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how DR should work

Posted: Sun Sep 25, 2016 5:15 am
by mofomaycry
1.nothing can reveal Invisible, and it should has ability to dodge physical attack let's say 20%(yeah, baby it work like smart)
2.character have 10 sec of immunity to any type of attack when they go to a new map
3.character should have 5 sec when they can't receive buff from other caster after being revived, other than themselves
4. Priest with [Bear} rare on will be able to use lifedrain more than 1 time each time they were casted, eg G9 bear for 2 times, and another g9 for 3 times
5.same goes to wiz, able to cast bl/fb if they have the same setup
6.when a wiz/priest blind a character with g15 or above curse equiped, the player who suffered the curse won't be able to see anything (included digits of damage) within 20 radius, except the [head] of the character
6. Authority of lethy always [reflects] when other character attacks it, thus making warrior/archer/thief almost impossible to use ex on priest

Re: how DR should work

Posted: Sun Sep 25, 2016 2:21 pm
by bminickw
What the... Interesting ideas...

Re: how DR should work

Posted: Sun Sep 25, 2016 7:30 pm
by Metalarg
lethy OP as f***

Re: how DR should work

Posted: Sun Sep 25, 2016 7:55 pm
by proeel
To be honest. I rather see classes are been balanced, candles got balanced and lg rework's shoe and staff got improved before discussion of any of thses advance improvement.

Re: how DR should work

Posted: Tue Sep 27, 2016 12:44 pm
by Wardys
Nice ideas!

Re: how DR should work

Posted: Tue Oct 04, 2016 12:24 pm
by pepex
been out for a loooong time and i am quite out of touch of whats going on but seing this post made me log in to post a few thoughts.


biggest problem i saw in DR was the lack of variety. give or take a few small diferences every priest, archer, wiz and thieve out there tend to aim towards the same build and rares setup.

i think this game would be much better if atributes took a major role and become something else than just enought to use "x" item/spell and rest into con / endu or cha (heard they added luck but not sure what it does)

something i wanted to see for a very long time was making self buffs and direct damage spells and weapons scale with atributes, going with the lethys example:

phys def based on str
spell def based on ps
return chance based on dex
return % damage based on wis

same for weapons, for instance grapple

dex increace attack speed
wis gives increace crit chance or crit damage (depending on what luck does)
int place a debuff like enemys hit have lower acuracy based on your int