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Tyskiyomy wrote on 2015-03-08 04:04
Quote from Kapra;1267218:
Not to mention robotic arms.
[Image: http://ft.trillian.im/d8946682d6c7da7bef24121282783a3ada1b2a88/6wRDslsVEXlGyqED6uQ5nZpyifkFE.jpg]
Make it happen Nexon:
[Image: http://fc01.deviantart.net/fs71/i/2010/220/1/8/Dalek___Exterminate___Campaign_by_DegaSpiv.png]
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Caroo wrote on 2015-03-08 13:08
Also, Can I please dual wield maces? I'd like to dual wield maces.
or throwing your weapon at your enemy.
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DefinitelyNotTwin wrote on 2015-03-08 14:53
Quote from Caroo;1267247:
Also, Can I please dual wield maces? I'd like to dual wield maces.
or throwing your weapon at your enemy.
would be cool to duel-wield whatever :( I was hoping Nexon did something along those lines during the first melee revamp
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Zeo wrote on 2015-03-09 00:56
Quote from DefinitelyNotTwin;1267250:
would be cool to duel-wield whatever :( I was hoping Nexon did something along those lines during the first melee revamp
I wished for the same thing, it doesn't make sense that elves can't dual wield at least something like axes or daggers, yet they can carry a bulky one-handed sword and bulky shield at once.
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Kapra wrote on 2015-03-09 04:38
Quote from Zeo;1267292:
I wished for the same thing, it doesn't make sense that elves can't dual wield at least something like axes or daggers, yet they can carry a bulky one-handed sword and bulky shield at once.
Or if nothing else, Scimitars.
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Zeo wrote on 2015-03-09 05:06
Quote from Kapra;1267299:
Or if nothing else, Scimitars.
Hnnng, yes please!
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Tetosan wrote on 2015-03-10 02:54
Since i've been holding most of these Back i'll throw my Random ideas out for you to laugh at :D
Bold are ideas not nullified by other ideas, Bold + Italic means they would be nullified by a different Idea
Reforge Immune Enemies
I'd really like to see Enemies that are fully immune to Reforges in general not just Elemental Reforges.
This includes Enemies who totally nullify any Active Reforges, Some that are immune to Close Combat Reforges etc.
On top of that they're also Immune to Elemental Reforges at the same time.
Specific Talent Immune Enemies
Much like the Reforge immunity these Enemies would be immune to a specific set of Talents and spread in more categories than Melee, Magic and Ranged. These Enemies can, for example, be completly immune to Puppetry while taking damage from any other Skillset or are only vulnerable to Melee and nothing else, this includes immunity to Life Drain, Pet AoE and such stuff.
Negative Vulnerability
A funny word used in RO on a Private Server i played, this means that for example an Enemy can heal if it is attacked with a specific Talent or Element, this means that if it has a 150% Immunity to Fire it will heal 50% of Damage recieved from Fire Elemental attacks.
Giant Archery
First step - Removal of Atlatls for good.
Second Step - Introduction of Bows and Crossbows for Giants
Ballistae - Crossbow - Giant only
Similiar to the Ballista of the Hot Air Balloon and about the stats of a Arbalest.
Giant Bow - Short Bow - Giant Only
Similiar to the strongest Short bow of Humans/Elves
Giant Long Bow - Long Bow - Giant Only
Similiar to a Ring or Wing Bow
Unlock Following Bows and Crossbows for Giants:
Highlander Long Bow
Sephiroth's Crossbow
Bhafel Hunter + Huntress
Black Dragon Knight Bow
Royal Celtic Crossbow
Celtic Crossbow
Demonic Bow
Unlock Archery skills for Giants.
- Exceptions: Final Shot, Mirage Missile and Arrow Revolver
- Add Skill: Deadly Shot - Giant Only - Strong Shot that pierces Armor and inflicts Bleeding.
Elf Dual Wield, 2 Handers and Lances
Introduction of New and Selected 2-handers and Lances for Elves
Light Lance - Lance - Elf Only
Similiar to a Knight Lance with a bit lower Damage but faster Attack speed
Elven Long Sword - 2-handed Sword
Similiar to a Dragon Blade with lower damage but higher Critical
1-handed Swords dual wieldable by both Giants and Elves
Scitimar made available for Dual wielding.
Unlock Following for Elves:
Demonic 2-Hander
Demonic Lance
Lion Claw Lance
Languhiris Bone breaker
Several 2-handed Swords
Lance Skills unlocked for Elves.
Dual Wield Mastery unlocked for elves.
Race Restriction Removal
Some ideas by Psy/Kapra
- Removal of Races or Race-restrictions.
- All races can equip all weapon types and use the same skills.
- Introduction of Movement Mastery
- R F-A being Human current speed
- R A-2 being giant speed
- R1 is Elf Speed
- in case of race removal:
- Addition of selectable Body Type in Rebirth Window.
- Selectable Bodies are Small (Elf/Human) and Big (Giant)
- Addition of Pointy ears for both Body types.
More Equipment Slots
Addition of a Equipment Slot for Upper, Middle and Lower Headgear as well as one for Wigs and Wings.
- If needed make some of these Style-Tab only.
- Wig is always lowest layer with the others going over it.
- Some Headgears can disable other slots such as a longer Middle being able to cover up Lower or a Helm being able to cover all 3 Slots.
More Lance Skills
Some ideas being:
Fortress:
The user blocks attacks from the front and acts similiar to a Barrier Spike for everyone behind him, Monsters and other players will not be able to Charge through a person using fortress.
Lancewave:
The user produces a Shockwave going from the lance straight forward.
Crescentia Talent
- Uses Scythes as a Weapon.
- Depending on Transformation can be either be a Crescentia of Order, Chaos, Winter or Desert.
- Uses Curses and other tactics to deal DPS and Debuffs.
- Used Stats are Mainly INT and DEX with a very small bit of STR mixed in.
Skills:
[SPOILER="Skills"]Violent Gale - Close Range - Scythe Only
Inflicts Magical Damage to Enemies around the Crescentia. Can also cause Stigma-Debuff.
Reinforced Curse - Passive
Increases probability and effect of Curses.
Stigmata Wire - Long Range - Scythe Only
Inflicts Stigma Debuff, stacks to 5 increasing the Debuff's effects further.
Holy Wrath - Long Range - Scythe Only
Inflicts Physical Damage and removes all curses from the Target, dealing further damage for each Curse removed. does not deal more damage for stacked Stigma Debuffs and does not work with non-Crescentia Debuffs. Inflicts a DoT Effect which deals further Physical Damage. Said DoT does not apply as a Curse.
Imprison - AoE - Scythe Only
All Enemies within range have their Movement Speed decreased and now focus on the Crescentia instead of their initial Target.
Earthquake - AoE - Scythe Only
Deals Magical Damage and decreases Movement Speed.
Area of Solitude - AoE - Scythe Only
Deals Magical Damage to every Enemy within the Area of Solitude's effect, Stigma Debuff increases Damage for each time it was stacked. Removes Stigma Debuff after AoS ends or the Enemy leaves it's AoE
Ethereal Scream - AoE - Scythe Only
Chance to immobilize Monsters in range and lower their Defense and Protection.
Tempest - Close Range - Scythe Only
Deals Physical Damage to a Target, Damage is increased for every Stigma Debuff on the Enemy. Does not Remove Stigma Debuff
Awake: Order - Active - Scythe Only - Paladin Only
Increases Defense, Physical Damage and Protection of the user for the next 3 Minutes.
Awake: Chaos - Active - Scythe Only - Dark Knight Only
Increases Critical, Magical Damage and Movement Speed of the User for the next 3 Minutes
Awake: Winter - Active - Scythe Only - Beast Only
Increases Physical Damage, Critical and Piercing of the User for the next 3 Minutes
Awake: Desert - Active - Scythe Only - Falcon Only
Increases Physical Damage, Magical Damage and Critical of the User for the next 3 Minutes.
Scythe Mastery - Passive - Scythe Only
Increases Balance, Damage and Critical when using Scythes
Stigmata Mastery - Passive - Scythe Only
Increases Effect and odds of inflicting Stigma Debuff.
Grip of the Abyss - Close Range / AoE - Scythe Only
Only useable while an Awake Skill is Active
Instantly ends the Awake Effect
Deals High Damage on nearby Enemies. Damage is increased for every Party Member in a close Range.
Stacks up to 5 in Normal Parties and up to 16 in Raids.
Soul Extinction - Long Range - Scythe Only
Deals Magical Damage and applies a DoT that deals further Magical Damage
Soul Exploit - AoE - Scythe Only
Increases a random stat for every dead enemy in the AoE. Stacks up to 5 Enemies and makes their Corpses unable to be targeted by Shadow Spirit.
Restore - Single Target - Wand, Scythe and Staff only
Heals a target, improved version of Healing, can heal Debuffs such as Stigma, Bleeding, Mirage Poison, Poison and some others. Does not work against Girgashiy's Soul Contamination.[/SPOILER]
New Bard
- Music Skills now are stronger when a song is played for a longer time (this is done by nerfing non-instrument and non-microphone skill effect further) and now are AoE's instead of Party-applies.
Disonance - AoE - Instrument only
Deals damage by hitting the Enemy with a Disonant sound. Pierces Defense. Also occures when two AoE's of Bards Overlap.
Poem - Single Target - Instrument Only
Deals Damage and has the chance to Stun, Freeze or Skill-Seal enemies.
In PvP this skill can backfire.
Shared Emotions - Single Target Party Member - Instrument Only
Ability to share a portion of your stats with a Party Member while you're close enough to each other.
Also inflicts the damage on you or your party member on the other player.
Cancels after a while or when Players move too far from each other.
Talent: Fate Master
- New Weapon Categories: Pendulums and Cards (Cards are similiar to Shields or Magic Books only equipable in the second-hand slot)
- Uses a variety of Cards and Pendulum Skills to deal Damage
- INT + DEX
Skill:
Exposed Fate - Single Target - Cards required.
Randomly inflicts a Buff or Debuff on an Enemy.
- Lowering Enemy Protection to 0, doesn't have any effect on Bosses.
- Reduces Enemy Dmg by half for 30 seconds.
- Temporarily immobilizes enemy (doesn't work on Bosses)
- Deals Physical Damage which ignores Defense and Protection
- Reduces Own Damage by Half for 30 seconds.
- Randomly Aggros a different Enemy.
- Randomly inflicts two other effects.
- Causes Freeze, Bind or Bleeding
- Causes Poison, Bind or Defense/Prot Break
- Causes Berserk
- Increases enemy Dmg by half.
can't think of many more.
Random Skills
Ressurection - Single Target - No Weapon required
Revives an Ally. High Cooldown which decreases depending on Rank and Dex.
Soul Protection - Party - No Weapon Required - Divine Skill
Strenghtens the Souls of a set number of Party Members effectively protecting them from the Apostle's Soul Contamination.
New Archery Skills
Arrow Rain - AoE - Bow/Crossbow only
Rains down multiple Arrows on an AoE
Arrow Throw - Single Target
Ability to throw an Arrow at an enemy causing Stun.
Squad System
After beating the G19 you're allowed to join one of 4 Squads which give you a set variety of Buffs.
Arthuan - Increases Defense, Protection and Physical Damage. Improved Effect when using Shield of Trust.
Elved - Increases Physical and Magical Attack as well as Critical. Improved Effect with Judgement Blade.
Eiler - Increases Magical Attack, Charging Speed and Magical Defense. Improved Effect of Soul Protection.
Heruin - Increases Piercing, Physical Damage and Critical. Improved Effect with Celestial Spikes
Players are free to join one of the Squads when completing G19 and talking to Talvish in the Aftermath Quest. After this point players will be required to go through a Custom Alban Training Grounds Dungeon to change their Squad. The difficulty of this is measured on their overall skills as well as their Divine Skill Ranks.
- There's also an option to bring a party but it will require multiple runs that way
- Changing Squad can only be done once a Week
Traitor System
After Beating all G19 Quests you'll recieve a Quest per Owl which invites you to Metus. Going there will initiate a Cutscene in which Bryluen, Pennar and Marcan offer the Milletian to switch sides and become a Prophet themself. However the Milletian will need to endure a Trial to do so. This changes the Divine Skills.
Judgement Blade becomes Corruption Blade, the effects stay the same.
Celestial Spikes becomes Ethereal Spikes, Effects stay the same
Shield of Trust becomes Shield of Greed, effects stay the same
Soul Protection becomes Soul Corruption, Effect changes to be a single Target, toned down version of Girgashiy's Soul Containment.
After this Questline is either completed or aborted by declining the offer there's always a chance to switch sides every other week.
Alban Knights wanting to become Prophets have to endure the Trial Quest once more.
Prophets that want to switch back to Alban Knights will require to endure the "Cleansing" Trial.
Introduction of Alban Materials:
New Raid Added where Prophet players fight against an Alban Knight Golem which drops materials to craft a new Set of Divine Weapons.
Current Divine Weapons are set to be Alban Knights Only
New ones will be Prophet Only.
Both are equal in strenght.
New PVP-Option:
Alban Knights V.S Prophets
Adds an option to activate a PVP similiar to EvG.
Adds an Arena where a Squad of Alban Knights fights against a Prophet Squad for Rewards.
Propet Squads:
As the Alban Knight's Squads are named after the Light Festivals (Alban Arhuan, Alban Eiler, Alban Heruin and Alban Elved) the Prophet Squads are as follows
Samhain = Arhuan
Imbolc = Elved
Lughnasadh = Heruin
Beltane = Eiler
Prophets are unable to practicipate in Alban Knights Dungeons but will get their own one called "Prophet Training Realm"
Redemption
Possibility to switch between Dark Knight and Paladin once per Week
Dark Knight Quest line now doesn't give the pass Keyword anymore, instead you're only able to become a Dark Knight when prompted during the Dark Knight Quest or by enduring the Chaos Trial in case you destroyed the Armor or declined the Offer.
Chaos Trial - The Paladin is required to gather materials from different Missions in order to forge a new Armor. The Questline is started by talking to a Black Wizard NPC located in Tir Na Nog.
Redemption - Dark Knights are now able to become Paladins again by talking to Craig in Emain Macha and completing the Redemption Questline. This Questline requires the player to gather some materials for a cleansing ritual that cleanses the player from the Cursed Armor as well as regaining the trust of the Spirits.
Quest line can be accepted every other week after a switch was done (meaning if you became a Dark Knight you'll not be able to switch to Paladin till 7 Days after you gained DK-Skills)
Skills are replaced by their respective Counterpart.
Additional Skill: Blade of Order
The User utulizes a Blade that deals damage to a single target and all that is in it's way
Removed Skill: Control of Darkness
Additional Skill: Shadow of Chaos
The Dark Knight uses a Shadow to Deal some Damage.
- Shadow of Chaos will instantly become the Rank that Control of Darkness had.
- Blade of Order will instantly be ranked to:
F for new Paladins
C for Paladins when the skill was introduced
A for Paladins on Stage 2
8 for Stage 3 Paladins
6 for Champions.
Skin System
Allows a Player to imbue the abilities of a Weapon or Equipment onto another.
Basically Fusion Runes found in Vindictus allowing you to make, for e.x, a Bhafel Hunter that looks like a Highlander Longbow.
Allows for Armor to look like clothes.
Animation Slot
Introduces Animation Coupons found in Events, as Rare drops in Dungeons, Shadow Missions etc.
Introduces an NPC that can give you an Animation Coupon if you show him/her a Dress with Animation.
First Dress shown is free, every Animation Coupon after costs Gold or special Items.
Basically allows to use an Animation with any Clothing, so for example allows you to have the Anti-Fomor outfit Animation while wearing a Popo's Skirt.
For the ones who really want it: Allows Cross-Gender Animations, meaning you'll be able to have for e.x the Macaroon Dress Animation as a Male character and vice versa.
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Well i guess that is all currently going on in my head XD
Some of these ideas are just Fanatic thinking and some of them are actually seriously meant but not fully developed ideas.
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JamesCook16 wrote on 2015-03-10 04:56
Quote from Tetosan;1267414:
[SPOILER="Reforge Immune"]Reforge Immune Enemies
I'd really like to see Enemies that are fully immune to Reforges in general not just Elemental Reforges.
This includes Enemies who totally nullify any Active Reforges, Some that are immune to Close Combat Reforges etc.
On top of that they're also Immune to Elemental Reforges at the same time.[/SPOILER]
How Would it work for the utility ones..Especially ones like effective range?
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DefinitelyNotTwin wrote on 2015-03-10 05:23
Quote from Zeo;1267292:
I wished for the same thing, it doesn't make sense that elves can't dual wield at least something like axes or daggers, yet they can carry a bulky one-handed sword and bulky shield at once.
I think any race should duel-wield anything. The only difference being damage of course and efficient with recovery based on the agility stat I got a idea of almost a year ago. The only reason I'm not a elf main is because of cosmetic issues, lack of dual-wielding and it doesn't have my favorite human transformation >.<
Also, like all other race-only items, they should be for every race
Edit:
Quote from Tetosan;1267414:
Reforge Immune
Is a good reason for me to never buy Reforges, and just use the strongest talent / tons of stun pets. That's a big middle finger to anyone who made full reforged sets as well.
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Kapra wrote on 2015-03-10 06:46
I'm liking a lot of your ideas Teto. I'm going to try and expand on a few thoughts you've had.
The idea of talent-based defensive barriers instead of damage type-based or physical/magical-based sounds interesting.
Separating the headgear slots outside of the fashion slots sounds like an okay idea but there's a question of balance. I mean, three types of headgear means two extra slots to have reforges on, but I don't really care. Reforges are meant to be OP and I don't use them, no do I care if they're OP, nor do I think they should become anything less than OP. On the other hand, enchants can be a cause of concern, and perhaps set effects. I'm going to work on refining my previous equipment change posts later.
I REALLY like the idea of choosing between the four sections of the Alban Knights. I also like the idea of siding with the prophets, but I would want either or, not both.
Rather than replacing Control of Darkness, I think we need more trans skills. Especially more than now than ever, people cap out their trans tab really fast and run out of things to allocate experience onto. Plus, most people who are over 1k tend to be stronger outside of trans than in trans, although this can mostly be attributed to Trans overwriting titles, and newer titles being really strong.
To be honest, when bard was first coming out, I kind of assumed it already was the longer you played, the better effect, and if you stopped playing, the effect went away. I also like you're idea of making the buff be based on an area of effect rather than just be in your party, although these changes are things I would've rather been like that from the start, than changing it now.
And lastly, when I was making my Spirit Weapon/Upgrade System change idea, I KNEW I was forgetting something. Duh, skin changes.
It never occurred to me that people might want some gender restricted animations.
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Darkboy132 wrote on 2015-03-10 18:34
The ability to wield weapons in the left hand and the shield in the right hand, for handed preferences. For example:
[Image: http://www.smashbros.com/images/og/link.jpg]
Though I'm personally right-handed, there's a lot of people that are left-handed. It's just an aesthetic change.
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Tetosan wrote on 2015-03-10 20:29
Quote from JamesCook16;1267420:
How Would it work for the utility ones..Especially ones like effective range?
i said Active Reforges so only those increasing Damage or Debuff times etc. XD
Quote from DefinitelyNotTwin;1267421:
Is a good reason for me to never buy Reforges, and just use the strongest talent / tons of stun pets. That's a big middle finger to anyone who made full reforged sets as well.
You overread the Talent Immune / Pet AoE Immune idea huh? :D
Quote from Kapra;1267424:
I REALLY like the idea of choosing between the four sections of the Alban Knights. I also like the idea of siding with the prophets, but I would want either or, not both.
The idea is to be able to switch between not side with both Oo i'd also like if depending on your side you'd play a different Storyline, as in you actually play a Storyline against the Alban Knights and are unable to change sides unless at specific points xD
Quote from Kapra;1267424:
And lastly, when I was making my Spirit Weapon/Upgrade System change idea, I KNEW I was forgetting something. Duh, skin changes.
It never occurred to me that people might want some gender restricted animations.
It just always bugged me that many Games where Weapons are visible and mattered much you'd be able to somehow get a skin or make the weapon itself look different but in Mabi you can't.
Alternatively your idea (?) for a Style Tab Weapon Slot would work too.
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Kapra wrote on 2015-03-10 20:45
Quote from Tetosan;1267461:
It just always bugged me that many Games where Weapons are visible and mattered much you'd be able to somehow get a skin or make the weapon itself look different but in Mabi you can't.
Alternatively your idea (?) for a Style Tab Weapon Slot would work too.
Na, I had a few idea for fashion slots but I never wanted nor currently want weapon fashion slots to be a thing. I'd rather they add a rune system.
I did however suggest, a Pose equipment slot, a robe and wing slot, a wig, hat, and glasses slot as well. (Though that's still not enough head slots I realized afterwards, since there's things like earrings and things that go in your mouth.)
[Image: http://ft.trillian.im/d8946682d6c7da7bef24121282783a3ada1b2a88/6wVT2eSPDf5779Std2nhZ6y9g2OPl.jpg]
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DefinitelyNotTwin wrote on 2015-03-10 21:47
Quote from Tetosan;1267461:
i said Active Reforges so only those increasing Damage or Debuff times etc. XD
You overread the Talent Immune / Pet AoE Immune idea huh? :D
To me, any reforge on your item is active so wut. Pet AoE/ certain skill-set immunity is already a thing to. instead of being frozen, some mobs are just knocked back and passive shields (heavy, natural and mana deflector) fills that role respectively.
Overread,no. I mostly skimmed through it after reading jamescook quote on your idea. I think you're reforge idea would hurt more than help. Reforges aren't really a beginner tier thing(you'll rarely find a beginner who wants to throw their rl money at you),mid tier would most likely still want it, but since we're able to be so powerful without it, why buy reforges at all? speaking as a mid tier character,I can run over you"re everyday mission with easy, and I'm not endgame (capped stats /highest gear ect) so I sure dont need more power because it's overkill.
Reforges would also be pointless for endgame now with reforge immunity. Why waste tons of ingame or rl money on a random system of chance, for something you cant use? I would think for the PvP advantage, but PvP is laughably broken that it's not even worth mentioning. oh and again, big middle finger to anyone who endured the reforge money grabbing system.
I would go on, but this is way too much to be swyping x__x
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Tetosan wrote on 2015-03-12 23:45
Quote from DefinitelyNotTwin;1267468:
To me, any reforge on your item is active so wut. Pet AoE/ certain skill-set immunity is already a thing to. instead of being frozen, some mobs are just knocked back and passive shields (heavy, natural and mana deflector) fills that role respectively.
Overread,no. I mostly skimmed through it after reading jamescook quote on your idea. I think you're reforge idea would hurt more than help. Reforges aren't really a beginner tier thing(you'll rarely find a beginner who wants to throw their rl money at you),mid tier would most likely still want it, but since we're able to be so powerful without it, why buy reforges at all? speaking as a mid tier character,I can run over you"re everyday mission with easy, and I'm not endgame (capped stats /highest gear ect) so I sure dont need more power because it's overkill.
Reforges would also be pointless for endgame now with reforge immunity. Why waste tons of ingame or rl money on a random system of chance, for something you cant use? I would think for the PvP advantage, but PvP is laughably broken that it's not even worth mentioning. oh and again, big middle finger to anyone who endured the reforge money grabbing system.
I would go on, but this is way too much to be swyping x__x
Talking about being completly immune to Stun, Knockback, Knock Down and Damage :D
Also i really just mean Damage Reforges.
And that is the reason i want Reforge immunity, it's pointless anyways and the whole thing wouldn't have been a thing if people didn't long for MORE Power ^^ Initially i think Nexon NA never wanted Reforges to be a thing, at least the better reforges.