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TheDarkPaladin wrote on 2015-09-28 08:42
Quote from Darkboy132;1287596:
In an interview Devcat actually did state they intentionally left out rapiers/scythes in Melee Renovation to work on something else with them. They also said in another interview that they've acknowledged the inefficiency of spirit weapons.
However, so far they've yet to do anything about these.
well, thats a start i suppose, maybe we'll see something about that in a few months....or a year.....who knows....
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Kapra wrote on 2015-09-28 21:05
Quote from Darkboy132;1287596:
In an interview Devcat actually did state they intentionally left out rapiers/scythes in Melee Renovation to work on something else with them. They also said in another interview that they've acknowledged the inefficiency of spirit weapons.
Not 100% sure on this but I think they only said that about rapiers, not scythes.
Quote from TheDarkPaladin;1287598:
well, thats a start i suppose, maybe we'll see something about that in a few months....or a year.....who knows....
They said the same thing about dungeons multiple times over the course of several years then eventually said they had nothing planned. So I wouldn't get my hopes up. If anything, history shows that they need to be pestered to get things done.
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TheDarkPaladin wrote on 2015-09-28 23:28
Quote from Kapra;1287630:
They said the same thing about dungeons multiple times over the course of several years then eventually said they had nothing planned. So I wouldn't get my hopes up. If anything, history shows that they need to be pestered to get things done.
true, well, there's also a new director right? maybe things will change with that
also, itd be nice to see some talents that are related to magic craft and engineering, sure crafting skills are meant to take along time, but atleast he old ones have talents for them to you out with....
not to mention, itd be nice if they fixed the issues with alch mastery....seriously, the make a crystal without magic is impossible to do,....
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Darkboy132 wrote on 2015-10-08 17:50
Dunbarton's crystal ball including all cutscenes in the game, not just generation ones.
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Tropa wrote on 2015-10-16 17:43
Snap Cast
- Now grants a passive chance of being able to chain cast Ice Spear, Fireball and Thunder after using the respective bolt to their element.
- Activation Rate is 15% at rank 1.
- This does no interfere with snapcast's initial cooldown.
New Magic Skill: Summon Elemental
"After studying the behavior and the incarnation of the Elemental Sprites, the caster may use their mana to conjurer a Elemental Sprite to aid in combat for a short awhile"
- This skill is only usable by Elemental aligned Wands(Ice, Fire, Lightning and Healing)
- The Sprites are un-targettable and will parish either after a short duration or if the caster dies.
- The caster may only have one sprite out at a time.
The Sprites have different effects depending on Element
Ice Sprite: Bolts deal Ice Magical Damage and slows the target, if the Ice Sprite attacks the same target three times, they'll be frozen for a set amount of time.
- Slow Effect: 30%
- Slow Duration: 10 seconds
- Freeze Duration: 5 seconds
Fire Sprite: Bolts deal Fire Magical Damage and inflicts a Damage Over Time effect, the Fire Sprite will try to inflict the status effect to all enemies within it's vicinity.
Lightning Sprite: Bolts deal Lightning Magical Damage and has a chance to inflict the targets with Paralyzes, which will stun and enemy and interrupt skill usage every 3 seconds.
- Paralysis Chance: 25%
- Paralysis Duration: 15 seconds
Holy Sprite: Heals near by allies and prioritizes the ally with the lowest Health, it also has a chance to heal wounds.
[SIZE="1"]*Effects and duration listed are at Rank 1.[/SIZE]
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Juuzou wrote on 2015-10-16 23:43
Quote from Tropa;1288606:
Snap Cast
- Now grants a passive chance of being able to chain cast Ice Spear, Fireball and Thunder after using the respective bolt to their element.
- Activation Rate is 15% at rank 1.
- This does no interfere with snapcast's initial cooldown.
New Magic Skill: Summon Elemental
"After studying the behavior and the incarnation of the Elemental Sprites, the caster may use their mana to conjurer a Elemental Sprite to aid in combat for a short awhile"
- This skill is only usable by Elemental aligned Wands(Ice, Fire, Lightning and Healing)
- The Sprites are un-targettable and will parish either after a short duration or if the caster dies.
- The caster may only have one sprite out at a time.
The Sprites have different effects depending on Element
Ice Sprite: Bolts deal Ice Magical Damage and slows the target, if the Ice Sprite attacks the same target three times, they'll be frozen for a set amount of time.
- Slow Effect: 30%
- Slow Duration: 10 seconds
- Freeze Duration: 5 seconds
Fire Sprite: Bolts deal Fire Magical Damage and inflicts a Damage Over Time effect, the Fire Sprite will try to inflict the status effect to all enemies within it's vicinity.
Lightning Sprite: Bolts deal Lightning Magical Damage and has a chance to inflict the targets with Paralyzes, which will stun and enemy and interrupt skill usage every 3 seconds.
- Paralysis Chance: 25%
- Paralysis Duration: 15 seconds
Holy Sprite: Heals near by allies and prioritizes the ally with the lowest Health, it also has a chance to heal wounds.
[SIZE="1"]*Effects and duration listed are at Rank 1.[/SIZE]
I like these ones. There are so many possibilities to make new skill sets and make older ones become even better! DevCat is so slow though... >_>
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Twin wrote on 2015-10-17 00:47
After seeing how bad this skill was yesterday through a friend, I felt the need to tweek it a little.
[SIZE="3"]Taming Cane Mastery[/SIZE]
[SPOILER="Obtaining Skill"] Hold a Taming Cane[/SPOILER] (100ap)
[SPOILER="Description"] Taming Animals without the proper equipment can be a challenging task. Learning how to use this tool will take you far![/SPOILER]
[SPOILER="Function"]
*Stander weapon mastery. Increases Cane damage , taming success rate and fixed monster percent
Example : Fixed monster percentis like.. say a monster has 500max damage and 20,000hp. Having rF will result in 10% ( 2,000hp/50max) to R1 50% (250max /10,000hp) for Summoned Animal Spirits. [/SPOILER]
[SIZE="3"]Taming Wild Animals[/SIZE]
[SPOILER="Obtaining Skill"] New method for obtaining Taming Wild Animals : Complete 3 quest to gain respective NPCs trust to lean this skill. This questline will deal with Cor vs Hobgoblins, with some backround stories about their ancestors who invented this skill. [/SPOILER]
Note: Players who have this skill will not need to do it
[SPOILER="Description"] Taming Wild Animals was first created by the ancestors of Cor village. [/SPOILER]
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[SPOILER="Changes"]
*Only animal related monsters/ part animal monsters may be tamed.
-Full Humanoid monsters may no longer be tamed.
*Taming chances and bonus tamed animal damage now scales with the players Int and Dex
*Taming Wild Animal mastery title now boost 20 int , 20dex , increases taming chances and increases damage output.
*Taming Wild Animals nolonger uses mana
*Taming bait is nolonger required to use Taming Wild Animals.
-If not using bait, this skill will use mana and extra stam
-Taming bait now boost chances and damage slightly depending on quality its bait
*All taming canes can now be repaired, enchanted and special uograded.
*New taming related enchants boosting tamed mobs stats
*Tamed animals now enter different areas with the player, exluding channel changing.
*Taming a animal or monster will nolonger keep you from completing a mission or dungeon.
*Taming a animal will drastically decrease obtaining a item from them exuding dungeon keys
*Control of Darkness no longer affects Taming Wild Animals.
*Three New action are added to increase control over tamed animals.Toggling one of them will give you control over that monster directly similar to pets.
*Preparation time decreases with higher rank
*Taming animals within dungeons will no longer cause them to vanish
*Tamed Animal AI now works
*Taming a animal under any state (stuned, sleeping,exuding poison ) will instantly end.
*Taming Journal now functions similar to transformation journal(requires orbs to summon animal spirits)
*Tamed animals who teleport will no longer drop their tamed status
[/SPOILER]
[SIZE="3"]Animal Spirit Summoning[/SIZE]
[SPOILER="Description"] [/SPOILER]
[SPOILER="Obtaining Skill"] Requires R9 Wild Animal Taming
Requires R9 Taming Cane Mastery
Complete 2 quest dealing mainly with Tupai and the elf mascot [/SPOILER] (200ap)
[SPOILER="Function"]
*Uses Mana to recreate a image of one animal
* Summons one Animal the player has already tamed five times.
*Players may summon one animal spirit if a animal is tamed.
*Animal spirits summoned will spawn 50% of their normal stats (varies on Taming Cane Mastery rank.
*R1 Animal Spirit Summoning will add 5% to fixed monster %
*Animal spirits are affected by Taming cane grade, normal upgrades,Special upgrades, buffs ,enchants and scales with players Int and Dex for damage.
*Only one Animal spirit may be summoned.
*Two Animal spirits may be summoned (3 counting tamed physicasl animal), if player reaches Grandmaster Animal Tamer.
*Player will receive two actions (three if actively using Grandmaster Animal Tamer) that will allows said player to control a animal.
Example : If Action 1 is toggled , using Smash on your hotkey will instead make that animal use Smash. Pressing action 1 will disable direct player control over that mob
*If summoned animal spirit dies to often without being showed care, that summoned animal will drop in base damage (50% >40% > 30% > 20% 10% 0%) 0% , the animal may not summon , or 90% ignore your commands.
*Spirit animals have their own HP and can be killed.
*Can be healed through healing skills.
*Cannot be wounded
*If the mob has a exclusive skill, player may use that animal's skill only . Tamed monster UI is similar to pet skill UI.
Exanmple: Most bears will be given a roar skill. that debuffs targets. Rank depends on bear
[/SPOILER]
[SIZE="3"]Additional Notes[/SIZE]
[SPOILER="."] Animal Tamer is now a active talent. Grandmaster Animal Tamer is possible.
Animal Journal is now split into two parts. Normal Animal Journal, and Ferocious Animal Journal. Ferocious animals cannot be summoned in town,unless you're in PVP mode.
-Only one Animal may be used in PvP mode.
New Mascot that represents Animal tamer talent now lives in Cor. He or she is a Elf. Tupai also has a hand in this. He was taming animals when it absolutely sucked sooo..
The quest board in Cor now includes Animal Tamer related quest. Either request missions , taming missions or hunting missions.
Taming Canes may now be Spirit weaponed for additional damage, taming boost and higher fixed monster percent.
Taming Animals percent now disaplys fully in basic information.
All three Skills give Int and Dex (probably 50 total each stat)
Taming Animal and Archery skills have independent tabs.
All tamed animals has a unique combat trait.
All animal skills varies on their original skill ranks. Your spirit animal may be trained at Cor village.[/SPOILER]
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TheDarkPaladin wrote on 2015-10-19 18:07
Quote from Juuzou;1288611:
I like these ones. There are so many possibilities to make new skill sets and make older ones become even better! DevCat is so slow though... >_>
well, it does take alot of time to program, add animations, configure specs for the skills, and a thousand other things that need to be done for a new skill, including "balancing" lol, as if bash is balanced....
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Twin wrote on 2015-10-25 01:09
Quote from TheDarkPaladin;1288716:
well, it does take alot of time to program, add animations, configure specs for the skills, and a thousand other things that need to be done for a new skill, including "balancing" lol, as if bash is balanced....
What I want is Bash removed, and Smash reworked. Including removing Iframes from attacking a mob. Probably replace it with temp super armor.
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Slayerj wrote on 2015-11-10 09:50
Challenge Dungeons. These are to be added sometime after my last dungeon idea…god knows how long ago which was meant to add reason and reward for dungeons while making them challenging, and at the same time making them less annoying to get into. (No one likes pass hunting. No one.)
These dungeons work ontop of the previous ones but turn you into an RP of your own character. “But, I play as myself? What’s the point..?†It’s merely cosmetic so that you stay you. Even your gear will still look like your normal gear, just part of the model. (No idea if this is possible, but whatever.)
You pick from x group of “Sets†that contain one or two talents in them. A set that contains only one talent (will contain a few skills from other classes that are not combat based, such as rest and campfire), will have less skills to use but will have them at higher ranks. (There will be a modifier on the dungeon creation that allows you to gimp yourself more still to get a better reward.) Sets that contain more than one talent (only up to two) will have more skills to use but they will be at lower ranks.
Finally, there’s two versions of every Set. Well Supplied, and normal. Well supplied will have slightly more hp/sp/mp and more potions, bandages, and firewood (Along with other things if a crafting class was picked) but will have even lower skill ranks, by 1-3 ranks.
Once more, pets are unavailable while in this dungeon. The payout and exp is only a little higher than normal as you are not training skills while you go through the dungeon, but can be much greater than normal dungeons still. Even more so if modified further.
You do not get a reward inside the dungeon, but upon completion, your character will receive a small key of x value number. Take this to the dungeon board to gain your reward money and exp. Keys are untradeable and do not expire, so feel free to stack them up, but you may only turn in 5 in a day per character. They are not transferable via bank or pet.
There is a modifier that makes the dungeon even more difficult while cutting your exp and gold reward by nearly 60% but will add to your reward 5-10, 5-10% training seals for x talents used by you in the dungeon. You can only get these once a day, and they are only good for use in the next 2 skill ranks from when you got them. Example, if you got 10, 10% training seals at rank F counter, and wanted to use them on rank 5 counter, they would be invalid. (Once again, I don’t think this is possible but whatever.)
Finally, there is no version of this for exploration. It only works in the main dungeons. You need a total level of 500+ to attempt a challenge dungeon, and the gold cost for modifying into a challenge dungeon is 20k+ any extra modifications.
New modification to my last idea for dungeon modification board: Under 10k club. Reduces your exp and gold gain by 15%-80% (depending on which dungeon and mode) but cuts the cost of the modification by 20-50% while increasing the difficulty very slightly.
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Roflorz wrote on 2015-11-11 08:15
Quote from Tropa;1288606:
New Magic Skill: Summon Elemental
I'm stealing this.
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Eloner wrote on 2015-11-13 22:54
Cleric/healing revamp to make healing in general higher.
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Tropa wrote on 2015-11-13 23:36
Quote from Eloner;1290022:
Cleric/healing revamp to make healing in general higher.
Well first, we need to make mobs in general an actual threat, but with the current skills we have(Rain Casting, Lullaby, Shadow Bind and so on). Also need to see
Health Potions have a nerf(preferably a Cooldown) or a stronger Potion Poisoning effect.
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TheDarkPaladin wrote on 2015-11-14 00:35
why bother with healing when clouds heal 150 to every one in the party within an area, shield of trust's healing hands can heal up to 210 hp every 40 seconds(every 20 seconds come g20), life drain heals up to 450 hp at r1, fantastic chorus heals hp per second(along with mp and stam too), and with potion lore you can basically use potions endlessly?
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Tropa wrote on 2015-11-14 00:50
Quote from TheDarkPaladin;1290027:
why bother with healing when clouds heal 150 to every one in the party within an area, shield of trust's healing hands can heal up to 210 hp every 40 seconds(every 20 seconds come g20), life drain heals up to 450 hp at r1, fantastic chorus heals hp per second(along with mp and stam too), and with potion lore you can basically use potions endlessly?
Ah, right, forgot about clouds.
Well, we
should all know how devcat functions.