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Emeraldsun wrote on 2012-04-25 13:53
Soul-searcher able to take full upgrades(including special) and be a nice ego.
Ego armor...only because it sounds interesting and some people might like it.
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Azareel wrote on 2012-04-25 14:17
Quote from NomadTrooper;847379:
If you think normal bolts are useless. You suck at magic. Give me your hebona, and I'll show you what CC+4 Fire Bolt can do. Hell, I hit 700's with plain old lightning and I only have 500 Int.
[S]Because when I say "Normal Bolts", it definitely includes CC. It also means that I think they're absolutely useless. Really.[/S]
I never said they were useless, just that they needed more use. Sure there's CC4 Firebolt, but what do Icebolt and Lightningbolt have that would make you
want to use them in serious combat? Not much. Not much at all.
Quote from Soushi;847377:
Idk, enchant is fine.
Clearly, it's because it's so unbalanced that the bulk of enchants were moved to r8 and lower, as an "easy fix".
It makes no sense that training Enchant doesn't affect Enchanting success. Also, with the penalty that Enchants have on failure, bridging can easily render items useless, even for lower ranked enchants. The entire skill needs to be re-scaled properly.
Also, it would be nice if we saw more enchants that didn't just give stats.
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Nalgor wrote on 2012-04-25 14:34
Quote from Azareel;847946:
Also, it would be nice if we saw more enchants that didn't just give stats.
Not just stats? what do you mean by that?
And yeah, make ego wands actually more useful than their upgraded counterpart. I like my ego, but I know a upgraded weapon is VASTLY superior :C
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Slayerj wrote on 2012-04-25 15:22
Yeah enchant needs a masive change. Losing a bit of dura for failing a rank F enchant at enchant rank 9+? >.> Yeah what the fk... It should be like...
For example, rank F, 9, and 1.
Rank F, 30.5%
Rank 9, 55.5%
rank 1, 99.9%
Every 10 int adds .5% and every 20int adds 1%. Magic powders give a bost aswell with the lowest only giving 5%, and the highest giving 25%. With master title enchant can have 100%, as you cannot hit 100% even with rank 1 and max int and the best powder. Also each rank wll give 1% towards a better boost.
The training should be toned down just slightly but only for some ranks. Burning should be as following aswell with the only bonuses being from rank, campfire, and every 50int adding 1%
Rank F 20%
Rank 9 45%
Rank 1 80%
As stated before, the title should be chagned to give 100% to enchant but also 5% to burn %. I know this might seem OP but it's hard enough to train it as it is. My friend Neii has been ranking it for the past few G's and is only at rank 5. That's not with nonstop ranking but still. That's alsow ith me and others mailing enchants everysingle time we get one.
And yes, more enchants that do more than just stats would be nice. I'd love to see enchants for attack speed, mana redux, pasive def, and even a set of enchants that can give you a 1% chance to activate ADV heavy standerd.
Another change I'd love to see to the skill is as your ranks go up, the failuers get worse, BUT are more rare than a shock page from a shadow missions XD (Yeah I don't know drop rates but the last time I saw someone looking for it they kept count of how many it took..300-400 were the last numbers I remember before logging that day.)
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Romanji wrote on 2012-04-25 15:32
Ego shields, Ego armor, still only 1 ego per character but allow the options.
LITERAL joint combos when players use the same skill on the same enemy, like 2 partymembers using assault slash ending with an animation of them timng the jumps at the same time. The target would be stuck in this animation and the users would be invincible allowing perfect execution and 2x dmg bonus that each would give or something like that...[SPOILER="Spoiler"]fuck im high[/SPOILER]
Knuckle egos...now... and fix the goddamn axe ego awakening, my lvl 30~40 everything blah blah broad axe isnt a fucking hammer... especially not a 1 handed white glowy piece of shit.
giants need to dual weild claymore type weapons, and elves need to dual weild daggers, dirks, mirror swords, obsidian swords and w/e other dagger types there are.... and crossbows, because I was playing some MMO fighter type and they hada dual range wielding typea character.
make defense a passive thing when you activate it like meditation or someshit and our current "defense" skill something like a heavy defense that blocks massive amounts of dmg but you drop that skill after one usage (like the skill is now but buffed a bit more)
along with evade we need dive, greater cool down, 1 usage no matter the rank but rank increases distance.
proficiency in weapons that arent special upgraded should give dmg/crit/balance, because proficiency is "how accustomed" to the weapon you are, meaning you have a sort of mastery with that weapon specifically.
thats just my thoughts on this
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Slayerj wrote on 2012-04-25 16:55
Quote from Romanji;848000:
Ego shields, Ego armor, still only 1 ego per character but allow the options.
LITERAL joint combos when players use the same skill on the same enemy, like 2 partymembers using assault slash ending with an animation of them timng the jumps at the same time. The target would be stuck in this animation and the users would be invincible allowing perfect execution and 2x dmg bonus that each would give or something like that...[SPOILER="Spoiler"]fuck im high[/SPOILER]
Knuckle egos...now... and fix the goddamn axe ego awakening, my lvl 30~40 everything blah blah broad axe isnt a fucking hammer... especially not a 1 handed white glowy piece of shit.
giants need to dual weild claymore type weapons, and elves need to dual weild daggers, dirks, mirror swords, obsidian swords and w/e other dagger types there are.... and crossbows, because I was playing some MMO fighter type and they hada dual range wielding typea character.
make defense a passive thing when you activate it like meditation or someshit and our current "defense" skill something like a heavy defense that blocks massive amounts of dmg but you drop that skill after one usage (like the skill is now but buffed a bit more)
along with evade we need dive, greater cool down, 1 usage no matter the rank but rank increases distance.
proficiency in weapons that arent special upgraded should give dmg/crit/balance, because proficiency is "how accustomed" to the weapon you are, meaning you have a sort of mastery with that weapon specifically.
thats just my thoughts on this
Dude, that. THAT! THATx5mill!!! That would be so pro~ Getting a weapon stronger just by using it...then when you upgrade it get's stronger but drops the old strenght...but you get it back proofing t for the next upgrade! Maybe something like...
0-20% 0increase on anything. 21-40, +1max/mini/crit/wound, 41-60, +2mini +3max +2crit +2wound, 61-80= +3mini +5max +4crit +3wound, 81-99 +4mni +6max +5crit +4wound, 100 +6mini +8max +7crit +6wound
For shields uh...same thing but only 0-30, 31-60, 61-90, 91-99, 100 and it just adds hidden def and prot and a tiny buff to def skill.
Another thing I'd like to see is a 100k gold bag and a 150k gold bag. However...sold for 10k ducats and 20k ducats. Why? *shrugs* Just seems too 'easy' I guess.
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Romanji wrote on 2012-04-25 17:24
Quote from Slayerj;848062:
Dude, that. THAT! THATx5mill!!! That would be so pro~ Getting a weapon stronger just by using it...then when you upgrade it get's stronger but drops the old strenght...but you get it back proofing t for the next upgrade! Maybe something like...
0-20% 0increase on anything. 21-40, +1max/mini/crit/wound, 41-60, +2mini +3max +2crit +2wound, 61-80= +3mini +5max +4crit +3wound, 81-99 +4mni +6max +5crit +4wound, 100 +6mini +8max +7crit +6wound
For shields uh...same thing but only 0-30, 31-60, 61-90, 91-99, 100 and it just adds hidden def and prot and a tiny buff to def skill.
Another thing I'd like to see is a 100k gold bag and a 150k gold bag. However...sold for 10k ducats and 20k ducats. Why? *shrugs* Just seems too 'easy' I guess.
>Fuck yeah
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Azareel wrote on 2012-04-25 18:37
Quote from Nalgor;847961:
Not just stats? what do you mean by that?
Ever played Vindictus, like, at all?
Somehow, there are enchants on Vindictus that do things other than give raw stats, but those are few and far between on Mabi, and don't even work independently of each other.
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Slayerj wrote on 2012-04-25 18:45
New Paladan skill, needs a quest to obtan and only after you get your shields. It's a pasive that increases HP, MP, and Stamina regin by a max of 25%. Rank F-A give HP, 9-5 give SP, and 4-1 give MP. Or ust three more skills for every trans that does this.
I didn't see this for bards but a pasive that makes them hit harder with musical weapons and play slightly better with them. The playing bonus only works on more instraments as you level up. String at first, then string and Wind, then string, wind, and base?
A new lance skill that allows the player to 'spear' a single mob onto the lance depending on CP, which can be preaty high at rank 1, and slam it into another mob. 30second cool down, 5 second load time and in g16s2 instant load time, 25 second cooldown.
Humans get horseback archery but the aim speed is lowered a tad.
A new range skill, Gale force arrow. Only does dmg to one target but knocks EVERY mob in the area on the way to the mob in a V shape AoE on their back. The knock back is both knock back and stun, lasting for .5-2 seconds. at rank 1. The knock back on other mobs do not dmg them or weaken them in anyway and they may still have skills loaded up such as def or counter or wm. Jump attack may be used on any knocked down mob, ignoring def, counter, and WM. 5 second load time, slow aiming speed, and 10 second cool down.
New melee skill, increase your dmg by dropping your def and protection to 0 and doubling the dmg you take. Cannot use playdead, Def, or counter or lance counter. Only offensive skills. When knocked into deadly the skill ends. up to 600ap+ to get rank 1. Effects even fighter skills but not rnage or magic.
Rank F, 15ap to rank from novice. Per each def poitn droped, +1mini and max dmg. Per each prot dropped +3mini and max.
Rank 1, ???ap to rank from rank 2. Per each def point dropped, +10mini and max dmg. Per each prot dropped, +70mini and max. The skill lasts for 5 minutes at any rank and cannot be cancled unless knocked into deadly. Potions cannot be used and you cannot revive others or trans or demi. Hidden def from a shield is dropped completley but you get no bonus. half hour cool down no mater the rank. instant load time no mater the rank.
Tweeks to FH, I can't tell if it does this but if it doesn't, cut dmg by 15% and make ANY melee weapon an infaninat combo.
Tweeks to FS, increase the dmg of skills used with the skill over ranks.
Tweeks to WG, you can now walk very slowly with the skill but while you walk you take 5% more dmg. You can now use any offensive skill while in windgaurd. When deadly you will be knocked out of the skill instead of keeping it up because that's srsly just stupid -,-.
New weapon, Fragmented pistol. A range weapon that shoots the ores you get from fragmentation. Has it's own range skill just for it and requires a fire crystal per shot along wit hthe ore. It's really jsut for the lulz but hey, gives them a fking use. :l
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Cyrene wrote on 2012-04-25 19:37
Assault arrow its like assault slash cept you mag or smash and jump over the enemy shooting a qiuck arrow
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Darkboy132 wrote on 2012-04-26 03:05
Quote from Slayerj;848222:
Tweeks to FH, I can't tell if it does this but if it doesn't, cut dmg by 15% and make ANY melee weapon an infaninat combo.
Why lower the damage? That's crippling the skill.
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Slayerj wrote on 2012-04-26 03:10
Quote from Darkboy132;848813:
Why lower the damage? That's crippling the skill.
So that you can do the infinat combo with 'ANY' weapon.(bows/xbows/tools not included) No knock back at all. Doesn't mater if it's a blunt or a dragon fang or a glory sword or a flacia (Fk looking up the name of that axe XD)
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Aiyas wrote on 2012-04-26 03:16
Being able to use Teleportation.
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Slayerj wrote on 2012-04-26 03:32
Chain casting skill. Rank F-B give +1 to all bolts for the cost of both bolts and 5% more. Rank A-8 give +2 for the same cost as before, rank 7-4 give +3 and rank 3-1 give +4. They only work for bolts.
Master title allows you to charge 1 extra adv magic bolt for the cost of both bolts and 20% more mp. On top of this the title give +20int and +20mp.
Does not stack with wands. Unlike wands, the mastery of the bolt WILL decrees the mana usage but by 1% less per bolt charged. The MP redux from a mastery will not effect the chain coasted adv magic if using the title. Can be turned on and off and while the skill is on your MP regeneration is reduced by half, and meditations effect is dropped by around 50% from what ever % the skill gives at the time.
This way mages can have their CC and not need a wand...BUT have to pay out more MP for it and wont have a great mp heal from mediation. Anywhere from 300-400ap to get to rank 1.
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Hannah's Lover wrote on 2012-04-26 03:55
Pooping gesture