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Cryosite wrote on 2010-08-30 16:06
Name unimportant, but I think it would fit the skill alright, open to suggestions though.
Pretty much I'm incredibly unhappy with just how many blessings are lost whenever I die. I use ego to offset that whenever possible, but typically each death strips anywhere from 0 (incredibly freaking rare, have had it happen less than a dozen times in my entire time playing) to nearly every single one of the possible 11 equips worn (I've lost 10 blessings from a single death before, I assume 11 is possible).
Going with the assumption that each blessings an X% chance of going away when you die, my skill idea would work to reduce that chance as you ranked it. It would still be possible to lose blessings even at rk1, but as long as the reduction was pretty significant by then, I think it would make a ton of people very happy.
3-6 blessings lost per death seems to be rather average (when carrying only 8-9 equips), which leads me to believe that a 50% loss rate would be a good educated guess. If each rank of Piety reduced that by just 1%, for a total of -15% at rk1, losing blessings 35% of the time for each equip would still happen on a regular basis and would not get rid of the need for HW. But it would reduce the number of blessings lost in that example (8-9 equips) down to 1-5 each death, I think.
If that seems like too little of an impact, perhaps some ranks could be given a larger boost (rk9+2, 5+2, and 1+4). A 20% decrease in drop rate would produce a 1-4 average blessings lost per death, I believe.
If that still seems too weak, unimportant, perhaps 2% per levels, with larger boosts sprinkled in netting 25% reduction, bringing the average loss/death to 0-3.
And so on.
Additionally, since it is nice to get stats from skills, especially life skills, I think Will and perhaps even Luck would be most appropriate from this skill. As an additional source of crit, this skill would be even more attractive, so the amount of will/luck gained would likely have to be rather small (since total possible crit% able to be reached is something that needs to be somewhat kept under control). I think that in addition to maintaining blessings on your equipment through power of faith is fitting, but also the slaying of your enemies through critical blows might also seem like divine help to some. Lastly, faith is an act of will.
Now, as to how the skill would be ranked... I could easily see a lot of quests being handed out by the various churches. Perhaps getting access to these quests could be tied into your church jobs count, requiring you to have advanced jobs for rk1 for sure, possibly sooner than that. Getting killed and losing blessings, though particularly sadistic a training requirement, would also seem fitting. Perhaps less sadistic would be a requirement to apply HW to stuff a lot.
If the skill needs any more effects to be attractive to rank, some possible routes to achieving this could be in modifying various affects upon death (slight reduction in xp lost, amount of health/wounds you have on revival, etc.). Another avenue to explore might be to modify the basic "auto deadly" mechanic, perhaps lowering the % of hp needed to trigger this effect. Or even more wild an idea, when going deadly perhaps the skill could heal you some % of your health. A particularly dangerous and easily overpowering possibility would be to increase the 30% limit on critical, so that you could land crits more than 30% of the time.
Feedback and discussion greatly appreciated.
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paladin wrote on 2010-08-30 16:21
The thing about the deadly mechanic some people would protest but.
The idea of lowering the rate at blessing are lost would be epic
The ranking quests could be like,review x people,lose so many blessings at once,use this much holy water and church jobs
You could also instead of luck have.
For the master title you could have like 10% chance for holy water to bless everything at once.
Or having the master title equiped lets you pick large holy water as a ptj reward
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Yogurticecream wrote on 2010-08-30 16:28
Interesting idea but I think the current way how blessings work is that you will lose more if you get critical hit more. I can't be too sure that it is random since I had to die 20+ times to get my sheep robe to drop off me, and only succeeded when I removed my protection ring. I realised that with higher protection and defence against weaker monsters it is extremely difficult to lose blessings. It is the stronger monsters that you have to beware of.
Wonder how this finding should be adjusted to your idea.
(I'm sleepy and tired so I might not be thinking on the right path.)
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EndlessDreams wrote on 2010-08-30 17:31
What? A skill that reduces chances to lose blessing?
That means it is discouraging people to buy Nao or holy waters. I doubt devCat would want to do that.
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Scontro wrote on 2010-08-30 18:06
For the most part it sounds like a waste of Ap. Your suppose to avoid dying anyway. I feel like this skill would encourage more risk taking.
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Phanterz wrote on 2010-08-30 23:39
I think this skill should definitely come with a penalty. Perhaps it's like Meditation, where you have no stamina regen., 3x hunger loss, and walking unless you have a wand equipped.
Some reasonable penalties might be = unable to reach deadly status, decrease in potion effectiveness, decrease in defense/protection, decrease in critical cap (30>25%), etc. Stuff like that. Or if it has to be passive, it could take a ridiculous amount of AP.
Training shouldn't require dying at all. So far, there is only one thing that requires dying, getting the Tanker title, and I don't think we should change that. Perhaps reviving, using holy water...?
Like example Rank 2:
Revive a character (no pets) 0.001 / 10,000 times (10 exp)
Use holy water 0.03 / 1200 times (36 exp)
Go into deadly status 0.10 / 500 times (50 exp)
Complete advanced church part time job 0.10 / 100 times (10 exp)
Sadistic requirements lol
...idk. It has potential, but probably not going to have anything similar. Devcat likes people to suffer hard when they die.
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Glass wrote on 2010-08-31 00:03
Nexon would lose out on anybody who buys the Mass of Holy Water's in the cash shop. :\ Just saying.
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Bwee wrote on 2010-09-01 05:34
Interesting idea...I've actually been thinking it would be nice to have a skill to actually make holy water. I mean, we can wear clergy outfits, why not have skills like blessing water to match? I'd likey that much~
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Screenhog wrote on 2010-09-12 04:03
Very interesting idea. I like it and I'll support it, along with some ideas added on by other people before me.
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Phunkie wrote on 2010-09-13 03:50
I don't believe that whole "Nexon would lose money" business.
By that logic, they shouldn't have implemented the lower-success refinery ovens in Filia and Vales.
Low-success = more fails = less ores bought = lesser need for Production Fail pots.
And why implement skills like Summon Golem and buffs for Summon Golem?
If DevCat wanted to do it, they definitely would. Maybe they just don't think it's a great idea or quite necessary atm.
I like the idea tho.
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Chihaya wrote on 2010-09-14 19:56
One word:
"YES" :thumb: