Reply to: Note 41246 posted by Wire Some other alternatives: 1. Allow hitroll to 'pierce' resistances. Perhaps every point above a certain threshold(Say... enemy dex*2) reduces enemies effective resists. Example: Enemy has 100dex. You have 250hr. 100dex means you need to break 200hr to start reducing resists. You have 250hr, so 50hr is being used to reduce resists. Lets say each hr reduces resists by 2 (random number off the top of my head), so your 50hr reduces enemy resists by 100. Yes, this can make them go into negatives, and yes, these are purely made up numbers and are subject to change! 2. Allow gameload enhanced gear to load with +skill/spell benefits. This could also be a way to diminish the effectiveness of instinct, since a lot of people complain about it ruining the game. If it's possible to get +600 in any given skill, +200 instinct is less meaningful. This also covers things like boosting curse/web/etc. 3. Introduce tier(211-291) gameload eq. 4. Open a new 'forge' in Aylor, that allows a player to combine two of the same item AND enhancement (Destroying both copies) for a reroll of the same item and enhancement with a small(5% or so) chance to go up an enhancement. This also raises the level of said item(if that option is chosen) by 10, up to a maximum of 291. (Alternate way of getting tier(211-291) enhanced eq. Examples: combine helmet nolevel confirm You break down 2 * (Radiant) a Sunset helmet. You forge a brand new (Radiant) a Sunset helmet! combine helmet confirm You break down 2 * (Radiant) a Sunset helmet. Lucky! You forge a brand new (Wondrous) a Sunset helmet with +10 levels!
showing 50 most recent notes by Castiel
Reply to: Note 41241 posted by Tryllus I have no problem with the essence of the idea(Achievements), but disagree wholeheartedly with any tangible rewards(Such as stats). Most games offer "Achievement Points" as a reward. As for an actual pin that has no stats and can't be enchanted, I have to question how it'd work. Do you get a new slot+pin for every epic? Or only if all epics are rank5? Does it get removed upon a new epic entering game if it requires all epics? Also, why do you need a pin for an activity most people afk/join late through? If you want proof of this, remove follow during rat maze or reduce join late mechanics so that only 3 or so ppl can join late during a section. I have a feeling a lot more epics would fail cause of afkers/etc. It's because of this I don't understand the "Prestige" people associate with epic run counts. Instead of having a pin, why not offer an epicinfocommand, with a layout similar to this: (Would require counters on playerfile though) epicinfo castiel -------------------------------------------------------------------------- [ EPIC COMPLETIONS ] ----------------------------------------------------------------------- Total Epics : [ 21] Inferno : [ 1] Icefall : [ 4] Genie : [ 2] Winds : [ 5] Titan : [ 3] Oradrin : [ 6] -----------------------------------------------------------------------
Reply to: Note 41232 posted by Srykr "Give those who put ing years to get rank5 have a boost over those just buying the eq from them..." So the multi-billion gold or 30k+ QP per item you sell isn't a big enough boost for you? You want additional stats too, just because you started playing/doing epics before newer players? ... I have no words on that level of greed.
Reply to: Note 18247 posted by Quarana affects It does take you to the cabal shop. runto cabal, type list.
It would be neat if an Enchanter could 'copy' a scroll they have already
created or was given to them.
Syntax: Scribe copy -
-Copies item(scroll) supplied onto the item(blank scroll) worn.
New spell: Cauldron
Desc: An oracle(Since they get the bonus to brewing) is able to conjure a
simmering cauldron into the room that anyone can use. A cauldron can be
the target of the brew command, allowing anyone to create potions within
the cauldron with the same success chance as if brewing your own potion
on hand.
Notes:
-Anyone can target the cauldron with the brew command. Example usage:
brew cauldron 'incomplete healing'
-Adding a spell to the cauldron has the same success rate as if trying to brew
it on your person. A failed attempt will empty the cauldron of it's contents,
forcing a 'restart'. (Cauldron still works, it's just reset to no spells)
-A cauldron holds enough contents for 5(+ with instinct?) potions. To create
a potion from the contents of a cauldron, the user simply holds an empty
vial and 'fill vial'.
-The duration of the cauldron is based on stats of the Oracle, with 100% up
time(Recovery == Duration) at max stats.
Reply to: Note 40946 posted by Srykr "If add easy hard mode for the random pops epics (inferno/genie) Then reduce the pop % chance for those. Shouldn't make it easier to pop items." If done correctly, it would be the same difficulty, if not harder. (I'm looking at you, Inferno split). More players actually makes epics easier, so if anything, the higher player count the lower the drop chance!
Reply to: Note 40936 posted by Domain In my opinion, an ideal epic world would have: -Personal timers like Winds has, with the area repopping every 90min or so. -Difficulties: -Easy(5 players) -Normal(10 players) -Hard(15 players) -Extreme(20+ players) difficulty scaling. -I know this is not mentioned, but I think it should be. Stat ranges on epic gear, or some form of randomized bonuses similar to gameload. This is to keep interest in the epic even after you get the items you want, chase that "perfect" item. With this setup, it allows people from all time zones to complete a run with whatever amount of players they can scrounge up.
Idea: Rebirth
Desc: Once a player reaches T9 7x SH, when going through the retier process,
the player may choose to 'rebirth' instead of redoing. Choosing Rebirth
sets the player's tier to 0, but affects nothing else. EQ, Total levels,
goals, etc all stay the same. In order to rebirth again, the player must
get back to T9 7x SH.
-Rebirthing players choose a stackable bonus during the recreation process.
The available options could be, but not limited to:
-Earn 10% additional experience.
-Earn 10% additional gold.
-Earn 1 additional QP on quests.
-Earn 1 additional QP per campaign.
-Get 20% better prices in shops. A limit of 80% when purchasing, no limit on
selling.
-You get 1 bonus with each Rebirth, and they stack with future Rebirth bonuses.
Means it is entirely possible to Rebirth 5 times and get +20% more exp, 10%
more gold and +2QP per quest(5 total bonuses).
TLDR: Give Warriors 2 handed weapons and let Barbarian leap and shove enemies
around, being in general a giant bully.
Idea: Two-Handed Weapon
-Can only be wielded by primary class Warriors.
-Wielding a 2H weapon removes dual weapon, hold and shield.
-Wielding a 2H weapon stops 4th, 5th and 6th attack from firing.
-Damage is increased by ~45-50% to compensate for the loss of attacks. (3/8
attacks removed = 37.5% dmg loss, 6/11 attacks removed if you normally dual
wield = 54.54% dmg loss. I picked in the middle(ish) of the two.)
New Skill: Shockwave
Syntax : Shockwave
Class : Barbarian
Requires : 2H Weapon
Recovery : N/A
Desc: The Barbarian slams their weapon down with such force that it damages
and knocks all enemies into adjacent rooms/walls.
Details:
-Enemies hit are pushed in the direction supplied(If able to be moved).
-If no room is in the direction supplied, enemies take additional(Double?)
damage and have a high chance to become dazed.
-Enemies hit by shockwave become aggressive to the Barbarian if moved, and
if possible will attempt to hunt and chase down the Barbarian.
New Skill: Leap
Syntax : Leap
Class : Barbarian
Requires : 2H Weapon
Recovery : 6 seconds.
Desc: The Barbarian leaps into the adjacent room and slams their weapon down
with such force that it damages and knocks down all available enemies
in the room.
Details:
-Enemies hit have a chance to be "Knocked Down". Knocked down enemies won't
fight back(Lose melee) for 1 round.
-Can be used in combat, but has the same success chance and limitations(being
webbed/slothed/etc) as Retreat.
Idea: When a Thief(All subclasses) is pulled into combat via auto-assist, they
attempt to backstab automatically.
Notes:
-If mob is aware due to a backstab attempt already, then normal melee(The way
it works now) is started instead of a backstab attempt.
-Landing a backstab via auto-assist triggers a 3 second recovery that will stop
auto-assist backstabs from occuring. This is to prevent multiple backstabs if
multiple mobs die in one round. An Assassin affected by Quickstab should
have a % chance NOT to trigger this recovery. The % chance should be what %
Quickstab has.
Idea: Allow Ninja's in-combat backstab to ignore mob awareness.
Since players pre-SH very rarely ever have the same experience needed to level,
perhaps a new group mechanic could help encourage players of different TNL's to
play together.
Idea: "Group" tnl.
How it'd work: Players earn experience as normal, but if a group member is in
the same room and you earn experience that would have leveled
you, then you hit 0 tnl and any remaining(and future) exp earned
goes to the next(or 3rd, 4th, etc) player that is not at 0 tnl.
Once all players have 0 tnl, everyone levels and your personal
TNL's are set to whatever exptable determines.
Example scenario:
T9 R1 Redoer with 1k tnl groups with a T0 R2 with 2k tnl. T9 has 50xp tnl and
T0 has 500tnl. They both kill a mob and get 100xp. T9 is reduced to 0xp tnl and
has 50xp remaining. T0 gets reduced to 400tnl, but then also gets the 50xp
from the t9 remaining kill, and gets set to 350. They then kill another mob
worth 175xp. Since the T9 is already at 0xp, the t0 gets the 175xp he would
have earned normally, but also the 175xp the T9 would have gotten as well, for
a total of 350xp. This makes it so all players in the room are at 0 tnl, so
all players gain a level. In this scenario, the T9 goes back to 1k tnl and the
T0 goes back to 2k tnl.
Reply to: Note 40806 posted by Torkin " Currently, a mage on the defensive can sloth an attacker, move on to another area to xp/pup and, in most instances, not worry about being attacked again before the sloth cooldown expires (in which case, rinse and repeat)." This, imo, should be another reason to allow healers to heal sloth. No class should be "unkillable" 1v1 if attacked. At SH, Avenger(For other reasons) and Sorc are virtually impossible to kill if you attack them solo. No class should be able to claim this. With how long SH fights last, especially in a 1v1 environment, it is way too easy to sloth and escape. Even as an overpowered soldier class, it was all but impossible to kill a Sorc. Even if you landed strangle, then curse and 15 webs. They'd just wake up, sloth you, dissolve some of the web, then retreat 2-3 rooms away and uncurse and recall. Sloth has no counter, and you'll never "catch up" to a Sorc before they can cure the ailments and escape. imo, no class should be guaranteed safe from a 1v1 attack. Allowing sloth to be cured at a healer would be a good way to prevent this usage of sloth as well as stop gq abuse.
Currently, Avengers stand uncontested in the PVP aspect of the game. An
idea I had to help somewhat balance this is to modify Priest's 'Holy
Shield' buff. If a player is affected by Holy Shield and attacks an Avenger
then they will not trigger Holy Reprisal.
Since you need to be good align to be affected by Holy Shield, it can be
explained that the Paladin's deity would rather stay out of a conflict
between two 'Holy' beings.
In help gq rules, these two are listed: * Remain grouped as long as the group is not attempting to influence the outcome of your gquest in any way. * Interfere with gquesters outside your own leveling range. "Now some players are using sloth to interfere in gq to help their friends win gqs." My only question is how does this scenario not fall under the spirit of gq rules? It may not explicitly say that, but if someone not participating in a gq does something to hinder someone in a gq to help a friend... To me, that should be against the rules.
Reply to: Note 40700 posted by Redwood "No one tries to disarm in pvp, that is literally a waste of rounds. Players either go dps, malediction/dispel, or outheal." I would argue that they don't disarm in pvp primarily because it's so easy to "fix" a disarm(re-wear/flag weapon nodisarm/wear bracers/anything else I forgot). Although I disagree with removing any of the aard eq, it would be cool if disarm worked in pvp, but instead of actually removing the weapon, it put a flag on you that lasted a few rounds and treated you as unarmed, regardless of whether you're wearing a weapon or not. This doesn't even need to be an off/on flag, it could be variable. "Your weapon attacks are 72% less effective for 6 seconds". Giving warrior/thief more of an impact when they disarm. I'm all for bringing in MORE strategy in pvp, rather than just saying "hur-dur, dumb idea newb!", why not take their intent and actually consider it and how to make it work within the game.
Currently, at 7x remort you need to not be wearing eq and must not be affected
by anything to superhero.
With stats being saved at SH now, is there a reason for this? If not, can we
remove these requirements when 7x remort.
Reply to: Note 40521 posted by Tymme I know your post was a joke, Tymme. But gathering resources, crafting and a world large enough to warrant "fast travel" all sound like awesome ideas to me! But if we implement graphics and stuff, we must not forget the monthly subscription, as well as cosmetic microtransactions and full AAA priced expansion packs!
Spell: Divine Energy Usage: Automatic Class: Paladin (Guardian subclass) Mechanic: When the Guardian takes damage or rescues an ally, they store up 'Divine Energy' for a short period of time(~5min or so). Divine Energy is then used up in different ways. Terminate: Consume Divine Energy to increase the max % needed to land insta-kill. "Full" energy = 30% or lower. Heavenly Balance/Apocalypse: Consume Divine Energy to boost damage. Receiving Heal from any source: Consume Divine Energy to increase the amount healed. Instinct: Increases the rate energy is stored and the max amount that can be stored. Examples: Seen in 'aff': Divine Energy : 1,525 energy stored (05:00) Casting Heavenly Balance: You consume 1000 Divine Energy to enhance Heavenly Balance. Your heavenly balance does UNBELIEVABLE things to a mob! [3084+250] Your heavenly balance does UNBELIEVABLE things to a mob! [3184+250] Your heavenly balance does UNBELIEVABLE things to a mob! [2884+250] Your heavenly balance does UNBELIEVABLE things to a mob! [3284+250] Note: Energy used is spread out over hits dealt. Receiving heals(From self or other sources): The healing power consumes 550 Divine Energy. A warm feeling fills your body. [550+550] Note: Can not exceed the initial heal amount. Ex: If you have 2k energy stored and get healed for 550, then only 550 energy is consumed.
I've thought Avenger's skillset has been a bit off for a while now. Simply due to the fact the class is called 'Avenger', but none of the skills are based around avenging. It's all focused on revenge, which is something else entirely. Perhaps a change of how mechanics trigger, would bring both the class and the theme into the right place. Holy Reprisal: Currently triggers at full affect if the Avenger is attacked and less(half?) if a friendly is attacked. Why not reverse this mechanic, and the Avenger gets half benefit if directly attacked and full benefit if a groupie is attacked. Righteous Anger: Instead of boosting your damage on players that trigger revenge on the Avenger, boost damage against players that trigger revenge on the Avenger's group members.
Reply to: Note 40388 posted by Zoot But what if you identify as an attack helicopter? If we start down this rabbit hole, where do we stop? Also, you're interchanging sex with gender. They are not the same thing, sex is in reference to the reproductive functions whereas gender is in reference to social/cultural roles. That's why people can say there's infinite genders and technically be correct, but there can only be 2 sex's. Don't get them confused! (Also note that Aard uses sex instead of gender, according to score!)
It seems that Assassins that kill with a backstab disrupt auto-assist for all
group members that are not being aimed at by a mob.
Example: If Anymouse and Chewik both enter the room before me and both get
attacked by 1 mob, if I then come in and backstab Chewik's mob and
kill it, then Chewik is pulled out of combat until the next round of
combat and auto assist officially kicks in.
Not a deal breaker, but it can get confusing if Chewik is leading and gets
pulled out of combat then moves ahead, dragging all but Anymouse(since he's
tanking the 1 mob) out of the room. This issue gets exacerbated in larger
groups in areas with a lot of aggro mobs that all attack different targets.
I know this has been reported before, but don't recall where this ended up or
how much info was reported.
With raiding all but dead, alliances(and hostiles) aren't really meaningful
outside of appearance. So here is my suggestion: Limit grouping based on clan
alliances.
-Neutral/Friendly/Allied/NoPK/Unclanned can all group with each other just
fine.
-A player that is Hostile/At War with anyone in the current group cannot join
said group in anyway shape or form. It will fail with an appropriate message.
Ex: Castiel cannot be invited due to a conflicting clan status.
You fail to join due to a conflicting clan status.
etc.
New group command: group epicmode
Toggles the group in/out of "epic mode". While in epic mode:
-No alliance checks are made. Anyone can join an epic group.
-Experience cannot be earned. All mobs killed will net 0 experience.
-A group cannot be toggled out of "epic mode" if there's a conflicting clan
alliance in the group. It will not kick people out, that is on you. It will
just fail to get out of epic mode.
Reply to: Note 40210 posted by Tymme | Builders can already do this- there are several goal rewards that are a | certain base plus some random stats. It can be done via mprogs, that is true, but why recreate the wheel for every item you create? It'd be a far easier system to just pass the item through the already in-game enhancement system(Or a Lua function, if Lasher prefers to go that route. Although then you need mprogs for any mob that drops items with increased chances of being enhanced) than having to create your own randomized stat system via mprogs. An additional benefit to this way over an mprog is that the head builder no longer needs to vet your mprog, as the game will handle the stats already. | The possibility of being able to add a regular enhance roll check was already | an idea that was likely to be implemented being able to push that even further | shouldn't be an option. I'm glad to hear that this was already mentioned and is likely to be implemented, but why is having the option to customize to some degree a bad thing? Not like it'd take the item above and beyond the limitations of the system, it would just be a guiding hand on what stats it 'might' choose to add when passed through the system. Having this kind of control allows for future area builders to have more difficult mobs that have a higher chance than normal mobs to drop enhanced eq that can be tailored to a specific stat(s) the majority of the time.
Allow for builders to be able to manipulate not only the chance for an item to be enhanced, but also prioritize(But not a guarantee) what stats the bonus stats are aimed at. Example: 1 : Load mob 'A mob' (area-0) in room. Max 1 / 1. + Give item 'An item' (area-1) to mob. Chance 5000 in 5000. + Enhanced chance 4500 in 5000. + Emphasis on Strength. + Emphasis on Dexterity. So the above allows the builder to load an item 100% of the time on the mob, and when killed the item has a 4500/5000(90%) chance of becoming enhanced(Of any degree, from polished to fabled, or whatever is max), with the system prioritizing Strength, then Dexterity in the random distribution of stats.
Have healing scrolls/etc fail when used on a player that is in combat with
another player. Otherwise, we might as well just allow potions to be usable in
pvp.
Also, perhaps allow revenge to flag if someone heals someone you're fighting
when you're wanted. Kind of silly that a non-opk can heal someone you're
fighting if wanted and you can't do anything about the non-opk person because
revenge is never initiated(Due to your wanted flag).
World map: https://imgur.com/a/Ev1OwsL -I got bored and decided to print screen all the big maps and make it into one big world map. (Can obviously be expanded upon, more empty ocean if need be, etc). TLDR: Seperate continents, prevent walking over the ocean, add ships and make the world feel more lived in as opposed to the current emptiness that is just used to extend speedwalk durations. Restructured continents: -Open ocean is no longer traversable on foot/wings/etc. To travel outside of a continent will require a ship. Because of this, some things will need to be changed, such as the following(and more, I'm sure I'll forget something) -Quest/cp targets are selected based on areas within the continent you're on. -Each continent has a major city with its own recall point(4 total). -Aard amulet will have to be updated as well. Depending on the continent you're on, you get sent to a different room with n/e/s/w exits to various spots on the continent you're on and a down exit to that continents recall) -Area portals(Including chaos/trivia) only function if you are on the same continent as that area. -Add a major dock for each continent, as well as minor docking areas in various other positions. -Adds a good excuse to rearrange and set up each continent to have areas for each range, so that a player can play on one continent from 1-201 if they so choose to do so. Also allows for some sense to be made on what areas are next to each other. -Add random encounters on the continent map, as well as when sailing ships. Ships: -Each clan can buy up to 4 total ships. If a ship is destroyed, it is gone for good and a new one must be purchased. -Ships come in various sizes, requiring more crew(or a lot of running around) as well as allowing for additional cargo space and cannon/etc slots. -Various NPC ships will dock and move between docks doing trades/etc. Players can purchase passage on these ships(Or sneak onto) to get between continents if they lack a personal clan ship. These ships pick and choose their own destination, the player may simply join the crew from one dock to another. -All ships can be attacked, boarded, pillaged and plundered, etcetc. NPC and player alike. NPC ships will respawn after a short while, whereas player ships are destroyed and need to be purchased again. -Ships may drop anchor anywhere within 5 "rooms" of land, allowing the player to take a rowboat out and reach land. This however leaves your ship vulnerable as it is sitting in the open water(Docked ships are immune to attacks from other ships) -If a ship runs into land, it takes damage and risks being destroyed, dumping some(Some will be destroyed) cargo onto the ground. Sailing: -The wheel of a ship controls which way the ship is facing(n/s/e/w). -Sails may be lifted(Rolled up) or dropped(Open to the wind). Depending on the wind, this can hamper or improve a ships speed based on the way it is facing. Ships may also(Depending on size) have more than 1 sail. -The speed of a ship is based on the ship type, sail(s) open, current and wind all relative to the way the ship is facing. -A ship not anchored and with no sail open will drift with the current. Trading: -Cargo is extremely heavy(200+ per item), and inhibits movement(A player carrying any amount of cargo can only move 1 room per second and cannot use portals or the run command) -Cargo can be sold at docks. Price of cargo is dependant on dock and type of cargo(Mangos, Wood, Stone, etcetc).
Reply to: Note 40120 posted by Khaleesi This idea just screams 'I can't kill anyone bigger, so flag all the little ones opk so I have some easy kills to feel better about myself'. If someone wanted to be OPK, they would be. Enforcing it on others, especially little/new players, is an atrocious idea. If you want more people to go opk, you need to reduce some of the power gap or eliminate some of the downfalls of dying(Such as time regening, the +1 to death count, the info message announcing your defeat, etcetc). Just flagging any and all players OPK for 'the funsies', is just plain bad design. So instead of opting everyone into OPK for a day, why not eliminate some of the "bad" associated with PK. -Remove PK deaths from whois. -Remove PK info messages entirely, except perhaps during raids?
Reply to: Note 40087 posted by Redryn "Not really, I don't think it's good design to expect people to have to sit and farm daily over a period in order to participate in a pre-SH epic." I agree 100% with this. Requiring daily farming to do content is not good design. I was just talking about having the ability to get max stats would make balancing content easier, not that they had to farm dailies. "Also, there's a big disparity in the max stats of a t9 with potential and a t0." Just like at SH t0 vs SH t9? :P And it's a lot easier to balance content vs a general baseline for health/stats. Instinct is what throws off balancing by a large margin due to damage reduction. As does epic items due to resists.
Reply to: Note 40085 posted by Redryn "Imagine if everyone who sat at any level for a period of time quickly amassed thousands of trains and maxxed out every stat." Would certainly make balancing pre-SH epics easier, if they were to become a thing.
Reply to: Note 40052 posted by Trurien | If you're going to log off and you need to look for an EASIER experience | than Aardwolf, then bye. Did you even read the rest of my note? I'm guessing not. But glad to know you're so eager to lose players in an already small pool of gamers. Perhaps you should look the definition up for turnover rates. People will quit this game, it's inevitable. Life moves on. If you can't attract the same number of people that quit(Minimum), this game will eventually be left with no players. I have seen it happen to one mud already. Also, just to be super clear since apparently reading comprehension is lost on some. I never said Aard should be EASIER. I want it to be HARDER, but FASTER. A challenge is good, but once again, time is not an indication of difficulty.
Reply to: Note 40027 posted by Srykr | A 1 year old t9 sh without epic shouldn't even be in same | realm as a 5-10 year old t9 character that put in his 60s | pups for years to get huge. This is the attitude that kills games. Infinite progression games are double-edged blades. It's great to always be improving, but when a game is run for as long as Aard has, it can actually work against the game. Just think about it, start a new game and be told on day one it's going to take 5-10 years to be competative. I bet most would log right back off. Also notice a lot of people associate time to difficulty. Just because something takes a year to do doesn't make it hard. Idle/Clicker genre of games has become popular because people like to always be improving. But no one is going to classify an idle/clicker game as difficult just because it takes time. | Faster Pots, Can't buy uncurse wish and loot, have to have it | handed to me. Faster regens if i die... Lower xp on levels. | Selling epic.... Wanting to sell epic without redo. All of these(Except lower xp) are quality of life changes. Faster brewing, faster regening, selling things without having to redo, being able to loot important items doesn't make the game 'easier'. There's nothing hard about any of those activities(Unless you're so old that bending down to loot a corpse is hard work!) Nothing short of learning a fresh epic(No walkthroughs!) or new goal is hard on Aardwolf. Nothing. Pupping is easy. Questing is easy. Campaigns are easy. Leveling is easy. The only reason people claim these are hard, is because it takes time. The actual difficulty of any individual activity is borderline idle/clicker. Hell, even PVP(Arguably the activity in any game with the highest degree of difficulty) is easy on Aard. Curse, web, overwhelm(Via pvp class, stats or # of players). There ya go, pvp in a nutshell.
Reply to: Note 39970 posted by Redryn I guess we have different definitions of free. To get 500% regen rates would cost 8k qps and 80mil gold, and would only change healing from 6k hp and 8.5k mana to 15k hp and 21.25k mana per tick. To get to full hp/mn per tick would take roughly 2000% regen, unless my math is way off(Which is entirely possible) 2000% regen would cost 38k qps and 380mil gold. I guess one could consider that 'free full restores'. I'd gladly pay 500k to fully heal hp and mana, that's MUCH cheaper!
Reply to: Note 39967 posted by Redryn | What's the problem with taking 5 minutes to regen to full? Take it that | 5 minutes is a negligible penalty for dying. Personally, I feel that any game design that forces a player to 'do nothing' for any sizable chunk of time is a terrible design choice. And to me, 5 min is a long enough chunk of time that I'd just go play something else. Additionally, I would ask the same question to you. What's the problem with taking 30 seconds to regen to full? It's done the entire rest of the game except at SH with max stats. | If you say 5 minutes is 'too long', how much is in your view an appropriate | time? If someone is willing to pay upwards of a week+ worth of resources into lowering downtime, I am perfectly fine with 30sec(1 tick) to get back into actually playing the game instead of waiting. | Don't forget you can also quaff potions if you want to get full faster. In | one tick you can quaff something like 18 potions, which give you about | 2k hp or 1.6k mana. Funny, given notes #39944 and #39968. Isn't this exactly what you're trying to fix? Which btw, I agree with that thread entirely. Spam quaffing isn't fun and makes balance extremely difficult.
Reply to: Note 39960 posted by Tymme | There's also casting incom or two or three a tick and sleeping to regen all | that mana that was lost. Only takes two or three ticks if you want to be | proactive rather than sit and do nothing. I already covered this in my original note: | With 85k hp and 82.5k mana, it's going to take a minimum of 10 ticks to get | full mana and ~60k hp after a death. Toss some incompletes inbetween ticks, | and you're looking at probably 11-12 ticks to get to full health AND mana. I capitalized the important word in what I said. It's not about getting health back, but both health and mana back to full. Which, after dying, is a minimum of 11 ticks(Being generous and assuming 1 tick to regen mana from incompletes) 11 ticks is 5min 30sec.
At SH, in a 200 heal/mana rate room, with regen ring on and sleeping in a trivia sleeping bag, I regen about 4-6k hp and 7-8.5k mana per tick. With 85k hp and 82.5k mana, it's going to take a minimum of 10 ticks to get full mana and ~60k hp after a death. Toss some incompletes inbetween ticks, and you're looking at probably 11-12 ticks to get to full health and mana. That's 5min 30sec to 6min to regen back to full from death. That is entirely too long in my opinion. Idea: Remove the cap on heal/mana rates that manor and clan rooms can get. Since it costs gold/qp(Where applicable) to raise these rates, what's the harm in allowing these rates to go much higher than 200? If I want to sink 8k qp and 80mil gold to get my heal and mana rate up to 500(Or higher, if I want to spend more) in my manor, what's the harm in it?
Soldier in its current state is WAY overpowered. Anyone that has played as or against a Soldier should confirm this statement. Keep in mind this is strictly in PVP. In PVE, Soldier is 'meh' at best. Landing a guaranteed 7+ hits every round in pvp while being able to do other things such as heal/web/etc, is too much. Possible solutions... -Cut guaranteed hits down to 3-4? -Prevent using other skills/spells while Precision is active? Honestly no idea what's the best way to fix it, I just know it's way too overpowered in its current state.
---------------------------------------------------------------------------- Help Keywords : 'Arcane Secrets'. Help Category : Enhancement. Related Helps : Enchanter. ---------------------------------------------------------------------------- Syntax: cast 'arcane secrets' Spell Number: ### A member of the enchanter subclass is so well versed in the inner workings of magical items that they are able to take shortcuts when brewing potions or scribing scrolls. By utilizing these arcane secrets, an enchanter is able to reduce the lag and mana used during brewing and scribing by about half. This spell will also add a small amount of intelligence, wisdom and luck to the caster, further increasing their ability to scribe or brew. This spell uses the Augmentation recovery, with the time determined by the caster's intelligence and wisdom. Spell available only to the Enchanter Mage Subclass. Primary Stat: Wisdom, Intelligence. Instinct Bonus: Further reduces the lag and mana, up to a maximum of 75%. ----------------------------------------------------------------------------
This has been suggested before, but in light of the recent item changes I'd like to propose the idea again. Idea: A percentage chance per mob repop that the mob becomes "Enhanced". Enhancement Mods ----------- ---- Experienced x2 Skilled x3 Adept x4 Expert x5 Master x10 Champion x15 Renowned x20 Famed x25 Heroic x30 Immortal x40 Godlike x50 "Mods" boosts health, damage, exp and gold. Additionally, perhaps resists and stats could also be boosted, but on a smaller scale. 6,000 str/con mobs would be a bit ridiculous. Note: I think if a mob is boosted to Master or above, and there's only one instance of them in the game, they should be exempted from becoming quest targets until killed. Note2: Additionally, I think any mob over 50k hp should be exempted from this % chance. That covers virtually all epic and boss-like mobs in the game from becoming boosted. As a side note, there could also be multiple general mprogs created for each race. Then one of the general mprogs is assigned to that mob at certain ranks for even more difficulty and reward modifiers. Similar to how Diablo-style games handle Champion/etc mobs, the same could be done here with mprogs.
Reply to: Note 39827 posted by Srykr | Others did, we just chose not to all jump to the OP situations that | arose. | | And don't get on a soap box, you lived in icefall till priest was changed | Which was worse than titan. Nothing in icefall hits hard so you didn't | even risk a death, or a possible PK zone. I witnessed several Light's switch to priest and try to pup. Don't act all high and mighty cause you couldn't figure out how to play the class. I watched Kane and others run around using Voice of God instead of staves, then shortly thereafter swap off of priest then accuse me of botting all day long cause that's the only way I was out pupping them in their eyes. And you're absolutely right, I did use priest. Why? Because it was the most efficient class for the way I played(High volume area, non-aggro so I could afk between rooms as needed. This is also why I didn't do slopes, it wasn't as you guys liked to claim 'afraid of light', but rather don't want to afk in a room with aggro respawning mobs. This is also why I don't spam titan all day long and get even more pups than I did as priest). Anyone that knew me knows I complained non-stop about staves and how boring it was. Even mentioned nerfing it on imm on multiple occasions, the only thing I didn't do was post a note. I was ecstatic when the nerf came, felt so trapped as priest(I tried swapping twice and ended up back on priest shortly after cause I was "losing" pups by not being priest) As for IF being worse than titan, you're absolutely incorrect. The only setup that surpassed a priest pre-nerf was a duo or more group in titan. Solo priest was getting around 70 pups(non-opk), 77-80 pups opk per double(15min). Duo+ in titan breaks 70 pups easily, and i've seen up to 85 pups in a double without opk flag on. With opk up, you're looking at close to 100 pups in 15min. And that is without using the bomb, btw, and in a group there's virtually no risk of death unless you're afk or low instinct. | Blacksmiths in titan priests in icefall. The # mobs in zone are the | enabling feature. I actually disagree with this statement, and would rather say the enabling feature is the lack of alternative ways to earn pups. If it was more efficient to kill a strong single mob that took 5min for 15k xp and 1mil gold, I would place real life money that high density areas would all but be empty.
Reply to: Note 39811 posted by Anymouse There's a reason I said +friends. It's no secret you're friends with Koala, one of the area creators. It's also no secret that you were in light. It goes hand in hand that you'd share this knowledge with your clan, so saying Light knew about it for longer doesn't convince me it was outside of the "Rhabdo+friends" group. I'm sure you'll cry foul and deny deny deny, but it is what it is. But I guess lets go with your story, and it's just coincidence that within days of us figuring it out, that you just magically want this nerfed. And FYI, I agree with you. It does need nerfing. It deals 14.5k dmg to every single mob in the room, and is easily farmed. And there's no reason it can't be used in groups, completely negating the solo death mprog. I just find the timing of the nerf request hilarious.
Reply to: Note 39773 posted by Icecool I just find it hilarious that within 2 days of someone outside of the inner Rhabdo+Friends group figuring out how to get the item, someone from Rhabdo is calling for a nerf. It reminds me of a child that throws a tantrum because someone else is playing with their toy. It was no problem while they abused it to their advantage while virtually no one knew about it. On the general concept of balance though, if there is only one type of exp, there will only ever be one way to exp. With the current system, there is only one type of exp: Low exp. That means there is only one ideal way to pup: large volume. The more, the better. To break from this mold, there needs to be variations in the way exp is earned. There are many ways to do this, such as high health and low damage mobs, or low health and high damage mobs, or mprog mechanics, boss mobs, etcetc. With multiple types of exp out there, there are multiple ways for ppl to get exp, and also(maybe even more important) new ways for classes to become fun. AOE grinding gets old real fast. Personally, I would love to see staves all but removed, and some work get put into subclass skills/spells to create more fun ways to play.
Another alternative is to wrap an 'automatic rebuild' into the SH process, and give the trains earned from 1-200 to the new SH to use as they see fit. Assuming 5 trains per level, that's only 1000 trains per remort, which isn't a lot. Especially when you consider how much more work leveling is when compared to pupping. People regularly break 1k pups a day, which is about 5000 trains, and is a fraction of the effort needed to do 5 remorts in a day. However, if this does happen there may be something said about nerfing the "instinct trains" a bit on redoes. But then again maybe not. When this note was posted, only 41 people have ever gotten 500 or more levels in a single day, which would be 5k trains earned in one day(2500 trained, 2500 instinct). Assuming 5 trains per level/pup... Top levels done in one day: Bamboo at 1,407 (14,070 total trains. 7,035 trains + 7,035 instinct trains) Top pups done in one day: Nasus at 4,524 (22,620 total trains) So clearly the best way to get trains is still pupping.
It would be super nice if resists functioned similarly to stats when eq is enhanced, where a single resist is chosen and most(Not all) of the bonuses go into that. Having +10 in all resists is virtually useless, but being able to build a set around high single resists adds another level of customization. So instead of this: | Resist Mods: Slash : +10 Acid : +10 | | Air : +10 Disease : +10 | | Energy : +20 Negative : +10 | | Poison : +10 Sonic : +10 | | Water : +10 | We see something like this: | Resist Mods: Slash : +70 Acid : +10 | | Air : +10 Disease : +10 |
Every skill and spell in the game comes with a "Runeset", which is dormant by default but can be activated with Runes found throughout the game. Each runeset consists of 8 individual runes, but only 4 can be active at any given time. The runeset: Fire < - + - > Water Earth < - + - > Air Life < - + - > Psych Holy < - + - > Dark There are two types of runes: Greater Rune of Fire|Water|Etc Lesser Rune of Fire|Water|Etc Rules of runes: -Greater runes change the fundamentals of a skill or spell. -Lesser runes augment the skill or spell without changing it. -Only one greater rune may be equipped per skill/spell. -3 (or 4, if you opt out of using a greater) Lesser runes may be equipped per skill/spell. -Opposing runes can NOT be equipped. Example: If you equip a Fire rune, you may not equip a water rune. -You may not equip duplicate runes. Example: If you equip a Fire rune, whether Lesser or Greater, no other Fire rune can be equipped for that skill or spell. -Must be in a specially flagged room to change runes, to prevent ppl from swapping mid-fight/etc. New command that comes with this new system: RuneYou equip Immolate with a Greater Rune of Water. >rune immolate wear air You equip Immolate with a Lesser Rune of Air. >rune immolate You currently have the following runes equipped for Immolate. Greater Rune of Water -Immolate now spews forth a column of steam, hitting up to 4 enemies. Lesser Rune of Air -Immolate will hit 1 additional enemy once, if able. Has no affect if the caster is fighting only one enemy. >rune immolate remove water You remove a Greater Rune of Water from Immolate. >rune immolate wear dark You equip Immolate with a Greater Rune of @x236D@x244arkness. >rune immolate You currently have the following runes equipped for Immolate. Greater Rune of @x236D@x244arkness -Dark flames linger on the victim, reducing healing affects by 50% for 6 seconds. However, Immolate now deals 20% less damage. Lesser Rune of Air -Immolate will hit 1 additional enemy once, if able. Has no affect if the caster is fighting only one enemy. - This will attempt to wear/remove the item supplied(Must be a rune) on the skill or spell supplied. If no item is supplied, then it will show the current runes equipped for that skill or spell. Example usage of rune system: >rune immolate wear water
Since the implementation of enhanced equipment, we're seeing a lot of nice new
loot in the game. This idea is to help further enhance and make the items
people wear even more unique.
The idea:
-Allow enhanced items to roll +skill/spell. The amount could be random
between 1 and (itemLVL/20). So a 291 item would have a random roll between
1 and 15 (+14.55 rounded up) added to a random skill or spell, or this
amount added to multiple random skills or spells.
-Allow for these bonuses to exceed the 300 hard cap in place now(100 base +
200 instinct), but keep diminishing returns on them.
I think this would add a nice level of customization to the game and allow
people to be truly unique in the items they wear.
Reply to: Note 39618 posted by Rauru If this is going to be put on all epic eq, I would love to see the run limits moved. Instead of having runs count toward getting an item, have it count towards the chance of getting a bonus roll. For example, each run adds a 0.1% chance of rolling bonus stats on whatever item you get, up to a max of 25%(or whatever max is deemed high enough). So first run has no chance, 10th run has a 1% chance and 250+ runs have a 25% chance. Icefall already has the point system setup, and genie/inferno both have the random item aspect already, so some form of limitations already exist without run limits. As for titan, perhaps the bonus chance can be done when upgrading from rank 4 to rank 5, using run counts just like other epics. This serves three purposes: -It allows newer players an equal chance at 'base' epic eq, shortening the power gap a little quicker. -It allows older players a slight advantage at getting new/improved loot. -Provides people with full epics a reason to keep running epics, bolstering player counts for epics.
prompt>help clan points ---------------------------------------------------------------------------- Help Keywords : Clan points. Help Category : Information. Related Helps : Clan Perks Last Updated : 2018-6-12 16:46:34. ---------------------------------------------------------------------------- Syntax: clanpoints This command will show the clan points available for your clan, as well as how close the clan is to earning points. A clan earns points by accumulating experience, quest points and more. Each category has their own break points, and when they are reached the clan earns a point and the category is reset to zero so that they may continue earning points. Clan points are used on clan-wide "perks". Each perk lasts for 10 days and applies a benefit to all clan members for the duration. For more info on perks, see 'Help clanperks'. ---------------------------------------------------------------------------- prompt>help clanperks ---------------------------------------------------------------------------- Help Keywords : Clan perks. Help Category : Information. Related Helps : Clan Points Last Updated : 2018-6-12 16:46:34. ---------------------------------------------------------------------------- Syntax: clanperks This command will show the clan perks available to your clan, as well as how long remains on any active perks. ---------------------------------------------------------------------------- prompt>clanpoints Clan Name: [ Loqui ] ------------------------------------------------------------------ Experience: [9,385,454/10,000,000] Remaining: 614,546 Quest Pnts: [8,558/10,000] Remaining: 1,442 Gold Loot : [18,558,435/500,000,000] Remaining: 481,441,565 Trivia Pts: [35/50] Remaining: 15 Current points: [185/500] ------------------------------------------------------------------ prompt>clanperks Clan Name: [ Loqui ] ------------------------------------------------------------------ +10% Experience : Inactive +3QP per quest : Active [Time remaining: 1d 20h 15m] Mob only affects: +10% damage : Inactive +10% reduced dmg : Inactive Immunity to blind: Inactive Immunity to daze : Inactive Etcetc. More can be added easy enough. These are just examples. ------------------------------------------------------------------ prompt>clanadmin perk exp It will cost 25 clan points to activate +10% Experience. Use 'clanadmin perk exp confirm' to activate. prompt>clanadmin perk exp confirm Your clan is charged 25 points, and now has a balance of 160. +10% Experience is now active for 10 days! Please make this a thing!
Skill: Resilience
Type : Passive
Desc : The Guardian has a 25%(50% with 200 instinct) chance of taking half
damage from any source of damage dealt to them.
Skill: Shield Slam [Syntax: sslam]
Type : Attack
Desc : The Guardian slams their shield into the enemy with such force that the
enemy has no choice but to focus their attention on the Guardian. This
acts as a "rescue" of sorts, but instead of targeting a player you
target the mob and force that mob to focus on you. Also deals decent
damage.
Skill: Deflect
Type : Passive
Desc : The Guardian takes shield blocking to the next level, not only blocking
attacks with their shield periodically, but also deflecting the attack
to a random enemy they are in combat with(Including the attacker). This
essentially acts like a counter attack, but the counter attack can hit
any enemy in combat with the Guardian, no matter who dealt the attack.
Skill: Shout [Syntax: shout ]
Type : Attack/Buff
Desc : The Guardian shouts, affecting either all enemies or all group members
in the room, based on the type of shout. Each shout shares a recovery,
but the length of the recovery and duration of the shouts are based on
type.
Types: Threatening: Chance of causing all enemies to target the Guardian.
Initiates combat with enemies not fighting. 15 second
recovery.
Empowering: Boosts all 6 stats, all magical and physical resists and
hr/dr for all group members in the room for 30 seconds.
1 minute recovery.
Intimidating: Chance of applying a "web/sloth"-like affect to all
enemies in the room for 30 seconds. Initiates combat
with those not fighting. 2min recovery.
Skill: Ricochet
Type : Attack
Desc : The Guardian throws their shield at an enemy, dealing high damage. If
the Guardian is fighting additional enemies, the shield will ricochet
up to 4 times(Essentially bouncing between enemies, this can bounce back
to enemies already hit). Each ricochet reduces the damage by 25%.
Instinct in this ability could increase the number of ricochets and
reduce the damage reduced between bounces. This does not remove the
shield from the Guardian, as on the last hit the shield returns.
Reply to: Note 39195 posted by Liber If I fight mobs 1 at a time, I settle in at around 91-94% of ALL attacks dodged(Depending on if fighting +10(94%) or +20(91%) level mobs). If that is how Lasher intended combat to work, then so be it. But to me, the fact that ANY class can come that close to 100% dodge rate fighting 1 vs 1 is insane. In my eyes, every class at around 30-40% dodge and Thieves at 70% seems a good place to settle. Yes, each class has their "own dodge" based on their primary stat, but doesn't mean they have to all be equal. Variation is the spice of life, and I think having classes be as different as possible is a good thing.
It seems absurd to me that a Priest, Paladin, etc is just as good as a Thief
at dodging incoming attacks, so my idea(Even though it'll be hated by most) is
to nerf dodges for all classes except Thief.
Idea: Reduce all dodges effectiveness by 50%. Instinct and primary class
Thieves should not be affected by this nerf.
From my testing, every class gets around 70% total dodge rate, with some
classes reaching the 80% mark(Warrior with shield block). This should bring
them down to the 35-40% mark while keeping Thief around the 70% mark.
Additionally, it would be nice to give all Thief subclasses an 'Enhanced Dodge'
skill(Passive) that counters Soldiers 'Precision'.