Suggestions
#21
First Aid for Medics should cost only 500 Energy instead of 1,000. 

Also, give us horses we can ride!
[Image: 4d082f08ab5469bb88b36739a3025a92.png] [Image: 9d2621a7e25eb7454f3e987fd7d940b6.png]
Everyone Steal A Horse! They Can't Stop All of Us!
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#22
A slight change to mana amnesia.

Instead of just getting rid of everything at once, give the option to in a window. Letting people decide what they want to get rid of before doing a command or pressing 'done'.
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#23
(04-05-2020, 05:16 PM)Mallow Wrote: A slight change to mana amnesia.

Instead of just getting rid of everything at once, give the option to in a window. Letting people decide what they want to get rid of before doing a command or pressing 'done'.

it'd require a lot more coding than you think. the reason mana amnesias refund everything is to avoid people forgetting certain spells while keeping their intermediates.
[Image: trio.png]
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#24
Plus it aint really time consuming just to learn a couple extra spells
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#25
Ores

Quote:Nyeshk- Unsure if it still enchants str onto weapons, if not change it to [Exalted Phys] Unsure if anyone would even use it, also unsure if it’s a thing already but hey!

Tyrium- Make this do anything. You know plasma users?  They would love if tyrium gave them let’s say... 5/10/15 mcap based on runescriber tier could be tagged as [Mana Glyph].


This is all for today :)
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#26
Cooldowns reset when a RPB countdown happends.

Garuda CD is so stupid long, that I have rushed into a fight too fast, and still unable to use it. Atleast you guys can see your CD , I dont even know when Garuda is up
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#27
Alchemy eyes:

Make it not proc on Acorns, fireflies and leaks.

Thank you.
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#28
Make upgrading an enchantment subtract the energy cost of the previous enchantment from the new enchantment.
OK, that sounds confusing as hell, but it's like this:

A T3 Durability glyph costs 500 energy.

A T1 Durability glyph costs 1000 energy.

If a T1 durability glyph is cast on something with a T3 durability glyph already on it, 500 energy would be refunded/it'd only cost 500 energy. This'd allow you to cast glyphs incrementally rather than having to blow your entire energy store on a single glyph and being out for the rest of the day.
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#29
a 'combat style' spell tree that gives a number of options (for mages, too!)

we'll be touching on this once a few things are out of the way, most likely! so feel free to make suggestions


Marskman: The range of throwing knives and shurikens are doubled. +10 AGI, +10 POWER
Q Special: Triple Shot: Three projectiles fire, increasing the size of their hitbox. costs 3 shurikens/throwing knives
Thief: On victory of a dangerous RPB, gain 20% of your opponent's coins. +10 AGI
Q Special: Damage immunity & movement speed buff for 3s

Mage only:
Caster: For every 10% hp lost, gains 5 power
Q Special: The GCD cooldown is decreased to 1s from 2s for 10s
Conjurer: Block is increased from 33% to 50% DR. +15 VIT. 
Q special: A shield that shaves off 15 * RPL (200RPL = 3000)
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#30
With the recent armed changes I believe we should wait until 'late game' (200 rpl and hiddens) to see where mages stand, unless you have intentions of permanently shifting the softcap to something else. Most of us don't have our hiddens yet which can tie together a build.

Also replace reform cleanse with some minor DR during the duration
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