1. Buff enhancer: for every 50 points in the skill it adds 5 points to the buffs cast after. Would not work with Merchant or Treasure Hunter. (Potion only maybe?)
That could work. It would be best if this skill was fairly available to most players because everyone will want to get their level 190 buffs. :wink:
An inventable potion that has ingredients worth around 0.5 to 1 FSP sounds fine to me. Not bound of course.
2. Armored Strike : 0.1% per point chance that your armor stat is reduced to zero and your damage is double
Don't we have enough damage doubling buffs already? Shield Strike and Distraction already have a 17.5% and 8.75% activation chance.
It's not needed in my opinion, but I don't see any harm in it. The percentage seems fine (it's the same as Shield Strike).
3. Brute Strength : For every 50 points allocated in this skill, your enchant item abilities, fury and berserk buffs are increased by 10 levels.
So an Enchant Amulet potion (with distil 150) goes from 173 to 203, and a Fury or Berserk skill (level 350 potion with distil 150) goes from 403 to 433?
That's an increase of a possible 10 buffs. An extra 3% on the stats of 8 different items, 3% added to attack from level up points and 9% added to damage from level up points.
It seems like a decent buff.
4. Trendy : +0.03% per point to all stats for each common item worn
At level 175 that is +5.25% "for each common item"...
Does that mean that if I wear 9 common items then I get +47.25% on all stats?
It does disable Coordinated Attack and Defense. Someone can use 4 sets (of 2 pieces each) with SH and KE, and for the 9th item a common item with this buffs (instead of a set item with Coordinated Attack/Defense. He will not have the 8.75% bonus from Coordinated Attack/Defense but will get the 5.25% bonus from this buff. Sounds fair.
If a player decides to go for only common items then he gets a 47.25% bonus on all items. But he will not get the 35% bonus from SH, the 70% bonus from KE (can be higher with potions), and the 8.75% bonus on all stats from Coordinated Attack/Defense. Plus sets can have better stats that common items if the sets are close to your level and are Legendary, Crystalline or Super Elite.
It sounds like a decent buff. But I might have overlooked something, so I'm not 100% sure.
5. Pride : Add duration epic potion every medal in player's bio.
So players with more medals have longer lasting epic potions?
I have never had an epic potion run out before I was done with it so I don't see much use for it myself. It will probably benefit players with lots of medal who have a lot of max stamina to burn in a hunt, or who have different uses for their epic potions (for example, a player who uses it on the PvP Ladder).
Seems like a decent buff.
6. Block : small chance that a player will take 0 damage in a combat round
Doesn't Force Shield do this already (though it makes you lose 1 HP instead of 0)?
It's so much the same as an already existing buff and I'm not a big fan of making duplicates. :?
8. Armor booster : +0.05% per point to your armor for each complete set equipped.
So 4 sets means 35% extra armor?
Can work, but I feel it might be a little bit too powerful (just like KE and SH are also too powerful).
9. Gold foot : 0.05% per point Chance to consume 1000 gold instead of 1 stamina while moving.
At an exchange rate of saving 25 stamina for 25k it seems like a decent buff. With a 8.75% chance it takes around 285 steps to save 25 stamina. I don't think many people will use this skill after they do the math... :?
Maybe it would be a bit better if it has a 0.1% activation chance (double that of Lightfoot). The 1k per stamina makes up for the higher activation rate than LF.
Or perhaps increase that to 1,500 gold per stamina.
10. Encouraging talk : 0.2% per point increase in mercenary stats when hired.
I have no recent experience with mercenaries. I always find a way to kill the creatures myself, and the cost of mercenaries with decent stats ("decent" for a level 1600 player) is very high.
An increase in mercenary stats probably won't hurt.
11. Warcry : 0.2% per points increase in group stats. (Only PvE)
I think the 35% increase in stats in way too much. An increase of 17.5% is very generous as well.
12. Immobilise Titan : +0.1% per point chance for titan not to move.
So titans now have their own AM? Could work.
13. Buff Master II: Increases the maximum percentage (above 100%) of the Fury Caster enhancement by .1% per point for half an hour.
Isn't this roughly the same as buff number 1. Buff enhance but a bit less powerful?
The Fury Caster enhancement increases a player's buff at 25 points for 100% (from 150 to 175).
Making it go to 117.5% increases the buffs with 30 points (29.375 points rounded up), so they will be 180.
It's a decent skill, but I would go with one of the skills, not both. Unless there is something I've gravely overlooked. :roll:
14. Swift Strike : .1% chance to strike first when another player initiated the fight (pvp)
It could work. I'm not sure if the percentage is fair though.
15. Perfection : buff to give a chance of a craftable item being crafted perfect when invented.
Four Leaf for inventions. Nice. 8)
16. Deft Hands : At level 175, has a 10% chance on doubling the effects of the thievery enhancement. Master thief will not be affected by this. (pvp only)
What exactly is the thievery effects? It says it increase the chance of stealing, but how much are we speaking here?
By the way, with the last few gold hits on me I lost 40-50% of my gold each time. I don't think the gold theft rates should be increased any more. :roll:
18. Allied Frenzy : (Assist really needs some tweaking) .A chance Assist will work with a player within +/-100 levels from you.
So this buff increases the level range of Assist? Not all that useful if you ask me.
It's easier as a player to just manipulate Assist.
You find another player in your range, you ask to ally with them and have them wear the stats you need during your activity. If that player is the only one during your activity then Assist will always pick that player. :wink:
19. Heavy Weight : Adds 0.1% Damage per point when having a certain amount of gold in hand. (suggest 1000g per level).
Seems like a decent buff. 1k gold per level means a level 100, 500 and 1600 player have to hold 100k, 500k and 1.6 mil. That sounds like amounts that those players can handle.
I've seen some requests to increase that amount. One was to up it to 5k per level.
A 5k per level would make everyone who uses this buff absolute and complete targets of gold thieves. Those level 100, 500 and 1600 players would have to walk around with at least 500k,. 2.5 mil and 8 mil. The extra damage from this buffs definitely doesn't warrant the risk in that case. Even at 1.6 mil I already feel the need to bank it as soon as possible, but at 8 mil this buff will be pretty much useless as no one is foolish enough to have those amounts in hand. :roll:
I've also seen someone mention that damage is easy to get and a change to 0.05% per point for all stats. This seems like a decent proposal. I think it might be good to lower it to 0.03% to all stats though. A 5.25% increase to all stats (at buff level 175) sounds good enough.
20. Lady Luck : chance for a double roll on RNG for an item drop. Does not fire if conserve or death wish activates. Does not mean 2 drops are possible. Just an extra chance at getting a drop.
So it's just like QF and RF work after FI if that didn't give a drop, but this time it's Find Item 2 that activates after Find Item 1...
I'm not sure if I'm for or against this. It will make regular items drop a bit more with this skill.
21. Divine Glory : Holy Flame style buff for demon classed creatures.
Why??
There are 20 different creature classes. Are we going to have a special skill for every class?
Might as well make a skill called Giant Net against Avian creatures, Bucket of Red Paint against Greenskin creatures and Big Lawnmower again Plant creatures... :shock:
If there was something more interesting behind the different classes of creatures then I would be more in favour, but right now it's just a big damage buff for 5% of the creatures; just like HF is...
22. Short Circuit : Ignite or Holy flame style buff for Mechanical and Golem classed creatures.
Same as above...
23. Artful Bandit : PvP buff for the attacker, 3x gold stolen if MT does not fire, 2/3rd reduction of normal xp loss to target chance of causing no xp loss. Always fires when cast, annotated in log message to the target. If the target does not lose xp they may not bounty the hit. Chance of the no xp loss is based on level of buff.
In the last few gold hits on me I lost 40-50% of my gold each time and the attacker got 30-40% of my gold. This buff will make it an instant MT hit.
If MT does kick in then the target will lose all his gold and the normal XP.
If MT does not kick in then the target will still lose all his gold, but less XP.
With this buff it seems pointless to have gold in the game... Can't the creatures just drop little Fallensword Shards? And I'll pay forging, scavenging and the like in Shards... :shock:
24. Quick Attack : Increases the maximum percentage (above 100%) of the First Strike enhancement by +0.2% per point.
I'm not a fan of skills that increase enhancements that often aren't that important, and First Strike is one of them. I never use them, I never sell them, no one has ever asked me for those kinds of buffs. But I'm sure some people will use them; just not that many do.
25. Greed : Increases the maximum percentage (above 100%) of the Master Thief enhancement by +0.1% per point.
Same as above.
26. Hardened : 0.05% per point chance to prevent your opponent activating Shatter Armor.
Is this meant as a percentage or a percentage point.
SA 175 activates 8.75% of the time.
At level 175 this buffs has a 8.75% chance to prevent SA from activating.
Does that mean that SA has a chance of 0% of activating? This would mean it's percentage point.
Or does this mean SA has a chance 7.98% of activating? This would mean it's percentage.
Both situations seem less than ideal in my opinion. Completely negating a specific buff seems overpowered (situation 1), and in situation 2 the reduction seems way too low for this buff to be of any use... :roll:
27. Anchored : 0.05% per point Damage is added to HP.
Could work. I don't mind a bit of stat juggling. I seldom go to HP though. :wink:
28. Guild Berserker : Increase the effectiveness of first strike, nullify or etc enhancements in GvG only.
Nice. This will make it more useful to buff up guild members during a GvG.
29. Guild Saboteur : Decreases the effectiveness of the deflect, last ditch or etc buffs in GvG only.
Does this have any use if everyone has blocked this buff from being cast on them?
30. Croak : 0.2% increase to max green skin slayer enhancement
Seems a bit pointless. Nearly no one is really interested in the enhancements that add damage to certain types of creatures. And like I said a lot of buffs above, why would we want to differentiate between the types of creatures?
31. Cloudy Inventor : Increases the maximum percentage (above 100%) of the Master Inventor enhancement by +0.2% per point.
Sounds ok to me.
32. Cloud Crafter : Increases the maximum percentage (above 100%) of the Master Crafter enhancement by +0.2% per point.
Sounds ok to me.
33. Epic Craft : +0.5% per point increase to Craft stat bonuses.
Sounds ok to me. A buff like Epic Forge is nice to have on Epics, LE, Crystalline and SE items.
But please put in the description that it adds a temporarily bonus to the craft stats and that people who are going to craft items don't have to have to because they think this buff will provide their items with permanent bonuses. I've had too many players ask me for Epic Forge when it first came out... :?
34. Shield Wall :+0.1% per point to your defense for each complete set equipped.
Really? A 17.5% defense bonus for every set? That's a 70% bonus to defense from this buff. That's way overpowered. :shock:
Others can attack you with KE and DC. But this buff combined with Constitution, Flinch and KE+NMV will be very powerful.
35. Guild Buffer : x% of chance to spend 50% stamina buffing guild members.
Sounds nice. Buff Master has a fair chance to reduce stamina spent on buffs for others. This buff will increase the in-guild buffing.
As a buff seller I can only say: "Boo! That will hurt sales!", but as a guild player I'm all for it. :mrgreen:
36. All For One : 0.1% per point increase to the SE set bonus stats.
I'm both for and against it.
The problem with SE sets being less useful is threefold:
[*:3hmuak8m]Some SE sets got replaced with better items. For example, the Baron set has a tough time competing with the Air Javelin, Krimson Kardic Helmet and a shield (Writhing Ward perhaps).
[*:3hmuak8m]Some SE sets have weapons. SE sets generally have really low stats from the items and a lot from the set bonus. If such an SE set has a weapon in it then the EW 1000 and EW 1500 potions will give only a small bonus. The SE set can not compete with other sets that have weapons with more normal stats.
[*:3hmuak8m]Most SE sets have more than 2 items in them. The SH buff (and to a much smaller extent the KE buff too) have created huge incentives for the use of small sets. A player can wear a maximum of 4 sets, so he has to wear at least 3 sets of 2 items and the last set can be either 2 or 3 pieces. Not many combinations fit and most SE sets are 3-piece or 4-piece. So they are seldom used in these setups.
This skill will make SE sets a bit more useful, but it does not tackle any of the underlying issues.
An SE set that has a weapon with low stats will not get used all of a sudden because it has a 17.5% bonus to its set stats.
Setups of 4 sets get a bonus of 35% damage and 70% attack on their total stats. A setup of 3 sets (of which 1 is an SE set) gets 26.25% damage and 52.5% attack bonus to its total stats, and 17.5% bonus on the SE set bonus.
This skill might help SE sets a bit here and there, but I doubt it will be useful for all.
And a higher percentage on the bonus will distort things. It will boost some SE sets a lot (those who just need a little push to compete with other sets), but others will never win (for example, a 3-piece SE set with a low stat weapon).
37. Titan Slayer : +0.2% per point reduction of damage, attack, defence and armor to Titans.
Why?? Titans are already quite weak.
They are weaker than SEs, weaker than LEs and even weaker than Elites.... :roll:
I figured out some setups when titans came out (nearly 3 years ago) and those got me 2-hitting/3-hitting at the level of the titan.
With the new buffs, potions and equipment most titans can be 2-hit by most players of their own level.
I don't see any point in making titans any weaker than they are now.
38. Vitality : +0.1% per point added to your HP for each complete set equipped.
Before or after HP adding buffs, like Severe Condition and buff number 27 "Anchored"?
39. Precision Strike - grants an 0.1% increase per point in XP gained when the hit that kills a monster is less than 10% more than what was needed. Rewards precise tuning of gear to monster.
So this is Overkill with strategy?
At level 175 we will get 17.5% more XP is we kill the creature with less than 110% of the required Damage.
I think the 17.5% XP bonus is way too big here. Overkill 175 gives a 1.9% XP bonus, and Stalker 175 gives a 2.9% XP bonus. A 17.5% XP bonus sounds a bit over the top.
How does this work with 2-hitting by the way? :roll:
40. Precision Hit - grants a 0.1% increase per point in gold stolen when the hit that defeats the target player is less than 10% more than what was needed. Same general idea.
As asked a lot of buffs above, is this number a percentage or a percentage point? That makes a lot of difference between this buff being normal or way overpowered.