Suggestions
#31
no reason why combat styles should be exclusively for melee so i disagree. numbers can always be adjusted though
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#32
(04-11-2020, 03:27 PM)chance Wrote: 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 (max of 40). 
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)

Coward: Every RPB Roll is given a +1, as if the character is on Liquid Luck. -10 POW, +25 AGI
Q Special: Old Garuda spell dodge.
Locks you out of all other styles, including Armed and Unarmed ones, cannot be refunded.

The Alchemist: Alchemist Eyes is a passive while this is on, making herbs easier to spot. Unsure of Stats
Q Special: For a short amount of time, Rage Potions and Rejuv potions effects are doubled. Requires T1 Alchemist.

The Artificer: Ore nodes give 1-2 additional ores and Enchants cost 25% less energy. Unsure of Stats
Q Special: An Artificers Shield that absorbs a certain amount of damage and retaliates the damage back. Requires T1 Artificer.
[Image: a1c5821151379249915fc28ad734e73f.png]
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#33
(04-11-2020, 04:13 PM)Dimmie Dunce Wrote:
(04-11-2020, 03:27 PM)chance Wrote: 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 (max of 40). 
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)

Coward: Every RPB Roll is given a +1, as if the character is on Liquid Luck. -10 POW, +25 AGI
Q Special: Old Garuda spell dodge.
Locks you out of all other styles, including Armed and Unarmed ones, cannot be refunded.

The Alchemist: Alchemist Eyes is a passive while this is on, making herbs easier to spot. Unsure of Stats
Q Special: For a short amount of time, Rage Potions and Rejuv potions effects are doubled. Requires T1 Alchemist.

The Artificer: Ore nodes give 1-2 additional ores and Enchants cost 25% less energy. Unsure of Stats
Q Special: An Artificers Shield that absorbs a certain amount of damage and retaliates the damage back. Requires T1 Artificer.

i love these

but i am very much against high agility buffs since dimmie will stack them with illusion aura to ruin everyone else's fun
bye
[Image: trio.png]
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#34
(04-11-2020, 04:15 PM)Prestige Wrote:
(04-11-2020, 04:13 PM)Dimmie Dunce Wrote:
(04-11-2020, 03:27 PM)chance Wrote: 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 (max of 40). 
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)

Coward: Every RPB Roll is given a +1, as if the character is on Liquid Luck. -10 POW, +25 AGI
Q Special: Old Garuda spell dodge.
Locks you out of all other styles, including Armed and Unarmed ones, cannot be refunded.

The Alchemist: Alchemist Eyes is a passive while this is on, making herbs easier to spot. Unsure of Stats
Q Special: For a short amount of time, Rage Potions and Rejuv potions effects are doubled. Requires T1 Alchemist.

The Artificer: Ore nodes give 1-2 additional ores and Enchants cost 25% less energy. Unsure of Stats
Q Special: An Artificers Shield that absorbs a certain amount of damage and retaliates the damage back. Requires T1 Artificer.

i love these

but i am very much against high agility buffs since dimmie will stack them with illusion aura to ruin everyone else's fun
bye

sweats in she's not wrong.

Edit:

No wait, I also stack them with agility enchanted weapon.
And Nimble.
And agility enchanted clothes....
And Garuda..
And before Camo, it was Wind Aura...

But if I had the choice of something like Coward or Garuda (Garuda is better, no - Power and only 5 less agility)
I'd pick Coward because I like RPing cowards.

Edit 2:

Garuda is better stat wise.. Cos +1 to RPB rolls like being captured or injured, is PRETTY FUCKIN' POWERFUL. Hence the caveat of "If you purchase this. It's the only stance you can use.", otherwise it'd be easy to abuse.
[Image: a1c5821151379249915fc28ad734e73f.png]
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#35
Dimmie's suggestions make me think of traits more than combat styles--

Which I support, we should add traits in game! Something that characters can pick up at milestones and are flavored on their profession or personality (coward, brave, whatever).

The only issue is that if every trait had a Q spell it'd be some unhappy overlap with bladestyles.
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#36
This reminds me of a 'class system' in alot of MMORPGs and just RPGs in general. It would be nice that once you hit a certain rpl thresh-hold, you become a certain 'class' (From the list above) and could add some dimension to builds and such.

I really do like this idea. Perhaps we could think of more to expand this idea!
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#37
Passives involving manipulation of things like flee, pursue, dice rolls etc and ingredient yield would be what I select as traits. Not something with Q-specials attached unless it was a specific fighting trait. Something players can choose at 150 rpl or whatever, not a hidden to app for ...
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#38
Personally, if you're going to have things like that. I feel like they have to be passives, without actives. Because otherwise you get people power gaming, rather than picking whats relevant to their theme.
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#39
Can we add another Forum inside the Event's one, where all the completed events can go. That way, it's neater and DM's can find potential events easier.
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#40
Lacing weapons

Quote:We have two things that you can place on your weapon at the moment without anyone help. The only issue is the duration you have to use it before it expires. There should be at least 1 minute of up time for anything you place on a weapon IE, Nightshade, Toadstool. Because realistically that stuff would be diluted into your enemies bloodstream or their armor after a few strikes. The very small window it gives you currently is just not usable at all man.. It's sad because this could be something cooler than it is now.

-Change the timers to 1-2 minutes up time on application to the weapon.
-Add two more types, a slow and a blind should be good enough.
-Sludge, 3 second slow on hit.
-Sinka, maybe not a full blind, but turns your targets screen slightly red and applies -5Dr for 8 seconds?

Just spit balling, this could be better than what it is now.
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