more variety

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pepex
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Joined: Thu Nov 12, 2009 3:34 pm

more variety

Postby pepex » Sun Mar 14, 2010 5:59 pm

as many know most classes have only 1 way to go when it comes to skill/items, some may say dual add variety but after all they are nothing else than an extra rare, what i am suggesting is to give other option for non warrior classes, i know it wont be easy may be not even now but could be a good thing in the future to add more variety, so far i have make a couple of notes for wiz and priest and some day i might do it for archer/thieve.

new spells for sumoner wiz:

summon zombies:
11 magery 90 ps 45 int
each tactic lv increase damage and life olso increase number of posible zombies every 10 magery

summons haste: buff for summons, increase speed
50 magery 275 ps 119 int
each tactic lv increase speed boost as well as duration time.

summon ork:
59 magery 319ps 135int
each tactic lv increase damage and life, increase number of posible orks every 20 magery

summon specters:
78 magery 405 ps 171 int
each tactic lv increase damage and life, increase number of posible specters every 30 magery

mana shield:
99 magery 510 ps 213 int
absorb 100% of incoming damage, deal 150% of incoming damage to mana

dual spells:golems, can only have 1, they deal 50% damage in area.

summon stone golem:provides defence to sumoned units
d1: 107 magery 570 ps 237 int
each tactic lv increase life and damage of golem, olso improve def aura effect.

summon ice golem: slow aura (give slow effect to enemys npc/player)
d2: 115 magery 605 ps 251 int
each tactic lv increase aura effect, life and damage of golem.

summon fire golem:strengh aura(increase damage of sumoned minions)
d3:123 magery 640 ps 265 int
each tactic lv increase aura effect,life and damage of golem.

i will post the rest when i come back

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BowL
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Re: more variety

Postby BowL » Sun Mar 14, 2010 6:27 pm

i like the mana shield things (Y)

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elvawien
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Re: more variety

Postby elvawien » Sun Mar 14, 2010 9:10 pm

dunno if i understood it well :
mana shield:
99 magery 510 ps 213 int
absorb 100% of incoming damage, deal 150% of incoming damage to mana


does it mean if someone hits me for 10k then i lose 15k mana instead o.0 ? i think there is something wrong with this number : 150% ? cause it would be a bit hard to have so much mana ;O..

i think you intend to make a dispel magic version 2 (which is only against spells and now it will be against all damage ) :P ? ..
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Tensu
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Re: more variety

Postby Tensu » Sun Mar 14, 2010 9:27 pm

elvawien wrote:dunno if i understood it well :
mana shield:
99 magery 510 ps 213 int
absorb 100% of incoming damage, deal 150% of incoming damage to mana


does it mean if someone hits me for 10k then i lose 15k mana instead o.0 ? i think there is something wrong with this number : 150% ? cause it would be a bit hard to have so much mana ;O..

i think you intend to make a dispel magic version 2 (which is only against spells and now it will be against all damage ) :P ? ..


i was thinking the same thing their, a mage has like 1k mana, what use will it hv when u lose all ur mana the first hit u get
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Sai
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Re: more variety

Postby Sai » Sun Mar 14, 2010 9:33 pm

elvawien wrote:dunno if i understood it well :
mana shield:
99 magery 510 ps 213 int
absorb 100% of incoming damage, deal 150% of incoming damage to mana


does it mean if someone hits me for 10k then i lose 15k mana instead o.0 ? i think there is something wrong with this number : 150% ? cause it would be a bit hard to have so much mana ;O..

i think you intend to make a dispel magic version 2 (which is only against spells and now it will be against all damage ) :P ? ..


In another game I play, "Mana Shield" works a bit differently.
It drains mana slowly while it's active. (it can be turned on and off)
INT would raise the skill's efficiency. The higher your INT, the less mana you would lose when taking damage. In that game, it can turn 100 damage into 40 MP loss when the skill is leveled decent enough.

But who knows. Dragon Raja is kinda weird. The HP to MP ratio is too far apart.
My Wizard right now has like 35488 HP and 1404 MP...
In most games, Mages have more MP than HP.
-Sai - [Yllse]
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Atlantis
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Re: more variety

Postby Atlantis » Sun Mar 14, 2010 9:57 pm

Yeah the damage would have to be scaled for that to work. like 5k damage = 50 mana or something.
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pepex
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Joined: Thu Nov 12, 2009 3:34 pm

Re: more variety

Postby pepex » Sun Mar 14, 2010 11:42 pm

Tensu wrote:
elvawien wrote:dunno if i understood it well :
mana shield:
99 magery 510 ps 213 int
absorb 100% of incoming damage, deal 150% of incoming damage to mana


does it mean if someone hits me for 10k then i lose 15k mana instead o.0 ? i think there is something wrong with this number : 150% ? cause it would be a bit hard to have so much mana ;O..

i think you intend to make a dispel magic version 2 (which is only against spells and now it will be against all damage ) :P ? ..


i was thinking the same thing their, a mage has like 1k mana, what use will it hv when u lose all ur mana the first hit u get


consider sumons as your meat shield, olso the skill tree has ps intead of int as main 510 ps is going to give you lots of mana.
i have just realise something, max ps of wiz is 250 :help: i guess it could be increased the max amount posible to fit since the stats wont break the game at all.

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Dark_Assassin
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Re: more variety

Postby Dark_Assassin » Tue Mar 16, 2010 3:32 am

wizards cant add PS
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pepex
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Joined: Thu Nov 12, 2009 3:34 pm

Re: more variety

Postby pepex » Tue Mar 16, 2010 1:07 pm

Dark_Assassin wrote:wizards cant add PS


ps/ws you get the point


priest idea:sort of monk still a support class but more melee based.

first of all this will requiere the creation of a new staff, lets call them "force staff" (need better name) same as normal staff but the requirements will be wis/str intead of wis/ps, i was going to use dex but max dual dex is not big enought.

skill can only be used with this type of staff:
tt=whirling tactic lv
d.=divine
/=effect description
--------------tt wis str
holy shock 14 143 62 / 50% in area +0.3 sec duration per tactic level,gives whirling tactic (self)

d. armor----21 199 90 / 40%phys reduce dmg,(20 x tt)as return dmg to anything that attacks the shield

d. strenght 30 271 126 /+80% dmg +20%dmg taken + 0.2 sec duration per tt

purification 46 335 158 /(dont deal damage on hit)removes buffs/debuffs fom target on next hit.

d.protection 60 391 186 / 70% phy dmg reduction -50% speed(self)

duals:

d1:need name 84 459 220 / 5 followed hits of (0.2xtt)

d2:d. overload 98 487 234 /+(0.2 x tt)% per sec,-40% speed,deal 50% in area can charge up to 5 secs last 7 secs.

d3:d. weapon 112 515 248 / +40% speed ignores def +0.2sec per tt.

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flesymtsoli
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Re: more variety

Postby flesymtsoli » Wed Mar 17, 2010 8:49 am

y not just make a summoner class which would make more sence than messing up the classes and which can go both ways like a necromancer which summons dead and uses dark magic or a druid which summons things living things and uses elemental magic better yet go play diablo
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