Ideas thread 2020

"eventually EUO will get to the point its (sic) unplayable" - Dudle

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Assailant
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Re: Ideas thread 2020

Post by Assailant » Thu Jul 16, 2020 2:54 am

Link the discord server on the website so its easier for people to find, just make sure the invite link is permanent X-D

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Re: Ideas thread 2020

Post by demiskeleton » Thu Jul 16, 2020 12:19 pm

posted this in my other thread but a suggestion to help buff early game taming. a simple formula of tamed pet hp += player taming skill - lvl required to tame, just make the early game ones a little tanky so majority aren't instantly dead trash every fight. i spent 20 minutes leveling a rat to lvl 2 and was a bit sad to see it's hp went from 7 to 8 and instantly died to a gobbo

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Re: Ideas thread 2020

Post by Kynt » Sat Jul 18, 2020 4:44 pm

Experience bar somewhere on the client? Maybe spanning the top? Always felt exp bars are somewhat more meaningful than a % number.

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Re: Ideas thread 2020

Post by demiskeleton » Sun Jul 19, 2020 5:52 pm

traps for rogues to help ranged rogues get a buff in variety.

some random thoughts me and sleeves were coming up with for the traps

aoe bomb/arrow
entangle trap (single target? high level aoe?)
bleed trap
confuse trap
blind trap --dmg reduction/accuraccy reduction
poison trap
knockback trap
marking trap --trap of mark targets. when mark targets get hit consume mark and deal +% dmg
defense/mr reduction trap
vaccum trap - drag targets in
sleep trap
mirror trap: clones weaker version of enemy
fear trap
beserk/charm trap (make sure not to affect bosses)
silence/mana drain trap?

--------------------------------------------------------------
should traps use resources?
crafting skill to make each trap?
in order to use trap need to have crafted trap in inventory? might be hard to code but this allows for stronger high level traps to be balanced by higher material costs

------------------------------------------------------------------------------------------
all traps use same cooldown timer OR max limit of placed traps similiar to summoning slots
3 types of traps maybe?(damage, control, debuff)

I think these could be coded in by summoning a monster with 1 hp that casts a taunt with an on death effect?

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Balmung
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Re: Ideas thread 2020

Post by Balmung » Tue Jul 21, 2020 12:51 pm

Starting necro after character creation is a bit of a hassle. Karloff gives you circle 1&2 spells but no skill. This leaves the player with a 25% chance to cast summon undead, with only one summon slot. This makes for a real grind before you even able to play with the class at all. IIRC monk, druid, and bard give you a small jumpstart when you talk to an NPC to get into their respective classes. It would be top tier QoL if Karloff did too. I don't think mages have this luxury either?
Last edited by Balmung on Wed Jul 22, 2020 10:19 am, edited 1 time in total.

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Re: Ideas thread 2020

Post by Freedomcobra » Wed Jul 22, 2020 7:27 am

Make the druid heal over time persist even after taking damage. Druids are far from overpowered, and this spell in it's current state is rarely if ever used. It's still self cast only, so not usable on party members. As it is now, it's just a (slightly stronger?) bandage that costs mana.

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Re: Ideas thread 2020

Post by Balmung » Mon Aug 03, 2020 10:23 am

circle 8 piety spell: XMY? XMG?
AoE XM, same area as battle roar?
a minor AoE heal spell would be a great addition to the priest spell book.

also, some of the bard spells are a little underwhelming. The best/most used ones are definitely +10% dmg and +1 loot aura. maybe an aura that bumps up the party's crit rate? maybe an aura that reduces damage to party members by a small percentage? An aura that deal damage to enemies inside the AoE?

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DUTCHMAN
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Re: Ideas thread 2020

Post by DUTCHMAN » Tue Aug 04, 2020 11:55 am

More gear thats higher than +5 mr seeing as mr caps at
level 125. Would be nice to get some more new higher powered items past 125.

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Re: Ideas thread 2020

Post by Balmung » Sun Aug 23, 2020 1:50 am

the sprite overlay for different skin tones is cool!

maybe dwarves and gnomes should get it as well?

are skintones mutex with dyes/heads?

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Re: Ideas thread 2020

Post by SanJorge » Sun Aug 23, 2020 1:53 am

Golden weapons and ASH arrows could do 10% extra damage vs shadows and shadowfolk since it has shining.

+ if a set of gear that gives +10 shining all together it gives daylight in that area.

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Re: Ideas thread 2020

Post by eggmceye » Sun Aug 23, 2020 1:46 pm

Balmung wrote:
Sun Aug 23, 2020 1:50 am
the sprite overlay for different skin tones is cool!

maybe dwarves and gnomes should get it as well?

are skintones mutex with dyes/heads?
dwarves & gnomes potentially if I can get them to align, they'd have to move down a couple of pix
and they are not mutex with anything: they are compatible (technically if not visually) with all avs

gold doing extra dmg vs shadow seems reasonable

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Re: Ideas thread 2020

Post by Azalynn » Fri Sep 18, 2020 6:53 am

Hexblades are still awful in comparison to everything else in the game. Make melee necro a thing please, its such a cool concept with a really cool flavor. Even with the best gear in the game stacked on a necro their damage and survivability are both garbage. :-S Even if you made them do a shitload of damage but be really squishy or even the other way around htat would be fine but in their current state they are just bad.
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Re: Ideas thread 2020

Post by eggmceye » Fri Sep 18, 2020 10:14 am

Azalynn wrote:
Fri Sep 18, 2020 6:53 am
(necros) are just bad.
are you fucking shitting me

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Re: Ideas thread 2020

Post by eggmceye » Fri Sep 18, 2020 10:20 am

start by deleting HoB, then make hexblades do more damage or whatever

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Re: Ideas thread 2020

Post by Onyxt » Fri Sep 18, 2020 10:26 am

eggmceye wrote:
Fri Sep 18, 2020 10:20 am
start by deleting HoB, then make hexblades do more damage or whatever
Make Sickles comparable to claymores/labrys. HoB doesn't need to go.

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Re: Ideas thread 2020

Post by Azalynn » Fri Sep 18, 2020 11:10 am

eggmceye wrote:
Fri Sep 18, 2020 10:20 am
start by deleting HoB, then make hexblades do more damage or whatever
I couldnt give a damn what happens to HoB. Delete it from the game as far as im concerned, i just want melee necro to be good. Especially with the skill already being in the game, i just feel like its an underutilized resource that could use some help.
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Re: Ideas thread 2020

Post by Azalynn » Fri Sep 18, 2020 11:19 am

Onyxt wrote:
Fri Sep 18, 2020 10:26 am
eggmceye wrote:
Fri Sep 18, 2020 10:20 am
start by deleting HoB, then make hexblades do more damage or whatever
Make Sickles comparable to claymores/labrys. HoB doesn't need to go.
Even if the damage scaling was the same as clays/labbys, it would be more fine than the way it is now. This would be a huge win.

Also with this, necros with a scythe cant use beserker stance, which is another big damage loss in comparison. If you could take it, that also would make the damage significantly higher. With both the scaling + beserker stance, it would be a pretty good melee class.
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Re: Ideas thread 2020

Post by eggmceye » Fri Sep 18, 2020 3:34 pm

I might be in a bad mood today but I'd rather throw rogues a bone (specifically foils/bows) & let necros rot

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Re: Ideas thread 2020

Post by eggmceye » Fri Sep 18, 2020 6:13 pm

I've had a drink and am now feeling more amicable ;) (towards, what was it you were complaining abt again?)

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Re: Ideas thread 2020

Post by Azalynn » Sat Sep 19, 2020 3:00 am

eggmceye wrote:
Fri Sep 18, 2020 6:13 pm
I've had a drink and am now feeling more amicable ;) (towards, what was it you were complaining abt again?)
Fair. Just melee necro and possible permanent pet necro are my only wishes, caster necro can die in a fire that's fine but scaling for specifically sickles is especially bad in comparison to other melees. I want it to be good, its such a good class flavor
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