Jump to content

Photo

Level 1,000 Skills - The list!


  • This topic is locked This topic is locked
292 replies to this topic

#61 DaleJunior

DaleJunior

    Veteran

  • Members
  • PipPipPip
  • 1,563 posts

Posted 28 January 2011 - 21:31

We've removed Holy Wrath and Death Touch from the list. :)


Aw, why? They sounded like cool buffs to me. Also, there wasn't any clarification as to whether Death Touch worked differently than DW, i.e., it would work on Super Elites, and Elites, but you wouldn't get a drop from it or any gold or experience. And Holy Wrath was not clarified as to whether it would completely break an item, or just reduce the dura. In my opinion, these buffs were not the same as DW and Erosion at all. Holy Wrath added a whole new element in there and might make an attacker think twice about using a higher powered crystalline item.

Hoofmaster this is really a cool list, and I think that my favorite buffs on there are all of the coordinated ones. I really like using and combining sets together, and some buffs like this might even make using 9 piece sets cool again and give them a reason to exist. Great ideas.

One final thought: Hoofmaster...please do not kow tow to all of those who are preaching "nooo no more items that increase damage, hunting is already too easy..."..well, I might add that the vast majority of FS players do not have access to large guilds with double relics that add tons of extra damage to their hunts. If I were not in a guild where I could almost always hunt with two fully empowered relics I might want to use some of these new buffs and pick and choose whether I wanted to use them or do something like spend 10 fsp on an EW1500 potion. Simply adding buffs that increase damage doesn't necessarily make everything overpowered, it just gives people other options, so please don't dismiss them. Please seriously consider them. Thank you for all of your hard work on these!

Oh, and finally, would any of these buffs be inserted at earlier spots in the skill trees or would every one be reserved strictly for level 1000 and beyond?

#62 Shibing

Shibing

    Member

  • New Members
  • PipPip
  • 123 posts

Posted 28 January 2011 - 21:32

3rd: most of the skills are overpowered..but i guess ppl like to have those so they wont complain :/


Can you please give details of which you feel are overpowered and why?


Golden Shield - at lvl 180 there will be 36% chance to double your def AND armor o_O
im in the 200-250 band and here with the right gear and buffs i can get ~5k def or ~4k armor (not sure about armor since i dont use it often) that means ill be having 10k def 1/3 of the time i attack.
in my opinion this skill should be removed or tweaked more ;]

#63 Cat Girl IRL

Cat Girl IRL

    Veteran

  • New Members
  • PipPipPip
  • 501 posts

Posted 28 January 2011 - 21:42

I love all the suggestions, this is a good chanche for cows to add buffs till level 2000. xD

#64 Scoops1972

Scoops1972

    Member

  • Members
  • PipPip
  • 331 posts

Posted 28 January 2011 - 21:43

One final thought: Hoofmaster...please do not kow tow to all of those who are preaching "nooo no more items that increase damage, hunting is already too easy..."..well, I might add that the vast majority of FS players do not have access to large guilds with double relics that add tons of extra damage to their hunts. If I were not in a guild where I could almost always hunt with two fully empowered relics I might want to use some of these new buffs and pick and choose whether I wanted to use them or do something like spend 10 fsp on an EW1500 potion. Simply adding buffs that increase damage doesn't necessarily make everything overpowered, it just gives people other options, so please don't dismiss them. Please seriously consider them. Thank you for all of your hard work on these!


My sentiments exactly.

And why not run a poll in game rather than just limiting the opinions to the same few people that frequent the forum???

#65 Chazz224

Chazz224

    Veteran

  • Members
  • PipPipPip
  • 528 posts

Posted 28 January 2011 - 21:45

Ok… First off I feel this is a bombardment of ideas to throw at us all … LOL but I will try …

First off allow me to list what I feel the ā€œBAD IDEASā€ are:

ā€œTELEPORTā€: Very bad idea, takes the whole portal idea away…, which works as a good gold sink. ā€œHEAT SCANā€ is another bad idea that would make things way too easy for everyone unnecessarily I feel. ā€œHIDDEN COFFERā€ā€¦ Hide your gold ? Why not just remove PVP from that game? Terrible idea worst ever I feel. ā€œSHAME ā€œgaining xp while in pvp is silly and useless. ā€œ FIND MOREā€ I think we have enough resource finders and adding this would be another waste. ā€œFIST FIGHTā€ I don’t care for could be ok … not sure yet… I’m still out on that one, but for now I can live without it. ā€œSERVER CONDITIONā€ I don’t feel anyone needs that much health at this point lol, ā€œBODY GUARDā€, ā€œJOINā€, ā€œVAMPIREā€, ā€œMIGHTY VIGORā€, ā€œDISPELL CURSEā€, ā€œDEATH TOUCHā€ā€¦ are all waste full pots or possible buffs I feel…

Now ideas I did like as straight buffs:

ā€œGOLDEN SHIELDā€ has potential, ā€œ SMITEā€, ā€œHOLY WRATHā€, ā€œSMASHING HAMMERā€, & ā€œHIGH GUARDā€, ā€œBALANCED ATTACK {COORD ATTACK SAME THING AGAIN}, ā€œ ENCHANT: HELMET, AMMULET, RING, RUNEā€ are all good and I see no reason to keep them as pots when most would just wanna see those as straight buffs.

Ideas for good potential POTS are as follows:

ā€œSIDESTEPā€, ā€œCURSED RING/RUNE (ARE THE SAME BUT HAVE TO BE KEPT AT A LOW LEVEL)ā€, ā€œBARRICADEā€, ā€œEXTRACTOR IIā€, ā€œSTOUT HEARTEDā€, ā€œANTI-DEFLECTIONā€, ā€œSEALEDā€, ā€œAGELESSā€, ā€œBALANCE DEFENSE/COORD DEFENSE {SAME THING OR THE OTHER SAME THING THOUGH} (BUT KEPT AT A LOW LEVEL)ā€, ā€œNECROSISā€, ā€œHIGH GUARDā€ … All good ideas for possible pots that would be very useful. Perhaps inventing some and some in the AH SPECIAL Section would work great…

#66 Sakuliver

Sakuliver

    Member

  • Members
  • PipPip
  • 407 posts

Posted 28 January 2011 - 21:46

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.
+1

Here is a list of the skills we are considering!

Teleport: The In-Realm teleporting buff. Details to be decided. Sounds great

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. +1, can be very useful

Side Step: A boost defense or extra dodge. extra Def? Don't we have Constitution already? Concerning Dodge...why not something like increasing enhancements a bit, opposite to Demoralize?

Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only. +1

Cursed Ring: 0.2% per point stat bonus to the Ring. 50% increase of durability loss. Prevents UB from being cast. No, paying a few thousand gold for a double bonus is too easy.

Cursed Rune: 0.2% per point stat bonus To the Rune. 50% increase in durability loss. Prevents UB from being cast.No, paying a few thousand gold for a double bonus is too easy.


Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker.+1

Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled. No, way too strong.

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). :? bit confusing, shouldn't there be "damage" somewhere included?

Smite: Defending against PvP has chance to lower armor and defense of the attacker.+1

Barricade: 0.1% per point of Damage is transferred to Defense.+1

Extractor II: Chance not to destroy Resources when extracting Components.+1

Stout Hearted: 0.5% increase to your base HP per point.+1, sure, would be interesting to see if people go for that, could be interesting!

Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided.+1

Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only). Seems logical after Keen Edge, but necessary?

Find More: +0.05% chance to re roll for another drop after 1 drop is found. (PvE Only) Does not work on LE/SEs. Why? RF already gives loads of drops, and the only other ones which are interesting are LE/SE...so, no.

Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only)+1

Ageless: +0.2% per point chance of doubling of your HP at the start of combat.+1

Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level+1...funny

Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set+1

Balanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level+1

Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set+1

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) +1

Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health. +1

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. +1

Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining.+1

Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down). not sure if I got that :?

Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL. No! level up if you want to use them!

Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%)+1

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)
Well...of course it is logical to come up with these, but a lot of extra damage to make it easier to level? I don't think it is good for the balance (...imbalance) in the game. Even easier for the top guilds (=...majority of highest levels), who will have the monopoly to sell them to those who could actually use them....so I guess not

Necrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat.+1

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)+1

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!
No...L.175 is enough. Why make it complicated to add 5 skill points and adding a long, probably flamed, list of exceptions?!

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. :)

I hope these skills will be spread out over a large range, every 100 levels up to L.1500 or so.

~ The Fallen Sword Team



#67 Endoform

Endoform

    Member

  • New Members
  • PipPip
  • 58 posts

Posted 28 January 2011 - 21:51

Question: with the coordinated buffs (attack and defense) it says: if every piece of equipment is part of a set. does this mean that the full set needs to be equiped and thus all the gear needs to be from full sets worn? or would it being part of a set be enough?

if just part, then the LE gear which is already stronger than regular gear would be even more powerfull, if full sets need to be equiped it would require either stronger buffs, or more easy to match different sets together.

I'd say the balanced buffs would be better if they promoted non-LE-SE gear instead.


edit: BTW teleport would be cool. Especially if there would be realms made especialyl for this buff, where teleport would be necesary to get to the other side. (island hopping maps). and indeed it be best in the form of jump anywhere on the map by clicking and then substracting an amount of stam for the jump. The higer the level of teleport the farther you can jump.

#68 Prezze

Prezze

    Veteran

  • New Members
  • PipPipPip
  • 771 posts

Posted 28 January 2011 - 21:52

Here is a list of the skills we are considering!

Teleport: The In-Realm teleporting buff. Details to be decided. LOVE IT
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. not so sure about it, would have more use on elite's, unless champions do get a major tweak in later updates. So they have more use again

Side Step: A boost defense or extra dodge

Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only. no, it would mean a safe haven, I assume alot of the hits are made for gold. If people don't know how much gold their target is carrying they might not initiate an attack

Cursed Ring: 0.2% per point stat bonus to the Ring. 50% increase of durability loss. Prevents UB from being cast. already to easy to level

Cursed Rune: 0.2% per point stat bonus To the Rune. 50% increase in durability loss. Prevents UB from being cast. already to easy to level

Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker.no opinion

Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled. LOVE 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). it would drive up wither potion prices, but wither 350 activate's alot so it'll become a commonly used buff that'll make leveling faster. While you should slow down leveling

Smite: Defending against PvP has chance to lower armor and defense of the attacker. sounds ok


Barricade: 0.1% per point of Damage is transferred to Defense. ok


Extractor II: Chance not to destroy Resources when extracting Components. ok


Stout Hearted: 0.5% increase to your base HP per point. hmm, the majority of players hardly have any points in hp, why not make it to hp on start of combat


Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided. no opinion


Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only) I actually like this one, might give elite sets a bigger use again


Find More: +0.05% chance to re roll for another drop after 1 drop is found. (PvE Only) Does not work on LE/SEs. hmmm, the only thing it should work on is excluded


Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only)no opinion


Ageless: +0.2% per point chance of doubling of your HP at the start of combat.
could make some other buffs usefull

Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level hmmm, no idea what to think about it


Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set no idea what to think about it


Balanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level hmmm, no idea what to think again :)


Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a setthis might make some larger sets usefull and might make some elite sets usefull as well


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)

Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health. don't see any use, if you loose that 25% of those stats, but it means you can change creatures in the future. If players get large amounts of health


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.so rich people can saveguard their xp at the cost of gold?


Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining. ok


Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down)hmmm, does it exclude damage done to a shield imp?


Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL. no


Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%)hmmm, why not?


Enchant Rune: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)no


Enchant Helmet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)no


Enchant Boots: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)no


Enchant Ring: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) no


Enchant Amulet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) no


Necrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat. ok


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) ok

#69 a101011

a101011

    New Member

  • New Members
  • Pip
  • 11 posts

Posted 28 January 2011 - 21:54

I think teleport would be good

#70 moonfrost

moonfrost

    Veteran

  • Members
  • PipPipPip
  • 528 posts

Posted 28 January 2011 - 21:55

Overpowered:activation of this skill enables all other skills and items to be way overpowered for purposes of gameplay

oh wait, we have this now :(

#71 dragon1234

dragon1234

    Veteran

  • Members
  • PipPipPip
  • 1,287 posts
  • Badge

Posted 28 January 2011 - 21:55

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.
I hope though that this doesnt work in realms like lv 419 where the map is broken into pieces.

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.
Nah.

Side Step: A boost defense or extra dodge
Sure...

Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only.
sure

Cursed Ring: 0.2% per point stat bonus to the Ring. 50% increase of durability loss. Prevents UB from being cast.
If the buffs is brought down to .1% and make it so that the person casting the buffs get the 50%(100%?) increase, while the potion form have no increase(or a decrease of %)

Cursed Rune: 0.2% per point stat bonus To the Rune. 50% increase in durability loss. Prevents UB from being cast.
If the buffs is brought down to .1% and make it so that the person casting the buffs get the 50%(100%?) increase, while the potion form have no increase(or a decrease of %)

Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker.
Sure

Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled.
Overpowred still, at most it should activate 5% of the time.

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).
I dont really think we need any more xp boost..

Smite: Defending against PvP has chance to lower armor and defense of the attacker.
Sure

Holy Wrath: Defending against PvP has chance to randomly break an item of the attacker.
Erm, would really only work if it is hitting crystalline items, maybe it could affect max durability or something...

Barricade: 0.1% per point of Damage is transferred to Defense.
Sure

Extractor II: Chance not to destroy Resources when extracting Components.
Would it be possible to make it so that you can only extract one type of resource from the component?

Stout Hearted: 0.5% increase to your base HP per point.
would be alot more useful w/ stats.

Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided.
Just change the deflect %...

Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only)
I would go for this only if Any items in the set that can be affected by other buffs cannot be affected by those buffs when this one is activated. And it cannot be activated when KE is activated (and vice versa)

Find More: +0.05% chance to re roll for another drop after 1 drop is found. (PvE Only) Does not work on LE/SEs.
The second item found cannot be the same as the first item.

Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only)
Sure

Ageless: +0.2% per point chance of doubling of your HP at the start of combat.
Sure

Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level
Im not even sure there are levels in which there is an equipment for every slot, except for maybe the 00s/50s

Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set
Sure

Balanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level
Im not even sure there are levels in which there is an equipment for every slot, except for maybe the 00s/50s

Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set
Reduce the % if KE or Smashing Fist is on...

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)
Sure

Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health.
How about just one of them? but its random.

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.
Sure

Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining.
Cant cast on anyone but self, considering anyone who is able to cast it will be able to get a full group out of inactive or offline ppl

Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down)
Sure

Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL.
Negate for in arena, And shouldnt this be actual level instead of virtual?

Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%)
Lol no, too overpowered

Death Touch: Small % chance to instantly kill enemy but earn no gold or item drops. PvE only. (Potion Only)
make it PvP only...since we already have DW

Enchant Rune: +0.1% per point stat bonus increase to your equipped rune. (Excludes 'Gain' bonuses). (Potion Only)
I would see this happening if 1.100% increase in durability loss + some damage to max durability and 2. the entire family are subjected to the same drawback

Enchant Helmet: +0.1% per point stat bonus increase to your equipped helmet. (Excludes 'Gain' bonuses). (Potion Only)
I would see this happening if 1.100% increase in durability loss + some damage to max durability and 2. the entire family are subjected to the same drawback

Enchant Boots: +0.1% per point stat bonus increase to your equipped boots. (Excludes 'Gain' bonuses). (Potion Only)
I would see this happening if 1.100% increase in durability loss + some damage to max durability and 2. the entire family are subjected to the same drawback

Enchant Ring: +0.1% per point stat bonus increase to your equipped ring. (Excludes 'Gain' bonuses). (Potion Only)
I would see this happening if 1.100% increase in durability loss + some damage to max durability and 2. the entire family are subjected to the same drawback

Enchant Amulet: +0.1% per point stat bonus increase to your equipped amulet. (Excludes 'Gain' bonuses). (Potion Only)
I would see this happening if 1.100% increase in durability loss + some damage to max durability and 2. the entire family are subjected to the same drawback

Necrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat.
Lol no, this is just random.

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 : I think this could be better. Picking off from where the skill level increase left off, for every 50 level that a person reach, they earn 2 "max skill points" which they can allocate to whichever skills they choose, which mean at lv 1000, a person will have 20 extra max skill points to allocate. Drawback is every 1 point above the 150 threshold, the person must allocate 1+(point above the threshold) Ie. lv 151 requires 2 skill point to reach, 152-3 153 - 4 etc.

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!
Wouldnt it be easier just to drop the % of the existing buffs?


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


dragon1234 - Ranger - lv 45

NoExercise - Tank - lv 45

DragonStorage - Storage - lv 13


#72 Prezze

Prezze

    Veteran

  • New Members
  • PipPipPip
  • 771 posts

Posted 28 January 2011 - 21:56

Question: with the coordinated buffs (attack and defense) it says: if every piece of equipment is part of a set. does this mean that the full set needs to be equiped and thus all the gear needs to be from full sets worn? or would it being part of a set be enough?

if just part, then the LE gear which is already stronger than regular gear would be even more powerfull, if full sets need to be equiped it would require either stronger buffs, or more easy to match different sets together.

I'd say the balanced buffs would be better if they promoted non-LE-SE gear instead.


.


Hmmm after reading your post I tend to agree.

Why not make it:
Part of a set and only one legendary or se set is allowed to be matched with it.

#73 UrcK

UrcK

    Veteran

  • Members
  • PipPipPip
  • 548 posts
  • Badge

Posted 28 January 2011 - 21:59

Teleport: The In-Realm teleporting buff. Details to be decided. Everyone is waiting for this :)

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 it

Side Step: A boost defense or extra dodge this could be great because with KE and all the attack sets/gears there is no way to get as much defense as possilbe attack

Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only. can we find a way to hide our bonus stats as cloak doesnt do this?

Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker. sound concept

Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled.overpowered imo unless it excludes PvP

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).this will balance Arterial Strikes short comings

Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided. AMEN

Find More: +0.05% chance to re roll for another drop after 1 drop is found. (PvE Only) Does not work on LE/SEs. this could be useful

Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only)WOW i would get into pvp with this ..

Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level i dont think i have ever worn gear all of the same level.. this could be interesting

Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set [would have a huge impact on PVP imo

Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set *crosses fingers this will make it*

Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining.not sure what to think about this one

Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL. i dont see a need to wear gear 3 levels above your VL

Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%)

Necrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat.[b] HF FTW!


#74 Xainth

Xainth

    Member

  • New Members
  • PipPip
  • 208 posts

Posted 28 January 2011 - 22:02

Teleport: The In-Realm teleporting buff. Details to be decided.


My opinion: Teleporting from realm to realm would be great. Kinda be like your own portal everywhere you go.

Teleporting from one spot on a realm to another part on the same realm I don't like. Will destroy titan hunting. I urge this to be reconsidered if this is the case. Titan hunting is fun how it currently is. Let's please not ruin it as I get back into it after breaking to level so I can kill all titans currently listed.

(a new titan would be great for higher level players I think)

Also a new buff or potion that prevents the creature from emitting gas when your attacking it that could kill you would be useful. Maybe that could be added in the game.

#75 Shibing

Shibing

    Member

  • New Members
  • PipPip
  • 123 posts

Posted 28 January 2011 - 22:08

Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL.

so if im lvl 299 ill be in the 250-299 pvp band but ill be able to wear bahmou/steamwork/epic hammer
if used right this skill can be great
BUT think about a lvl 99 who is in the 50-99 band and will be able to use all those lvl 100 epics
i dont know what to say about that.. overpowered ? yes but the idea of this skill is good too :)

#76 DaleJunior

DaleJunior

    Veteran

  • Members
  • PipPipPip
  • 1,563 posts

Posted 28 January 2011 - 22:10

A final thought about these new buff ideas. Simply because some of these buffs become available and will undoubtedly make certain aspects of the game easier for some players does not mean that suddenly things become a piece of cake for everyone. These buffs and potions are going to COST. People are going to have to pay for them. Some might not want to pay the extra expense and quite frankly I would guess the vast majority of the FS community will probably not even use any of these new buffs.

Players at level 1000 and beyond are going to have to choose carefully and wisely which new buffs to put their skill points into. It's not going to be an automatic "win key" for everyone to have all of these buffs. Some will be used more than others, some for very specialized purposes. Those who use them will have to pay handsomely for them. I think that's okay, if someone would like to do so. For those who cannot afford the new buffs or potions they will still be able to play the game the same way as they always did. And if they can't afford to compete with those who can afford the buffs, well, the, maybe that's something HCS was thinking about...ways to increase their income from people who might not otherwise want to buy a few fsps.

Hope you implement the best from the list guys, and the ones that the majority of players want. Can't wait to see the final list.

#77 Anemie

Anemie

    Veteran

  • New Members
  • PipPipPip
  • 633 posts

Posted 28 January 2011 - 22:11

BUT think about a lvl 99 who is in the 50-99 band and will be able to use all those lvl 100 epics
i dont know what to say about that.. overpowered ? yes but the idea of this skill is good too :)

Check my ladder now,and you'll see that this is already possible :)

#78 dragon1234

dragon1234

    Veteran

  • Members
  • PipPipPip
  • 1,287 posts
  • Badge

Posted 28 January 2011 - 22:13

Teleport: The In-Realm teleporting buff. Details to be decided.


My opinion: Teleporting from realm to realm would be great. Kinda be like your own portal everywhere you go.

Teleporting from one spot on a realm to another part on the same realm I don't like. Will destroy titan hunting. I urge this to be reconsidered if this is the case. Titan hunting is fun how it currently is. Let's please not ruin it as I get back into it after breaking to level so I can kill all titans currently listed.

(a new titan would be great for higher level players I think)

Also a new buff or potion that prevents the creature from emitting gas when your attacking it that could kill you would be useful. Maybe that could be added in the game.


LW users can already walk faster to any location than the amount iti will probably take to use teleport...


And there are buffs in SS2 where it is just a 1 shot buff, ie you can only use it once per cast, why cant we have that here? Buffs like SE slayer etc can use a reduction in stam cost, but only activates once per kill..

Oh and can we spread the Enchant buffs around a bit? EW was at lv 25, EA was at lv 75..then 825 levels later you learn IF/ES? Spreading them out within all the level would work better...

dragon1234 - Ranger - lv 45

NoExercise - Tank - lv 45

DragonStorage - Storage - lv 13


#79 celendais

celendais

    Veteran

  • Members
  • PipPipPip
  • 1,424 posts

Posted 28 January 2011 - 22:15

heat scan should include SEs and Elites and make walking cost way more after using it, even if disactiviating. PurposeƤ:saves you the tedious time waste of scanning ( which is just a lot of clicking anyway) so the player just saves time, not stam.

Enchant whatever: nah boring , IF and ES are kinda weak but I dont care

Anti-deflect: rename but yes please

Please take a thorough look at how Reckoning works, which buffs it kicks on and not kicks on, its the most interesting buff in the game but is kinda illogical at the moment.

I would love a buff like this:

"VIntage Hunter" : 10% per level more XP if using non-tagged. non-LE. non-epic, non-SE gear. Would be the best way to get new players to fast-track and to learn how to hunt the old way. Girath for the win lol!

#80 DaleJunior

DaleJunior

    Veteran

  • Members
  • PipPipPip
  • 1,563 posts

Posted 28 January 2011 - 22:25

Every time I read new people's comments I have new ideas. lol sorry. A thought regarding the bodyguard buff: There are those who think it's a bad thing, but think PvP'ers...if a person knew that they had the potential of getting 100 stammed and maybe losing 1 million xp in that hit they would have to be carrying a LOT of gold on them to keep from losing the XP, so a player at my level where a 100 stam hit almost certainly would cost me close to 1 million xp would need to carry around over 400K on me at all times just to cover saving my XP. Also, Hoofmaster, Suppose a player WERE carrying 500K on them and would lose 1 million xp in a PvP hit....does the attacker's gold prize get subtracted FIRST and THEN the gold needed to protect the XP? If so (which is as it should be, I think) then I'd need to carry several hundred thousand more gold on me at all times. If not, I could see PvP'ers reacting negatively to this buff. Also, what happens when Master Thief Kicks in and someone has the bodyguard buff active? Interesting to think about hm? lol This could very well be the kind of buff that makes PvP'ers rich! Particularly if they get their cut before the xp-protecting gold is deducted. what do you think?


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users

Font:
Arial | Calibri | Lucida Console | Verdana
 
Font Size:
9px | 10px | 11px | 12px | 10pt | 12pt
 
Color: