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Post by adonhiram on May 26, 2015 21:48:58 GMT -5
Indeed, I got smacked pretty hard :-) /wave Jez
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Post by darkflame on May 26, 2015 22:30:06 GMT -5
Well what does the team feel about having gear have an effect on buff and stats in the game as for spells? Is there a way you can write up code to have each individual piece of armor effect your ac buff, your hp buff, your stat buff as in str, sta, int, agi, wis, dex as a %modifier? Like say for example you get one item piece that has +200 on ac spell lines , + 400 HP on hp spell lines, +5% stat buff modifier on all stat buff spells, and like additional 2% mitigation on all mitigation spells. So like all your buff and support spells can grow like your damage through your gear? Is that something feasible? Is there a way to increase those stats through growth or is it only able to be changed in code. Which is fine I mean levels are growth and level 80 is the top growth and spells should at that level should have the top performance out of all spells with this current server status. Just brain storming so people can be like man my ac shields are like 5 times stronger then the base level cause I have this kind of defensive gear or even augmentations. A augmentation that you can attach to spells like glyphs that you can buy from the greedy goblin. That if you cast certain lines of spells and you have this augmentation on you get a huge bonus from it? Like for example augmentation of Hand of Temerity RK III augmentation bonus that if cast when equiped you get a extra 5000 hp/ 3000 ac bonus or something balanced but strong. Or maybe even set up a questline within the server that if you do something to get may be RK 4 level spells that super seed all other spells on a whole other level. Or some kind of training regimen that can take your RK 80 spells to the next level. Or have you ever thought about giving certain spells a stack like effect. Meaning if you cast the same spell on a target it can stack up to 3-5 times in each category. So you make them work for it by stacking but get the same benefit of being powerful and not eating up extra buff slots. Well those are a few ideas im sure some will get straight can tossed but that's what brainstorming is you through in alot and come out with the best. Good luck !
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Post by Vinlar on May 27, 2015 9:18:39 GMT -5
Keeping in line with clerics being mainly focused on defense, one idea is giving them short duration almost disc like single target / group spells. Playing off that idea I'd like to hear ideas from you guys on what would be an interesting / class defining spell(s).
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Post by darkflame on May 27, 2015 12:07:52 GMT -5
Keeping in line with clerics being mainly focused on defense, one idea is giving them short duration almost disc like single target / group spells. Playing off that idea I'd like to hear ideas from you guys on what would be an interesting / class defining spell(s). Well if that is where we are headed then here can be a few ideas thrown your way. Disc Melee deflect duration 12 seconds (kinda like a spell parry or even melee shield reflect) HOT defensive combat innate (group/single) Rune defensive combat innate (group/single) Shield absorb rune proc (When shield is up you can't do anything but absorb damage at the end of the duration of your shield the total damage triggers a rune buff of that amount.) Host of Shields (Releases 10 shield elements minions that absorb 10k of damage a piece and taunts the target protecting all allies.) Duration 15 seconds or so. Seed of Mitigation (A mitigation buff that grows) the more damage you take the more mitigation % goes up starting at full health your mitigation is 10% and at 10% health your mitigation is like at 75%. Heal spell that procs a 1 melee/spell block attack. HOT on tick that blocks 1 melee or spell for each duration tick of the total HOT. Swelling well ward tower (making up the name but hear me out lol) Cleric cast a ward of some sort that absorbs 50% of all damage done to the group to a certain number. Once that number is hit the ward explodes with a healing AOE/trigger buff that increases a burst of defense for like 10 seconds or just the heal burst alone. Proximity Heal = A heal buff that you cast that is passive and goes of only if your life reaches 50%. Kinda like a fail safe heal activation release. Just brainstorming on some defensive ideas they may all be trash or some can work. Either way pick and choose what may be useful or spawn a even better idea off it. I hope others plant in their own input with what they think would be great defensive ideas. Good luck !
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Post by merigsby on Jun 4, 2015 19:49:01 GMT -5
can we get their pets fixed please they might be much but they do help, they can be cast but they wont attack the target, shouldnt be hard to enable them
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Post by adonhiram on Jun 4, 2015 23:19:59 GMT -5
can we get their pets fixed please they might be much but they do help, they can be cast but they wont attack the target, shouldnt be hard to enable them Interesting point, I noticed that too with the wizzy pet clicky (the caster neck item which has a Flaming Sword of Xuul clicky on it) from Vex Thal my little chanter tried to use. You can summon the wizzy sword, but it won't do anything when you are attacked.
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