+1 Yea this will make ppl interest to forge items at high lvls ... good gold sinkOne issue that has been brought up by many players and looked into by HCS is Hell Forging. At high levels forging does not really provide the same bang for the buck. Why not a buff that gives a
bonus to to items that are hell forged? This would give high levels the satisfaction of better stats
for forging their items and would provide better stats for lower levels as well. More people would
be inclined to forge personal gear as well which would provide a good gold sink.
Epic Forge- +.5% per level bonus to hell forge bonuses.
at level 175 that would be provide a bonus of 87.5 to hell forge bonuses only.
From the Hell Forge page.
So, for example, if you hellforged a level 150 item five times, in addition to the +50 to stat points, it would also gain an additional bonus of +15 stat points (total +65 to stat points).
So a level 150 item fully hell forged with level 175 Epic Forge buffed would provide a 56 stat point bonus (it was rounded down).
Love Stang
I know the buffs are already listed.. but since hoofy might be glancing through this thread this is posted for stang.
Like the idea a lot for a buff to add more value to helforging, the math on the above is a bit off thonot to mention for helforging there is a progressive increase to the stat points per level (but a buff that made this bigger would be awesome)
Level 1,000 Skills - The list!
#201
Posted 31 January 2011 - 01:02
#202
Posted 31 January 2011 - 01:12
#203
Posted 31 January 2011 - 01:16
+1! Though this drifts from topic.One issue that has been brought up by many players and looked into by HCS is Hell Forging. At high levels forging does not really provide the same bang for the buck. Why not a buff that gives a
bonus to to items that are hell forged? This would give high levels the satisfaction of better stats
for forging their items and would provide better stats for lower levels as well. More people would
be inclined to forge personal gear as well which would provide a good gold sink.
Epic Forge- +.5% per level bonus to hell forge bonuses.
at level 175 that would be provide a bonus of 87.5 to hell forge bonuses only.
From the Hell Forge page.
So, for example, if you hellforged a level 150 item five times, in addition to the +50 to stat points, it would also gain an additional bonus of +15 stat points (total +65 to stat points).
So a level 150 item fully hell forged with level 175 Epic Forge buffed would provide a 56 stat point bonus (it was rounded down).
Love Stang
Hidden Coffers, Teleport, Ench. Ring & Rune, Heat Scan, Side Step, Shame, Ext 2, Smashing Hammer are my 9 faves for buffs.
I like the idea of Fist Fight for a potion. Mimics the Arena bare knuckles tournies :twisted:
#204
Posted 31 January 2011 - 02:46
#205
Posted 31 January 2011 - 03:19
side step
hidden coffer
shame
golden shield
overkill
smite
smashing hammer
balanced Defense
coordinated defense
balance attack
coordinated attack
fist fight
mighty vigor
Necrosis
Happy Scale
#206
Posted 31 January 2011 - 03:26
Hi all!
We have looked through all of your feedback and suggestions regarding possible skills. We could use these for level 1,000 and above but we are also thinking some of these could be exclusive to potions.
Here is a list of the skills we are considering!
Teleport: The In-Realm teleporting buff. Details to be decided. (Sounds good in theory, but can't say whether I agree or disagree without more details being given.)
Heat Scan: A way to get a snap shot of the creature distribution on the map. Only works on common and champion creatures. This is a possible buff. (Don't really see the need for this one. It's not that difficult to find monsters, but I don't see it being gamebreaking.)
Side Step: A boost defense or extra dodge (Sounds good, maybe will make it more viable to wear defensive sets again.)
Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only. (I don't see the need for this. If you have to have that much gold on hand can just buy the overpriced protection.)
Cursed Ring: 0.2% per point stat bonus to the Ring. 50% increase of durability loss. Prevents UB from being cast. (No way! Too much potential for abuse and just unnecessary.)
Cursed Rune: 0.2% per point stat bonus To the Rune. 50% increase in durability loss. Prevents UB from being cast. (Very bad idea for reasons above)
Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker. (Sounds good, if an attacker somehow loses despite the huge advantage they get in the first place they deserve it.)
Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled. (I like it.)
Overkill: (PvE Only) When you inflict 2 times or more of the starting hit points in the first round of combat, you have a .25% (per point) chance to gain .025% extra XP (per point). (Not sure this is really good idea, would increase the pressure to be in a guild with relic bonuses to hunt effectively.)
Smite: Defending against PvP has chance to lower armor and defense of the attacker. (Sure defending needs help, but it all depends on how much it is lowered by. Can't say I fully agree unless I know the percentage.)
Barricade: 0.1% per point of Damage is transferred to Defense. (Ok I guess I can't see any problems with it yet.)
Extractor II: Chance not to destroy Resources when extracting Components. (I guess, really don't care since I don't invent things except for quests when I'm forced to.)
Stout Hearted: 0.5% increase to your base HP per point.(I guess, but I don't see how this is useful until you get really high up in levels. Not any sets I've seen so far have any significant amount of HP)
Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided. (HELL NO. We already have Spell Breaker and Spell Leech.)
Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only) (Yep I like it.)
Find More: +0.05% chance to re roll for another drop after 1 drop is found. (PvE Only) Does not work on LE/SEs. (No thanks, it's already hard enough for players to make profits from monster drops because of saturation and we don't need the AH cluttered with more junk.)
Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only) (No, sounds overpowered. People waste stam on buffs they should work like intended.)
Ageless: +0.2% per point chance of doubling of your HP at the start of combat. (I guess, but once again I haven't seen any sets with significant amount of HP to be useful.)
Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level Maybe, but I'm not in love with the idea)
Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set Maybe, but I'm not in love with the idea)
Balanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level (Nope! Keen Edge and Dark Curse are bad enough. And it's not hard to get damage.)
Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set (No same as above)
Fist fight: 0.1% chance per point that both players will lose the benefits of ALL buffs for the duration of the fight. The fight resolves as if neither player has any buffs (gear+base stats vs gear+base stats) (PvP/GvG only) (No, people waste stam/gold on buffs they need to work.)
Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health. (Still I don't see what this obsession is with HP on all of these suggested skills. Please tell me when any set has a significant amount of HP before 500 at least. I would love to know.)
Bodyguard: 0.4% per point of XP lost that would be lost to a non-bounty-board PvP attack is lost as gold instead, as long as there is enough unbanked gold. Gold lost because of bodyguard is sunk: it does not go to attacker. Gold taken by attacker (and gold sunk as a result) is unaffected. (Don't like it at all. Enough gold is sunk just from attacking.)
Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining. (No, would rather see that a group has a chance of not being disbanded instead.)
Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down) (Either explain how HP is useful or announce new sets with hellified amounts of HP or this skill can gtfo along with the rest of these HP ones.)
Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL. (This is just begging for abuse. If people want the benefits of higher level gear they level. It's not like it's that hard to do.)
Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%) (No, stam is used buffs should work.)
Enchant Rune: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) (I don't see why it has to be a potion, but sure).
Enchant Helmet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) (Same as above.)
Enchant Boots: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) (Same as above.)
Enchant Ring: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) (Same as above.)
Enchant Amulet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) (Same as above.)
Necrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat. (Sounds good, would make Holy Flame more useful considering I haven't seen many undead creatures.)
High Guard: 0.05% chance per point that your attack stat is added to your defense and your damage stat is added to your armor. (Opposite of savagery) (Sure)
Players over level 1000 will be able to increase their skill level to 155. The exceptions to this are as follows :
Keen edge, Unbreakable, Gloat, Honor, Last Ditch, Reckoning, Deflect and Reflection. If there are any other Skills you believe ought to be exempt, please let us know! (@#^# NOOOOOOO! 150 is more than good enough. This is easily the worst suggestion out of them all.)
Note that all the above are just suggestions and the names/stats are not finalized either. We would love to hear your feedback on all the skills listed above and we would also like to thank all players who contributed to the skill suggestions thread.
~ The Fallen Sword Team
In closing most of these skills sound a bit on the overpowered/ridiculous side for the most part. I know that you all are trying to generate a profit, but let's make sure we consider the future of the game when we do updates. What will be left for the future if you go kamikaze now?
#207
fs_iceman216
Posted 31 January 2011 - 07:24
#208
Posted 31 January 2011 - 07:46
#209
Posted 31 January 2011 - 08:09
Also regarding SH, to make it more appealing to those that think we dont need any more damage, how about making it so that any items that is part of a set that is affected by SH will:
1. Lose the effect of all other buffs acting on it (ie Enchanted Buffs). (Would it be possible for this to be done for KE also?)
2. If KE is also activated, it is disable until SH is disabled (and vice versa(if possible), whichever is activated last)
For Example, if you have a weapon that have the EW 1500 activated on it but is in a set, if you activate SH, EW 1500 will be disable on the weapon (but it will still be actively running). If you switch to a weapon that has no set, EW 1500 will be active once again.
OR
on a more drastic note, make it so that you lose the effect of DD if SH is activated (and vice versa, whichever is activated last being the active one)
dragon1234 - Ranger - lv 45
NoExercise - Tank - lv 45
DragonStorage - Storage - lv 13
#210
Posted 31 January 2011 - 22:49
#211
Posted 01 February 2011 - 07:43
#212
Posted 01 February 2011 - 21:00
Heat Scan :| sure, in xinderoth... otherwise not that useful
side step :| extra defence? specify please
hidden coffer
cursed ring, rune
shame
golden shield
overkill
smite
Extractor II:
Stout Hearted :| this is not hp game like SS2
Anti Deflection
Smashing Hammer
Find More :| elite drops are no more that good
Sealed:
Ageless: :| see Stout Hearted
balanced, coordinated attack, defense
Fist fight :| prefer Sealed
Severe Condition
Bodyguard
Join
Vampire :| specify please. transferred for 1 shoot, for 1 hour, forever and ever?
Mighty Vigor :|
Dispell Curse
Enchant....
Necrosis
High Guard: :| i prefer savagery
Players over level 1000 will be able to increase their skill level to 155
Distil !!!! why is not in list?? waiting for 1500?
:| neutral
#213
Posted 01 February 2011 - 23:35
#214
Posted 01 February 2011 - 23:37
Here's a controversial thought, but as seen as people seem to think it's so easy to level at the higher level why not have skill points set adversely proportionate to level, ie, the higher you go the lower level skills you can cast??? have level 1's able to cast ALL skills at a MAXIMUM level and diminish the capability the higher you go?
people would just make multis to buff themselves with. lol.
#215
Posted 01 February 2011 - 23:38
+1Here's a controversial thought, but as seen as people seem to think it's so easy to level at the higher level why not have skill points set adversely proportionate to level, ie, the higher you go the lower level skills you can cast??? have level 1's able to cast ALL skills at a MAXIMUM level and diminish the capability the higher you go?
people would just make multis to buff themselves with. lol.
#216
Posted 01 February 2011 - 23:41
+1Here's a controversial thought, but as seen as people seem to think it's so easy to level at the higher level why not have skill points set adversely proportionate to level, ie, the higher you go the lower level skills you can cast??? have level 1's able to cast ALL skills at a MAXIMUM level and diminish the capability the higher you go?
people would just make multis to buff themselves with. lol.
But multis are not allowed and would be detected and the cheating high level player would be termed, thus making the game better all round?
Of course the game's multis would be opposed to this idea!!!
#217
Posted 01 February 2011 - 23:55
#218
fs_tangtop
Posted 01 February 2011 - 23:58
General comment first. One of the main reasons I wrote a bunch of the code in the helper was to make life easier for myself. Mainly less clicking, waiting for page reloads, going back and forth between screens, etc. So anything that helps in this, I am all for it.
Also, many of these buffs will make hunting easier (i.e. too easy), so I hope we get corresponding buffs for the critters that make them harder to kill.
Teleport: The In-Realm teleporting buff. Details to be decided. Love this idea, saves all those finger presses from moving around the screen
Heat Scan: A way to get a snap shot of the creature distribution on the map. Only works on common and champion creatures. This is a possible buff. Love this idea, again saves finger presses from moving around the screen
Side Step: A boost defense or extra dodge We have a lot that boosts defense already, but boosting dodge is cool
Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only. I think this is fine. Maybe make it so you cannot have Cloak and Hidden Coffer running at the same time (i.e. drinking one will nulify the effect of the other).
Cursed Ring: 0.2% per point stat bonus to the Ring. 50% increase of durability loss. Prevents UB from being cast.
Cursed Rune: 0.2% per point stat bonus To the Rune. 50% increase in durability loss. Prevents UB from being cast. Not a big fan of these two skills. I doubt they will ever be used if released as a 1000+ buff. Anyone who uses crystalline (i.e. pretty much everyone) will not want to use this without UB.
Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker. It would need a longish duration to be useful (similar to Deflect or NMV).
Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled. Seems OK
Overkill: (PvE Only) When you inflict 2 times or more of the starting hit points in the first round of combat, you have a .25% (per point) chance to gain .025% extra XP (per point). Seems OK.
Smite: Defending against PvP has chance to lower armor and defense of the attacker. Not clear to me. Does this mean that the defending player has a percentage chance that the attacking players defense and armor is lowered? Seems a little vague at this point to be useful. A name like Flawed Armor might be better.
Barricade: 0.1% per point of Damage is transferred to Defense. Not sure I see this one being used a lot, but it is fine.
Extractor II: Chance not to destroy Resources when extracting Components. Fits in perfectly with INV II. I like it.
Stout Hearted: 0.5% increase to your base HP per point. I still doubt that people will put points into HP, even with this skill. At 175, this is only 87.5% more HP.
Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided. As long as it is expensive, short time frame and doesn't have a too high a chance to fire, this is fine.
Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only) Overpowered ... with two sets this is +17.5% more damage. Why not have it so that it favors big sets instead. Say 0.01% per point per piece for the largest piece set you are wearing. i.e. a 9 piece set max would be +15.75%, and a 3 piece set only +5.25%. Bigger sets are not favored ... KE favors more sets, this one should favor a big set.
Find More: +0.05% chance to re roll for another drop after 1 drop is found. (PvE Only) Does not work on LE/SEs. I like it, as long as it does not get out of control with potions like FI 800 and 1000 got. I assume this works with FI only (i.e. not QF or RF)?
Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only) Seems overpowered. Maybe have it so that there is a percent chance that a percentage of the opponents buffs do not activate during the fight. e.g. 0.1% per point chance that 0.3% per point percent of the opponents buff do not activate (i.e. 52.5% at 175). Needs a better name - Suppress Buffs perhaps?
Ageless: +0.2% per point chance of doubling of your HP at the start of combat. I like this idea. Would be cool if it worked with Chi Strike too. Suggested name = Adrenaline
Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level There are not enough items each level for this to work. Would not be used by a level 1000+ player, the higher level you get, the bigger range of gear items you use. Maybe if the max level difference between all equipped items was 10 or something? Maybe the bonus the skill gives you is based on the max level difference (e.g. 1/max level difference in equipped items per point = 0.2% at 5 levels difference, 0.02% at 50 levels difference.
Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set. See my comments above for smashing hammer. It is very difficult to get all items as part of a set. This would very rarely be used. Why not base it on the number of items in the biggest set, or the total number of set points worn (i.e. 0.01% per piece per point (min 2 set pieces needed to work)).
Balanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level See comments on Balanced Defense above.
Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set. See my comments on Smashing hammer and coordinated Defense above.
Fist fight: 0.1% chance per point that both players will lose the benefits of ALL buffs for the duration of the fight. The fight resolves as if neither player has any buffs (gear+base stats vs gear+base stats) (PvP/GvG only) I like this idea.
Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health. Not sure I see the use of this skill. Would it work with Chi Strike too?
Bodyguard: 0.4% per point of XP lost that would be lost to a non-bounty-board PvP attack is lost as gold instead, as long as there is enough unbanked gold. Gold lost because of bodyguard is sunk: it does not go to attacker. Gold taken by attacker (and gold sunk as a result) is unaffected. I like this idea.
Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining. I like this idea. Need to think about extend effects (and brew master if a potion). Also need to factor in the cast level (i.e. you want it to be worth casting at level 175). Duration = 4 mins per level (175 gives just under 12 hours).
Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down) Sound idea.
Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL. I like this idea.
Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%) I hope some monsters get this skill too. Why not have it work in PvE also? Maybe call it Suppress Curse since you don't lose the buff, it is just suppressed.
Enchant Rune: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)
Enchant Helmet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)
Enchant Boots: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)
Enchant Ring: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)
Enchant Amulet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) As long as they are rare potions.
Necrosis: 10% chance that the creature you are fighting with be turned into an undead creature at start of combat. I like this idea, although the activation needs to be changed so that casting level matters ... e.g. 0.055% per point chance of activating.
High Guard: 0.05% chance per point that your attack stat is added to your defense and your damage stat is added to your armor. (Opposite of savagery) Sound fine, although I doubt it will ever be used.
Players over level 1000 will be able to increase their skill level to 155. The exceptions to this are as follows :
Keen edge, Unbreakable, Gloat, Honor, Last Ditch, Reckoning, Deflect and Reflection. If there are any other Skills you believe ought to be exempt, please let us know! Why not just max the activation level for these skills? e.g. UB max 95%, KE max 50% (3 sets at 175), LD max 40%, Reck max 35%, etc.
Note that all the above are just suggestions and the names/stats are not finalized either. We would love to hear your feedback on all the skills listed above and we would also like to thank all players who contributed to the skill suggestions thread.
~ The Fallen Sword Team
#219
Posted 02 February 2011 - 00:04
#220
Posted 02 February 2011 - 00:06
So you want to give all those low level gvg'ers full blown buffs too? That's just absolutely insane.Here's a controversial thought, but as seen as people seem to think it's so easy to level at the higher level why not have skill points set adversely proportionate to level, ie, the higher you go the lower level skills you can cast??? have level 1's able to cast ALL skills at a MAXIMUM level and diminish the capability the higher you go?
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