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Santa... 2018?


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1 hour ago, Fireman said:

Dear Santa,

Can the auto-attack from the slith’s tail be every round?

Can their intelligence and wisdom be raised a few points higher?

Can neutral slith lose their consume corpse skill and instead gain a venom spit skill?

Venom - a 0-1 hour poison with a cooldown.

 

Would love to see wisdom raised and cleric added. #dragonpriests. 🤤

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1 hour ago, Fireman said:

Dear Santa,

Can the auto-attack from the slith’s tail be every round?

Can their intelligence and wisdom be raised a few points higher?

Can neutral slith lose their consume corpse skill and instead gain a venom spit skill?

Venom - a 0-1 hour poison with a cooldown.

  1. You want to go from a 65% chance of a tail strike per round at L50 (either trip [25%] or damage [75%]) to a 100% damage per round and no trip?
  2. Aside from the +managain from increasing either, where would you, personally, like to see it?  Or would it overly matter?
    • 1-3 point increase to INT gives them +1 mana per level while keeping their practices to two.
    • A 1 point gain to WIS gives them +1 prac per level, 2-3 gives them +1 prac and +1 mana per level and a 4 point gain gives them +1 prac and +2 mana per level.
  3. Neat.
Edited by Magick
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Paladins Brandname weapon.

Please allow paladins to brand-name a single weapon.
Even if it once per PC, it would be great.
DK's get it. Paladins should get it to, even if at least just as RP tool.
And please change mounted charge to show the name of the weapon that charged you on a mounted charge.

Agmeel level 'Dragonlance' to your midsection.
Agmeel mounted charges MANGLES you.

 

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Split demons into 3 selectable categories with different sizes and stats which better tailor them to the respective classes:

 

- The fiery Imp, magical and smaller sized,

- The ferocious Torment, dextrous and human sized.

- The hulking Balor, strong and giant sized.

 

(Based on an idea by Trick/Fireman...and Iusedtobesomebody (allegedly))

 

 

Edited by Grim_Reefer
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For an OLC change:

Proposal, make disarm great again. 

Give noremove weapons an average damage cap, 25 or something and anything over that cap can't be noremove. 

This will introduce a high risk, high reward system for weapon choice. You can choose to use a high damage weapon with a chance to be disarmed or go for a safer option but deal less damage but more consistent. 

 

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Limit blindness level affect level on spell blindness to a max of 51 or 52.
This would allow people to cast L60 blind spells and have it extremely hard to resist, but being able to be cured as easily (relative) as any L50 blindness spell. Resolving a concern that I have seen many immortals express.

Then we can give back old noon bonus to sear spell level.

 

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Have perks be an affect, so that you can affect characters with several of them.
Then have humans be able to chose multiple perks. 2 or 3. Just like Dwarves, gnomes and Halflings.
But since you can chose them, you could make yourself more competitive like: Heroic + Adventurer.

 

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Okay guys - I'm going to give this another few days before I close it (Dec 1st), but this is what I have thus far. Please correct if need be:

Suggested Changes:

@Wade:
    - Berserker damaged reduced by 5%
    - Battlemage defenses improved by 15%
    - Mysterum needs new skills (blink?)
    - Saved spells should not fail, but durations should be reduced
    - Weaken Druids in City, make them powerful in Forests (like vampires day/night)
    - Prevent non-damage spells from re-directing damage to another user (poor healer's way to save = done for?)

@Tantangel:
    - New race (possibly dragons)
    - Perks for unused race/class combos (no specifics provided)
    - Variable lag and damage - More lag = less damage (on the lag move?) Less lag = more damage. Please elaborate Tant
    - AC being less impacted the higher you have it 
    - Higher hit/dam diminishing returns (more punishing)
    - Living weapons should be easier to make/max
    - Open classes up to more races (Duerger DK, Dwarf Paladin, Fire DK, Storm Paladin, Illithid Invoker, Illithid Cleric, etc)
    - Update help file for tattoos (.. Tant can't read instructions apparently, but that's okay :P)
    - Make nimble perk give 15%+ chance to avoid lag skills
    - New edges for increased finding of lockboxes by 40%+
    - New purchased skills/spells from Bazaar for 20+ RP points
    - RP pets to 40 RP points or less
    - Greed Divine Intervention to blackjack all in PK range?

@Fool_Hardy:
    - New Herald sub-cabal
    - New RP purchases (new hometown 15RP, non-normal new hometown 30RP, new spells [blight causes perishables to deteriorate, creeping doom same thing?])
    - Add toned-down enhanced damage only works in forests for Druid
    - Hybrid that has all alignments. Defense of a Paladin and Offense of a DK, but somehow weaker and equal through versatility?
    - Allow Cleric Sliths (dragon priests!)

@Venom:
    - New lores for warriors
    - Potion, herb, wand, and scroll lag introduced (1 round or more)
    - WM Gladiator H2H form (there.. is one actually, just for monks FYI)

@mya:
    - Improved score sheet to show the following info:
        - Damage reduction provided by AC
        - Estimated spell landing % versus saves
        - Estimated real hit/dam after diminished returns
        - Managain and Hitgain
        - Current size
    - Wants imms to have ability to see % and damage values when snooping (...uh okay why?)
    - Expand identify spell to show where item is worn
    - Prevent storm giants from being High Sight Crusader path (and then a bunch of ideas how to do this - don't worry mya, I think I got this part if I decide to put this in ;))
    - Allow paladins to brand-name a single weapon
    - Change mounted charge to show the name of the weapon you're being impaled by
    - Limit blindness level to 51 or 52 (just the affect, not the land chance?)
    - Have perks be an affect so you can affect characters with several of them (elaborate?)
    - Have humans be able to choose multiple perks (2 or 3)

@f0xx:
    - Scaling spells and removal of thac0 (but that's policy, so forget this suggestion (per f0xx))
    - Lots of complaining about other people's suggestions, really not contributing..
    - Has had FireGiants with 1200 Mana

@Tempirion:
    - Jailing system for other cabals like tribunal jails

@Chief
    - Glyph of protection service cabal characters can use to make cabal gaurdian totally immune for a few hours

@Mali:
    - Delete bards (done)
    - Give healers random access to mage spells based on a path:
        - Necro path
        - Invoker path
        - Bmage path
    - DK charm to work on players again
    - % chance to paralyze everytime you wimpy flee
    - Thief slice can work on backpacks in addition to gold (I think he means cutpurse..)

@Unknown Brother:
    - BMG, Invoker and Psionicists to gain two-handed defense
    - Clerics, Shamans and Druids should have 105 parry cap removed
    - Give lich defensive protective shield based on phylactery strength

@egreir:
    - Rework battlemages
    - Druids given more melee power
    - Werebeast gladiators being given some kind of h2h form

@Iusedtobesomebody:
    - Picks for mining should be held items, not weapons. (they can be both FYI)

@Archbishop Monk:
    - More selectable skills
    - Allow dark knights to give up melee to focus on spells (lose third attack, gain better magic strikes like fireball)
    - Give paladins choice between holy word and flails + spears (or focus on spells, lose polearm and gain powerful lay hands skill that works on themselves)
    - Bards to have a selection that makes songs work better
    - Just a bunch of other selectable skills for everyone to make game more balanced and not depend on cabals (correct me if I'm wrong in understanding this..)

@Aeva's whole entire list:
    - I have no idea what this means, can someone translate?
    " pick a number for saves to see heavily diminishing return. if there is one already set, halve it. see how it goes. if it sucks, change it the next week. continue adjusting. the end. "

@Fireman:
    - Goblin race?
    - Allow sliths tail to auto-attack every around
    - Slith Int and Wis +1?
    - Neutral slith lose consume corpse and gain venom spit (0-1 hour poison with a cool down)

@Magick:
    - Stone giants to get bonuses to mundane weapon damage similar to FG's fire weapons

@Grim_Reefer:
    - Split demons into 3 selectable categories
        - Imp, magical and small
        - Torment, dextrous and medium sized
        - Balor, strong and giant-sized
        - He stole this from Iusedtobesomebody and Fireman allegedly

@Unknown Criminal:
    - Replace body-slam lag and replace with with movement deterioration where every successful bodys-slam will minus 50-100 movement points.

@Kyzarius:
    - Wants another quest race in addition to his 5 he already has. (2 qr limit per player)
    

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The only correction I'd make is that it is more selectable skills to the classes and combos very few play.  The melee classes have more selectable skills overall in comparison.  Ninja, bard, ranger, warrior, berserker, thief, blademaster.  All these have selections that change their playstyle against certain opponents.  Invokers have many spells, but every invoker will have the same skill set.  The new necromancers show what can happen with selectable skills. 

So, yes, more selectable skills that make the classes that don't have them play different enough to make it replayable.  Take ninja and necromancers as examples in this.

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@Erelei My lag change suggestion can be removed, I just wanted people to scratch their heads a little :) 

But for some serious input:

1. Change enlarge and shrink to min/max size regardless of starting size, anyone who gets enlarged becomes HUGE and anyone who gets shrunk becomes TINY. This will bring back alot of unused race/class combo's by adding strategy and timing to the slamlock.

2. Prevent mages from dispelling their own spells, specifically clerics and battlemages. Their (non damage) spells are hard to land and do not do any damage, but in order to kill people they need to dispel their opponents sanctuary, what usually gets dispelled first is their hard work making their mals virtually useless.

3. Remove dispel magic from necromancers, they dont need the OP #iwinbutton.

4. Add a study type check to blackjack called "Skulk". This will force thieves to put in a little work before preforming a big heist, its too easy for thieves to trash out and piss off everyone online. Taking someone best 2-3-4 eq slots should take longer than a tick.

5.  Bash, bodyslam should NEVER miss a sleeping, sitting, resting or meditating victim who doesnt have a protective shield on... 

6. Have clans autosend cabal invite (or just straight up induct) after X clan points have been accumulated, also have cabals autopromote back to Trusted. 

7. Please fix the second hand swap of weapons, items and shields. If im holding something and type wear shield I should just swap them, not be told that im holding something. That whole second hand should swap properly between everything that can be held, worn or dual wielded.

8. When no Tribunals are online, surrendering to a guard mob when WANTED should not execute unless you are an outlaw. 1-3 random items could be auto confiscated based on amount of crimes committed.

9. When you becon someone to follow you your nofollow should automatically turn off. Im sure everyone is tired of saying, but you must allow me to 'after' you becon them, lol ;) 

10. Allow the use of scrolls while fighting, even if you want to add a stipulation to hold the scroll with a chance of dropping. 

UC

 

Edited by Unknown Criminal
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ok @Erelei on a more serious note. 

Savant gear needs to be reworked to be in line with other cabal items.  Other cabal gear boost key skills, like weapons.  grants thing slike shadowform, treeform, enlarge, etc.  Auto cures blind, auto casts shroud of darkness, auto fears enemies.  There are a ton of strong options for other cabals.  Savant has been left in the dust.

 

1. Timeless Robe - This isnt bad, increase -AC values.  

2. Veil of illusions - make this have a chance to automatically remove dirt like adeptus mask.  Make this no uncurse. that way it has a chance to remove dirt, and is a one time choice like the other uber masks in game.   

3. light of wisdom - add more hp to this, make it 25 hp, change ac to -10.  Casts faerie fire in combat. 

4. pocket watch  - Make this grant blink on use, 2 tic when used (should show 1 hour duration when used not 0).  remove the  no-uncurse flag.  This makes it a one time use with reverse time.  So the mage has to plan. 

5. Savant Battle rod - revert to the old proc rate, should proc something useful..like magic missile.  Convert to one handed staff. Make it No-remove.  The damage is in the procs and being able to now hold the light pen.  so keep it at avg 25 dam. Add the socket back. 

6. Efuzans blinking ball - lets make this cost 1500 cp one time.  remove the no-uncurse flag. 

7. Efuzans Clockwork Enigma - Make this cast air shield on use, not haste.  the AC from air shield would be beneficial, making this worthwhile for anyone aside from battlemages. 

8. Efuzan's light sword - This is a lightsaber.  Make it ignore armor when it hits.  take off the +hit and + damroll.   change to +25 hp, +30 mana, -10 ac, -2 saves.  Give it a chance to "proc" for its hits so hit dam arent used.  

Adjust all prices accordingly of course.  

 

I would also like to see temporal storm made to work every-time again.  Why in the world we are nerfing savants when the cabal cant even get on its feet is beyond me. 

Edited by Kyzarius
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Humains gain 2 additional points that can be used to increase states in any category.

 

Lagging abilities now have a much lower chance to succeed the healthier an opponent is and a higher chance (the way it is now) to succeed the more hurt an opponent is.

 

Warder

Warders have gained access to "Mark of Nature". For far too long has Gaia and there defenders been ignored. Warders are now able to brand others as "Enemies of Nature" and henceforth invoke the wrath of Nature against them. Bypasses neutral pk restrictions as long as it fits whatever there Warder rp is. Certain creatures in forested areas can occasionally help reveal, pursue, damage, slow down, approaching enemies depending on the type of animal they are or there surrounding habitat.

 

Stalker

Stalkers have mastered new skills and abilities and lost others.

Now have access to holy and light arrows.

Now have access to holy and light materials that can be edged.

Witchcompass has been made much more effective. Can be used as first skill. No lag on use. Works without blood. Works much better with blood.

Lost Shadowmeld.

Planar seal cool down reduced. Also no lag once already landed so it can be spammed. Maybe also slows regen as secondary effect to non-unnaturals to add more synergy to other classes.

 

Knight

Renown has been made slightly less effective and Praetorian Styles has been made slightly more effective.

 

Savant

Items has been made much more useful and applicable compared to Warmaster items.

 

Nexus

Maze has been made more useful again. Not spell based but skill based.

Simulcra has been made more useful. A much more perfect Simulcra that applies to look, where, who pk, and works as a more powerful disguise that allows one to enter guilds and even cabals with a failure rate.

Conjuration, less cooldown. Should probably allow a second simultaneous conjuration at T or E.

 

Syndicate

Has gained an ability that helps them get others out of there cabals without exposing oneself as much as they’ve had in the past.

 

Merchant

Has been made independent and allows Goods.

 

Paladin

No longer forced to dismount when affected by a certain skill.

 

Warmaster

Armageddon smash has been made less effective. Lag reduced to 1 round. % should depend on the size of the initiator. Less for Giants, more for smaller races.

 

 

Ninja Lotus Scourge

Made easier to heal a normal temples. Slightly more difficult at cabal healers.

Duration slightly reduced.

 

RP edges and equipment related to pk, halved in effectiveness.

 

Neutral q-race

Werewolves. Natural enemy are vampires. App requirement, must be a werebeast wolf.

Gargoyle. Flying creatures that can manipulate there skin into stone. Always access to stone skin. Can petrify themselves, healing in the process but invisible on where.

 

Good vs Good Tribunal rules have been lifted and there are no more consequences. May the most devout reign.

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1 hour ago, tassinvegeta said:

Warder

Warders have gained access to "Mark of Nature". For far too long has Gaia and there defenders been ignored. Warders are now able to brand others as "Enemies of Nature" and henceforth invoke the wrath of Nature against them. Bypasses neutral pk restrictions as long as it fits whatever there Warder rp is. Certain creatures in forested areas can occasionally help reveal, pursue, damage, slow down, approaching enemies depending on the type of animal they are or there surrounding habitat.

 

Stalker

Stalkers have mastered new skills and abilities and lost others.

Now have access to holy and light arrows.

Now have access to holy and light materials that can be edged.

Witchcompass has been made much more effective. Can be used as first skill. No lag on use. Works without blood. Works much better with blood.

Lost Shadowmeld.

Planar seal cool down reduced. Also no lag once already landed so it can be spammed. Maybe also slows regen as secondary effect to non-unnaturals to add more synergy to other classes.

Do watchers really need buffs? I mean, planar seal already can't be saved against and if it's going to get buffed it should be savable. 

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