Ideas thread 2019

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LaughingCoyote
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Re: Ideas thread 2019

Post by LaughingCoyote »

jaska wrote:
LaughingCoyote wrote:Named items should still show their stats when players "look" at them in game.

Artifact lutes.
"phat lute"

OMG. I just named my +9 mythic lute "Lootocaster" but "Phat Lute" would have been way better. :(
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Mackey
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Re: Ideas thread 2019

Post by Mackey »

In game merchant for buying happy hours, xp transfers, name change, etc. so you can use addy coins
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CinisterD
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Re: Ideas thread 2019

Post by CinisterD »

Make Tactics a rogue skill. Block is more than enough for fighters.
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Re: Ideas thread 2019

Post by dirtyking »

I like both Mack n cins ideas , even tho I like one handed rogue
Can we get a doge boost for one handing only =quicker faster if that makes any sense
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SanJorge
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Re: Ideas thread 2019

Post by SanJorge »

CinisterD wrote:Make Tactics a rogue skill. Block is more than enough for fighters.
:shock:

-1
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CinisterD
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Re: Ideas thread 2019

Post by CinisterD »

SanJorge wrote:
CinisterD wrote:Make Tactics a rogue skill. Block is more than enough for fighters.
:shock:

-1
Oh come on. You literally have an entire stance made JUST for you, and this is too much?

Fighters have more hp than anyone else, and can block attacks. You think -25% damage isnt too much, given they have tank stance?

Getting really tired of people slowing progression.
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SanJorge
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Re: Ideas thread 2019

Post by SanJorge »

tactics is like 25% more hp and def ,
Fighter tank damage,
Rogue avoid damage,
Mage transform damage,
so where does it fit ?
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Re: Ideas thread 2019

Post by Comet »

Instead of giving tactics to rogues, how about this:

Change: 6 str gives +3 hp (as before), but now 6 dex/int gives +1 hp. So now you get +1 hp for every level in dex/int.

Before: Currently at level 500, rogues have around 1100 hp, monks 1500, and fighters 2100 (not counting tactics, which makes it more like 2800). Unless a mage levels in strength or hp shrine, which is basically mandatory now, they'll be stuck at ~800 hp.

After: Rogues will have ~1500 hp, monks 1750, fighters 2150. Mages now end up with 1250, which is what they're trying to get anyways, just without the hassle of leveling in vitality.


It lets fighters keep their special skill, and benefits all the other classes, not just rogues. Honestly I like tactics as is, for fighters. It makes fighter multiclass appealing.
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CinisterD
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Re: Ideas thread 2019

Post by CinisterD »

Comet wrote:Instead of giving tactics to rogues, how about this:

Change: 6 str gives +3 hp (as before), but now 6 dex/int gives +1 hp. So now you get +1 hp for every level in dex/int.

Before: Currently at level 500, rogues have around 1100 hp, monks 1500, and fighters 2100 (not counting tactics, which makes it more like 2800). Unless a mage levels in strength or hp shrine, which is basically mandatory now, they'll be stuck at ~800 hp.

After: Rogues will have ~1500 hp, monks 1750, fighters 2150. Mages now end up with 1250, which is what they're trying to get anyways, just without the hassle of leveling in vitality.


It lets fighters keep their special skill, and benefits all the other classes, not just rogues. Honestly I like tactics as is, for fighters. It makes fighter multiclass appealing.
So i think this is a great start.

My issue, is that keeping block, tactics, and tank stance all exclusive to the same class, is too much. Under your explanation, a Fighter would get an effective 5600 HP.

My counter suggestion:

Implement HP bonus as explained above.

Change Beserker Stance to a flat +25% attack speed and +25% damage taken [including casting] (scrapping 2h requirement)

Make Tank Stance and Beserker stance open to all classes.

Fighters can keep tactics, if the stances become open to all classes.
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DUTCHMAN
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Re: Ideas thread 2019

Post by DUTCHMAN »

CinisterD wrote:Oh come on. You literally have an entire stance made JUST for you, and this is too much?

Fighters have more hp than anyone else, and can block attacks. You think -25% damage isnt too much, given they have tank stance?

Getting really tired of people slowing progression.
IKR LAUGHING OUT LOUD LIKE A MORON.


Anyway I dont see why ALL classes cant have tactics.. its just attacking a mob with a weapon, which all classes mostly do and mages can go to lower maps and train there. so its not out of the realm of odd to have any class that uses a weapon to attack having tactics.

and for real fighters have so much. Block, and flurry are huge, So is the natrual hp and mr that can be obtained. I dont think its "BAD" or " GAME BREAKING" if fighters either

A. lost tactics.and given to another class....OH NO WHATEVER WILL DUTCHMAN AND NEOSHAMAN DOOOOOOoooooOOOOOOOoooo

B. Just opened it up to all the classes and be done with it.
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CinisterD
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Re: Ideas thread 2019

Post by CinisterD »

SanJorge wrote:tactics is like 25% more hp and def ,
Fighter tank damage,
Rogue avoid damage,
Mage transform damage,
so where does it fit ?
Didn't agile stance get added because you preferred more dexterity on a fighter, so you could dodge more?

Fighters don't dodge; they tank according to you.
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SanJorge
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Re: Ideas thread 2019

Post by SanJorge »

Mana Focus for Sorcerers to deal with strong monsters.

with a new circle 6 spell Focus you can buff your next spell by 25% more of your int, if the next spell is Focus your buff for next spell should rank up but should cost x ( could be 4) exp rank mana , so it will get expensive fast.
Also there should be a timer that starts at rank 1 and wears the Focus after 50 secs off. (so with normal spell cool off you can get rank 5 and have 10 secs to use it)

every rank should give 25% more int use. (so rank 5 = 125% but the 10 seconds before wear off will make you use lower ranks more)
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Re: Ideas thread 2019

Post by Keighn »

Tactics could be a generic stat for ALL classes. There problem solved.
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Re: Ideas thread 2019

Post by Bugbo »

Keighn wrote:Tactics could be a generic stat for ALL classes. There problem solved.
Sounds good to me!
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DUTCHMAN
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Re: Ideas thread 2019

Post by DUTCHMAN »

Keighn wrote:Tactics could be a generic stat for ALL classes. There problem solved.

+1
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Re: Ideas thread 2019

Post by Tink »

CinisterD wrote:
SanJorge wrote:tactics is like 25% more hp and def ,
Fighter tank damage,
Rogue avoid damage,
Mage transform damage,
so where does it fit ?
Didn't agile stance get added because you preferred more dexterity on a fighter, so you could dodge more

Fighters don't dodge; they tank according to you.
Got eeeeeeem.
SanDodge about to reee. :mad:
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DUTCHMAN
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Re: Ideas thread 2019

Post by DUTCHMAN »

Tink wrote:
Got eeeeeeem.
SanDodge about to reee. :mad:

+1
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SanJorge
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Re: Ideas thread 2019

Post by SanJorge »

Tink wrote:Got eeeeeeem.
SanDodge about to reee. :mad:
No , he didn't but i was busy to pull out Keighn's Dagger from my back.

Now to my next idea aspect of venom should trigger poison wind sometimes, that way monk get some area attack and it seemed to be weaker than previous aspects while it has the highest circle of offensive aspects.
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CinisterD
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Re: Ideas thread 2019

Post by CinisterD »

Keighn wrote:Tactics could be a generic stat for ALL classes. There problem solved.
TOTALLY fine with this. +1
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Re: Ideas thread 2019

Post by Mackey »

Tink wrote: SanDodge
Goddammit, Tink. +1
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