob drops! Sometimes monsters drop loot, and while you might not always be after it, someone else sure is! These quests look for rare drops typically, and common ones don't pay out in any exp but 5% more gold than NPCing the common drop would give you. The rare drop ones will give combat exp and 20% more gold than NPCing the item would give you. Don't take these if anyone in the party wants the item!
Some of these quests are towards a specific monster on x floor. You may not get the drop the quest asks for, but it's a quest item drop that you wouldn't get other wise.
Scattered mining spots in Bangor. Just a few more mining spots, nothing that big really. Some do pay out with a bit of the rarer metals.
Formor scroll party quests. These quests require 100 of a monsters scroll, and they pay out with 11x what you would normally get for turning in 10, on top of that, you get exp!!..Though not all that much honestly. This quest looks into everyone's inv and once you have all 100, takes them.
That's it for the new quests and stuff.[/SPOILER]
[SPOILER="New rooms and items!"]Rare chest rooms! Rare chest rooms are rooms that offer better loot than normal chest rooms. They don't always spawn, but their loot pool is different than that of a normal chest room and they pay out with more gold if you don't get any good loot from the chest. They have a lower chance of spawning monsters too! However, normal dungeon keys do not work on these chests...
Instead you must make them! No, not inside the dungeon, but outside. Use the metals from metal conversion to synthesis up some chest keys! You can even take regular key chest keys out of the dungeon to break them down into more ores using fragmentation!
These rooms are the same size as normal rooms, always.
Larger rooms! Ever wanted to fight in a larger room with more monsters? No? Oh well, here's a larger room for you! These rooms are about the same size as a boss room! They aren't all that common, but they offer a much larger amount of monsters than normal. There will always be a room like this for a mini boss type monster, and in these rooms a mini boss type monster could spawn anyway, even if you're not at the end of the floor. (Taking a page out of Issac for this one XD)
Simon says orb room! Pay close attention for this one guys. Click the door and watch the timer drop from 3 to 0. Keep your eyes on those 3-6 orbs and hit them in the order they where hit to open the door! Don't worry if you got it wrong, it just means a group of monsters is going to spawn, so no big deal!
Tired of exploring this dungeon? Well you're in luck, maybe. Meet the half completed dungeon map! This will RARELY drop from a chest or monster and will complete a large portion of the floors map. They won't drop if the dungeon already shows you all of the floor anyway.
Reinforcements! Destroy all the monsters that spawn in this room (of normal or large size) before the bar at the top of the screen fills up! Failing to do so will net you one heck of a fight, or not! You'll either get more monsters into the room that are from this level of the dungeon....OR 4 monsters from the next level of the dungeon up!!! Be careful!
[/SPOILER]
[SPOILER="New features!"]
Double locked doors. Not all rooms will drop a key now, but you better check them all just to be sure.
Gray key door! This key drops in the dungeon normally, but this door is rare as hell! It's the only door a man made key can open, so carry a few if you want to try and skip some of your dungeon!
Magical wooden barrier. These doors never block your path to the next floor, but just contain something behind them you might want to get to. In order to get through you must harvest 5 wood from the door itself, then build a campfire. When building the campfire, select the door when you go to place it, then watch it quickly burn to the ground! These doors are never in the forest like dungeons.
End dungeon Exp! End dungeon exp is similar to shadow mission exp, though it varies from dungeon to dungeon and difficulty to difficulty. Though, it varies even more if you didn't explore the dungeon much! The more rooms you explore, the greater the exp gain at the end! Hallways give exp too, but not nearly as much as rooms do! (You can no longer walk right up to a wall and have the room it's blocking be discovered on your map!)
With that exp change, you might be tempted to explore the entire dungeon and get burnt out on it... But have no fear! As you and your party share the dungeon map! What one updates to the map, the others get it too. With all the new doors and rooms, you might want to split up to cover more ground in the larger dungeons anyway! Hopefully in teams of two to three!!...Or one if you can handle yourselves.
New titles for monsters. No real details here, just new titles for 'em that make them stronger, faster, more alert, see better, and maybe target someone in particular in your group... "Ratman, xxxx's nemesis" "Ratman the one who hates magic"
Blue fountains never do anything negative and are typically found in empty rooms, near the corner of the room.
Red fountains can do two things from blue, on top of upping your stats by 1-3% for a VERY short amount of time, but they can also do all the old negatives of blue (one of them) as well as take your stats down 4% for a slightly longer time!!! Don't gamble your life on this one buddy!
[/SPOILER]
Now, I haven't said anything on Iria dungeons, have I? Haha, they get their own section and that's coming up now!
[SPOILER="Iria!"]Iria dungeons now give more exploration exp at the end for the more you explore. They still give the combat exp buff, but it's SLIGHTLY nerfed in favor of exploration.
Some of their gathering quests include digging up artifacts! Meaning there are 'artifact spots' sometimes in the dungeons. They aren't the kind you can simply turn in for gold and exploration exp though. They're there for the quests!~
Some of the quests may ask you to sketch something once, or a few times, so be sure to bring some sketch paper!
They have the better key rooms too, and these typically drop more artifact boxes.
Some dead ends in the higher up versions (full glowing statues, glowing parts, rarely in normal part dungeons) have chests with artifact boxes in them too!
Sometimes you might need to use your L-rods to uncover something in a room before you can proceed. Like the hidden chest key, or a few monsters...
New mini bosses just for these dungeons (all but normal versions).
Yes the board allows you to buy passes for iria that function like the parts/arrows/snowcrystal do. They are still only passes though, so keep that in mind!
A few of their party quests give exploration instead of gold or exp, but they still have hunt x quests that give a SMALL amount of exploration exp, while still giving out gold and exp.
Healing rooms now have a version where the monsters just heal really fast over time and never vanish to heal.
Some monsters can use elf hide to sneak up on you! You won't be able to see them at all, and you never know who they're going for as they can agro while hiding!!
Most party quests reward you with a artifact box, typically common, rarely rare. It all depends on the quest!
Green fountains are new, right? They increase the speed at which your sketch action cools down. They also improve the speed that you load your L-rods and their range (on top of what exploration mastery does) They also allow you to see hiding mobs!
Exploration mastery, at rank 1, will increase the dungeon exploration exp by 5%.[/SPOILER]
They get all this on top of what the normal dungeons get! minus a few things of course.
Both get new looks for some rooms, to spice things up!
Missions get the same when it comes to AI changes, as well as titles now!
There are more missions
There are sub things you can do in a mission for more payout.
Honestly that's all I can really think about for them.
Edit: New shadow mission and even more new dungeon stuff!
Shadow missions: There are 2 new shadow missions in Tail, one that takes place in the town, and one that takes place at the lake. These two missions have lower Apostle and special versions of regular mobs that require being attacked with Crusader skills to deal the majority of the damage. They do not give skill exp for the skills.
3 new missions in tara. One in tara, one in the grape vine area (Lol I can't remember names :p) and one in the castle. They function similarly.
As for dungeons, they'll sometimes have these altered mobs too, but only if the pass says so.