Maybe. All I remember is it was 2008 and we only had like chickens, steep, malphas, samurai and triclopse then. But yeah, that sounds right.... It would be a nice buff even if it had a low time limit.
New Skills / Enhancements
#861
Posted 09 January 2015 - 18:11
Just one old lady's opinion
~Love, Penny
Have you hugged your Quango lately?
#862
Posted 11 January 2015 - 03:18
I posted this in it's own post, but i was told to post it here. .... here it is.
Buff Ideas:
Revenge Tactics (PvP Buff)
1: If you initiate an attack against a player who has defeated you in battle, all your stats will receive a small boost for the battle. (0.05% per point)
2: If you are victorious, you receive 50% more prestige from the battle.
3: If you are not victorious, you have a 0.2% per point chance to damage the opponents gear by 25%. (Crystalline gear remains unaffected)
Honed Reflexes (Buff)
1: 0.3% per point decrease to stamina usage amount on Counter Attack.
Enemy of My Enemy (Buff)
1: 0.05% per point chance of one of your enemies assisting in combat vs. creatures.
2: Enemy up to 25 levels above your level. (+1 level per point)
3: Enemy is randomly selected and adds 50% of their attack, defense, damage, armor and health.
4: Does not take affect if Assist activated during the same turn.
Kamikaze (Buff)
1: 0.1% per point chance that upon your defeat vs. creature, you will instead end battle in a draw.
2: You will not lose experience or gold, but kill streak will still be reset.
3: Conserve can not activate during the same battle.
4: Creature will not remain after battle.
Edited by Devilo, 23 January 2015 - 21:32.
- peterzhou likes this
#863
Posted 15 January 2015 - 12:20
Been through this whole thread again.
Gathered up the ideas, now to tidy the document up. Make sure there are no duplicates. That kinda thing.
#864
Posted 15 January 2015 - 18:02
Great to see that you're on top of things, Big Guy
Just one old lady's opinion
~Love, Penny
Have you hugged your Quango lately?
#865
Posted 21 January 2015 - 17:38
Sorry for not reading all 44 pages of this thread to see if this has already been suggested but I had an idea for a new skill...
Currently, there is a minor problem with the Doubler and Global Booster skills. If you want the items that a creature drops, you have to disable these skills to maximize your drops per stamina used. Since the creature's drop rate is not multiplied, if you are using a Doubler 1000 potion (21x) you would use 21 stamina (assuming 1-hit) and get 21x XP & Gold as if you just killed 21 creatures, but the drop rate is as if you only killed the 1 creature.
My suggestion is for a skill that only activates when you have either have Doubler or Global Booster active that would allow you to have the drop rate multiplied with it.
This could be an on/off type of skill (like Reveal) so that regardless of the skill level, the multiplication factor is based on the Doubler multiplier (for 21x doubler a 3.75 drop rate would give you a 78,75% chance)
Or it could be a % skill where at level 500 (+0.2% per point) the drop rate is 100% that of the Doubler
Personally, I think this should only be tied to any skill that multiplies your stamina use or it could potentially be abused in farming to get more drops than their stamina would normally give. However, this would still greatly help the farmers to be able to quickly use their stamina without being penalized on the drop rate.
It would still require some consideration on behalf of the farmers though. For example, if the farmer wants to use a Doubler 1500 potion on a creature that has a 3.75% drop rate (1500 / 50 + 1 = 31x doubler | 31 * 3.75 = 116.25% Drop Rate) the extra 16.25% would be waste unless there was a chance for 2 drops. Personally, I think a max of 100% is a good thing to help keep any potential abuse down.
There may also be other considerations I haven't thought of but I see a lot of potential here.
#867
Posted 21 January 2015 - 19:50
I do not see that happening I'm afraid.
Too big a potential for abuse or is there something I am missing?
I was leaning more towards the skill being +0.2% per point times the doubler multiplier increase in drop rate for normal creatures.
This would mean if you are using Doubler 1500 and have this skill at level 200 and the creature's drop rate is 3.75%, each attack would get:
1500 / 50 + 1 = x31 XP & Gold
200 * 0.002 = 40% * 31 = 12.4% Drop Rate
This is actually still a worse drop rate vs attacking 31 creatures individually without any Doubler.
Am I missing something?
#868
Posted 21 January 2015 - 20:14
This is actually still a worse drop rate vs attacking 31 creatures individually without any Doubler.
While this true for normal creatures You should also consider that it can be used against creatures that are not that easy to come by (SE, elites) where it would be certainly better to kill them with doubler than to look after them dozen times.
Or should it work only against common creatures?
Anyway I have the feeling that this is just simple trade off - You either get as much drops as possible or You can finish quickly. And it sounds fair enough to me. (I would use it should it be implemented as I could use some frags etc but I do not see it necessary)
#869
Posted 21 January 2015 - 21:40
While this true for normal creatures You should also consider that it can be used against creatures that are not that easy to come by (SE, elites) where it would be certainly better to kill them with doubler than to look after them dozen times.
Or should it work only against common creatures?
Anyway I have the feeling that this is just simple trade off - You either get as much drops as possible or You can finish quickly. And it sounds fair enough to me. (I would use it should it be implemented as I could use some frags etc but I do not see it necessary)
I said"+0.2% per point times the doubler multiplier increase in drop rate for normal creatures"
#870
Posted 22 January 2015 - 06:29
I said"+0.2% per point times the doubler multiplier increase in drop rate for normal creatures"
Thanks, I saw that, just wanted to be sure.
#871
Posted 22 January 2015 - 16:10
Yeah, if this worked for Elite, Super Elite, Legendary, or any other type of creature that's hard to find or normally difficult to get drops from, I would be completely against it as well.
#872
Posted 22 January 2015 - 16:24
#873
Posted 22 January 2015 - 17:11
Thanks for the reply
Fair enough - I can see where this can lead to players requesting more...
Though the same can be said about many of the existing skills, I do have to agree that this one in not needed. I will not bring it up again.
Keep up the great work
- BigGrim likes this
#874
Posted 18 March 2015 - 10:55
When is that coming? been 2 years for this thread
Edited by shindrak, 18 March 2015 - 10:56.
#876
Posted 18 March 2015 - 12:53
When is that coming? been 2 years for this thread
Hehehe. So true. as with everything in FS, this moves way too slow.
#877
Posted 18 March 2015 - 13:37
The oxen is slow but the earth is patient.
#878
Posted 19 March 2015 - 07:41
I had some ideas after thinking about game balance and challenge for higher level players.
Mostly as a result of being sick of hearing about how much easier it was for newbies etc.
Big deal.
I'd like it to be easier for newbies, so they stay in the game.
Lets make it harder for us oldies going forward. The newbies can catch up.
Soulless was devised to nerf Wither, why not have other enhancements as enemies of other buffs?
That might be very interesting? No?
As such I imagine these enhancements as being monster only. At high levels. If you incorporate them into items... ho ho!!
Disruptor: X% chance to negate buffs based upon complete sets being used together. (Works against KE and SH)
Schism : X% chance to negate the Co-ord buffs.
Fearless: X% chance to negate Flinch
I would add to these the grandaddy of all anti-player enhancements (for me)
Dark Heroism: X% chance to negate Demoralise.
These enhancements and others like -
Invader: X% chance to negate Sanctuary buff
could easily be used as part of a really cool storyline in FS involving new monsters and lieutenants of The Shadowlord.
Just sayin'
Think about it.
Edited by Belaric, 19 March 2015 - 12:02.
- BigGrim and Mister Doom like this
Good-bye and hello, as always.
#879
Posted 19 March 2015 - 11:16
#880
Posted 19 March 2015 - 14:04
Re Belaric's long post (no need for me to make a long post to quote it):
Creature enhancements which negate our attack/damage skills will just make leveling more frustrating for those who are not in guilds that keep +10% relics.
Soulless/anti-wither is bad enough, but Wither doesn't kick in on every hit; it's just an extra thing. Start messing with our Coordinated Attack, and some of us will have big issues. So use defense/armor setups, some might say, so that you can withstand a hit back. But then you want to also have creature enhancements that disrupt our defensive skills too.
I don't see this as "part of a really cool storyline". I see it as trying to force out players who don't have the stat boosts that relics kept by big guilds have.
Do you want a personal challenge? Lose your guild's relics. Only hunt with very basic skills. Don't forge your gear. Assemble setups of only Rare/Unique items. But don't try to force changes on the rest of us because it's too easy for you.
BigGrim, I challenge you to go through level 2000+ content without the Hooftest Super Set. Use only what the average player has available. Test content that way. I dare ya!
- JBKing89 likes this
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