Combat Skill/Spell Changes

If you have any suggestion in order to make the game better, tell them, they are always welcome.
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Dragonrajashop
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Combat Skill/Spell Changes

Postby Dragonrajashop » Tue Feb 21, 2012 9:18 pm

I would like to see more variety of good combat skills to use for warriors, archers, & thiefs. For warriors, this would give more of a variety of good warrior choices to choose from. Let's not think overboard with this about BUFFING classes. I'm more concerned about giving these classes more of a variety of choices, with very minor buffs if needed.

The same for Spells. I would like to see more variety of good spells to use for mage and priests. Get rid of all the un-used spells, and change them into something more desirable to use.


:arrow: Cherroy Shade Combat Skill (Defood)
Any suggestions to make it more desirable?

:arrow: Simunians Bosom Combat Skill (HP Recovery Rate)
Any suggestions to make it more desirable?

:arrow: Extreme Darkness Combat Skill
Dragonrajashop - Curse Spell: Area of Effect Blind, 5, 7, 10 tiles for each level (Matches the name).

:arrow: Whirlwind Combat Skill
Any suggestions to make it more desirable?

:arrow: Charging Combat Skill (Bugged)
This combat skill bugs. When charging, you're only suppose to teleport 7-10 tiles, but sometimes it bugs and teleports you off your screen. Needs to be fixed. Now that it stuns, its more feasible to use.

:arrow: Twister Combat Skill
Dragonrajashop - Has an Area of Effect, 3, 5, 7 tile radius for each level

:arrow: Fleet Missle Combat Skill
Any suggestions to make it more desirable?

:arrow: Ground Attack Combat Skill
Any suggestions to make it more desirable?

:arrow: Extreme Earth Combat Skill
Any suggestions to make it more desirable?

:arrow: Thunder Blow Combat Skill
Any suggestions to make it more desirable?

:arrow: Extreme Wind Combat Skill
Any suggestions to make it more desirable?

:arrow: Falling Disease (Mage Spell)
Any suggestions to make it more desirable?

:arrow: Cloud Kill (Mage Spell)
Any suggestions to make it more desirable?

:arrow: Spider Web (Mage Spell)
Any suggestions to make it more desirable?
lemonbone -- Curse Spell: Increases loading cast time of combat skills by 1 second.
Dragonrajashop -- Curse Spell: Slows targets for 5 seconds in a 10 tile radius.

:arrow: Detect Magic (Mage Spell)
Any suggestions to make it more desirable?
lemonbone -- Enables player to see invisible players. The players party also shares the same effect.

:arrow: Turn Undead (Priest Spell)
Any suggestions to make it more desirable?

:arrow: Miracle Recover (Priest Spell)
Any suggestions to make it more desirable?
Dragonrajashop -- Miracle recover now has a heal over time effect.

:arrow: Appreciate (Priest Spell)
Any suggestion to make it more desirable?

I'll try to add in more feedback from other players as people have them, with different colors indicating each person.
Dragonrajashop
lemonbone
Last edited by Dragonrajashop on Wed Feb 22, 2012 8:45 pm, edited 17 times in total.
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täisdibla
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Re: Combat Skill/Spell Changes

Postby täisdibla » Tue Feb 21, 2012 9:29 pm

There are suggestions about most of these all over the forum. Maybe I will link the in this topic when I can be bothered later. :)

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Dragonrajashop
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Re: Combat Skill/Spell Changes

Postby Dragonrajashop » Tue Feb 21, 2012 9:43 pm

täisdibla wrote:There are suggestions about most of these all over the forum. Maybe I will link the in this topic when I can be bothered later. :)


I understand they are "all over the forum". I'm trying to bring these issues back up, since everyone is kinda focused on 'balancing classes'.

Trying to bring them back to one spot, easier to discuss.
Symtex

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Dragonrajashop
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Re: Combat Skill/Spell Changes

Postby Dragonrajashop » Wed Feb 22, 2012 7:34 pm

Nobody? T_T
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lemonbone
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Re: Combat Skill/Spell Changes

Postby lemonbone » Wed Feb 22, 2012 7:38 pm

spider web can change to increase combat skill cast time xD
so it takes 2 second to load an ex hahahaha
IMpriest

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Dragonrajashop
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Re: Combat Skill/Spell Changes

Postby Dragonrajashop » Wed Feb 22, 2012 7:40 pm

lemonbone wrote:spider web can change to increase combat skill cast time xD
so it takes 2 second to load an ex hahahaha


Pretty funny suggestion, and I like it. Any others you have comments about?
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lemonbone
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Re: Combat Skill/Spell Changes

Postby lemonbone » Wed Feb 22, 2012 7:56 pm

detect magic act like light but enable player to see through invis. (don't give light)
the players who party the mage get to share the same effect.

lol now think about it , mage have so many useless spell.
IMpriest

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Dragonrajashop
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Re: Combat Skill/Spell Changes

Postby Dragonrajashop » Wed Feb 22, 2012 8:08 pm

lemonbone wrote:detect magic act like light but enable player to see through invis. (don't give light)
the players who party the mage get to share the same effect.

lol now think about it , mage have so many useless spell.


Keep going!

Also need more feedback from other players! These are useless spells or skills that nobody uses. Hopefully GM will look into some of our suggestions!
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GMTempest
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Re: Combat Skill/Spell Changes

Postby GMTempest » Wed Feb 22, 2012 9:20 pm

Just some ideas... numbers are estimates and probably bad estimates with no thought whatsoever. Do-ability was considered but does not mean the suggestions are absolutely do-able, most I probably have no idea. My suggestions in no way means that they will be done, they are merely suggestions.

:arrow: Cherroy Shade Combat Skill (Defood)
Self buff. +10% damage to melee attacks per hit for duration of buff. If the target is poisoned, additional +5% true damage. To make use of poison skills, spells, and rares.

:arrow: Simunians Bosom Combat Skill (HP Recovery Rate)
Some options:
-Absorb...10% of damage from partied members. Magic damage not included?
-Charge skill. In 5 seconds there will be an AoE blast around you. This damage is comprised of..30% of total damage received in those 5 seconds. Against monsters, capped at 30% of player HP?

:arrow: Extreme Darkness Combat Skill
Dragonrajashop - Curse Spell: Area of Effect Blind, 5, 7, 10 tiles for each level (Matches the name).
-Blind is just..one of those kind of decurse no one likes. I think Extreme darkness poison is pretty good as is, easier to target than poison nova with similar damage.

:arrow: Whirlwind Combat Skill
-Creates a perfect clone of you. If destroyed, deals an AoE attack of 400% damage around it. Does not move. Primarily PK skill to fool enemies.

:arrow: Charging Combat Skill (Bugged)
This combat skill bugs. When charging, you're only suppose to teleport 7-10 tiles, but sometimes it bugs and teleports you off your screen. Needs to be fixed. Now that it stuns, its more feasible to use.
^noted. Also, your only bugged to people who see you disappear. If someone who didn't see it comes or someone who did who exits screen and returns comes, you're in normal position.


:arrow: Fleet Missle Combat Skill
-There was a suggestion from before to make it like FB. I liked that one.
Another suggestion though is to make use of the trap setting skill in combination with fleet missle.
Make fleet missle a charging skill. A archer can charge the skill, every 4 seconds of charge is 15% damage up to 200%. The range of fleet missle is also changed to something extremely long. Like half a map or something. The attack also takes 1.5 seconds to fire.

Next, a archer can place up to 3 traps, these can be color coded to camouflage with surroundings (green for grass, etc.). There are a different variety of traps, fire explosion (damage based on trap level and damage), slow, poison, stun, etc.

When a trap is stepped on, it alerts the archer who may be far away that it is stepped on. The archer, which pre-emptively already charged their fleet missle, then fire it in the location of their trap hoping to hit a target. Even better would be a arrow pointing to the location of your trap for better accuracy, and in combination with a stun trap, even better.


:arrow: Ground Attack Combat Skill
Bad AoE, CP-Damage ratio. If a warrior chooses to go earth, they lose out on lightning and pretty much have very little other AoE/mobbing options. My suggestion:
-Ground attack, single charge, 5ish second cool down. The target you hit is dealt with a "debuff". For 4,6,8 ticks, the target and everything around it will suffer damage. Damage based on damage, 55/65/75

:arrow: Extreme Earth Combat Skill
It's good in certain situations but if I would have to change it, a self transformation would be cool.
Level one, stone golem
Level two: crystal golem
level three: Golem from tower

With a -25% movement speed. Not allowed to use any skill. Each normal attack is 150% damage with splash damage of 50%. Defense goes up by 30% and magic resistance goes up by 15%. Zerk and SFD will not apply. Lasts for 20 seconds or until cancelled.

:arrow: Thunder Blow Combat Skill
I think it's good the way it is. Maybe at most lower magic resistance of the target by certain amount a hit with stacks.

:arrow: Extreme Wind Combat Skill
-Summons 1,2,3 (based on level) standing whirlwind where your character casts the skill. Each will stay for 10 seconds, dealing 15,30,35% of damage. Applies rare effects such as stun, curse, blind, slow, desire, etc.

:arrow: Falling Disease (Mage Spell)
-Lower food over-time. Rather than instantly. Non-stackable. Eating a food also removes the debuff early.

:arrow: Cloud Kill (Mage Spell)
-Keep the cloud there and anyone who stays under it is poisoned. If they leave they cloud, they become unpoisoned. Combo with warrior poison skill suggestion.

:arrow: Spider Web (Mage Spell)
Any suggestions to make it more desirable?
lemonbone -- Curse Spell: Increases loading cast time of combat skills by 1 second.
Dragonrajashop -- Curse Spell: Slows targets for 5 seconds in a 10 tile radius.
-Like cloud kill, puts a spider-web thing on ground (I guess a yellow animation). Anyone walking through it is slowed by 30%. Used for choke-point PK.

:arrow: Detect Magic (Mage Spell)
Any suggestions to make it more desirable?
lemonbone -- Enables player to see invisible players. The players party also shares the same effect.
^I like

:arrow: Turn Undead (Priest Spell)
Any suggestions to make it more desirable?
-Turn it into a debuff instead? Use it on a person (blocked by protection spells) and the priest will be healed 10% of the damage they receive during the duration.

:arrow: Miracle Recover (Priest Spell)
Any suggestions to make it more desirable?
Dragonrajashop -- Miracle recover now has a heal over time effect.
-Rather than change this, what about changing holy cure instead. Miracle recover is an excellent low level AoE heal, if anything it heals way too much.

:arrow: Appreciate (Priest Spell)
Any suggestion to make it more desirable?
-X-ray vision. The person you use it on now appears naked to you.

I'll try to add in more feedback from other players as people have them, with different colors indicating each person.
Dragonrajashop
lemonbone[/quote]
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lemonbone
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Re: Combat Skill/Spell Changes

Postby lemonbone » Wed Feb 22, 2012 9:27 pm

GMTempest wrote:...
:arrow: Appreciate (Priest Spell)
Any suggestion to make it more desirable?
-X-ray vision. The person you use it on now appears naked to you.

...


hahahahahahahahahahhahahahahahaha :lol:

:idea: Turn undead can be a curse spell that disable player running ability, so the player who got curse can only move in walking mode.

:idea: Appreciate - tracking spell, cast on player and it will print out the coord every 10 seconds of the player for a period of time.
sound like a wiz spell :P
IMpriest


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