Level 1,000 Skills - The list!
#81
fs_isaacborja
Posted 28 January 2011 - 22:25
well for the positive i give:
Heat scan
sounds like a good buff, even though im not a full leveler myself, it sounds reasonable
Extractor II
doesn't harm much to add this buff
Cursed ring and Cursed rune
are also reasonable, sacrifice to enhance stats was what i was looking for
Anti-deflection
shouldn't had to be a level 1000 buff, it should be a 450 buff or so
Teleport
can be good, only if you are to waste the exact same stamina as if you were moving,
assuming thats the definition of Teleport
as to back my opinion, lets put it into an example, since in real life, we have found almost every law of science, adding new ones will be useless, and not needed, in the game, we pretty much have almost every buff we should ever need in the game. until the game changes into actual RPG 3-d moving characters or at least 2-d, there shouldnt be any new buffs.
i would like to say again, please dont let them 1000+ allocate 5 more points into their buffs. that would be too much, and the game will literally die this time. and for those players that dont agree with me, well, i know they are mostly under level 1000, they will say to give them privilege for reaching level 1000. so if i was to reach 1000 with a couple of other pvpers, would it mean that we can use our privilege to influence only pvp in the game? i think not, the current level 1000 players arent going to be the only ones to ever be level 1000, so if there will be changes and new buffs there, it should be accepted by most of the lower levels as well. i know i mentioned level 1000 a lot, and apologies th
#82
fs_abhishek11
Posted 28 January 2011 - 22:31
Even the tiny full stop you put after your sentence is 2d.. and why is everyone so keen on making levelling worthless ? Someone says reserve relics for lower levels someone says no new buffs for higher levels.Next someone will say don't allow better gear for higher levels. Come on ! They worked their way to the top . Let them have the privileges .until the game changes into actual RPG 3-d moving characters or at least 2-d, there shouldnt be any new buffs.
#83
fs_vivachiba
Posted 28 January 2011 - 22:33
WAY TOO MANY PvP BUFFS!
So, how about instead we make the Relics funkier with a buff such as:
RELIC HUNTER: groups stat's are doubled when attempting to capture a relic.
Oh man, that'll cause some trouble...
Anyway, how about some more GROUP buffs on the whole? Here are a few quick ideas:
- Guardian Angel: adds X% to group defence and/or armour
- Riot: boosts group's damage by X%
- Last Gasp: LD for groups
I could go on but I'm sure you get the point.
#84
fs_abhishek11
Posted 28 January 2011 - 22:35
Normal Last Ditch works on groups .- Last Gasp: LD for groups
I could go on but I'm sure you get the point.
#85
Posted 28 January 2011 - 23:05
#86
Posted 28 January 2011 - 23:09
#87
Posted 28 January 2011 - 23:13
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.[/quote]
Sounds fine, it won't affect titan hunting, it'll still be faster to use LW. The new map interface should change things though.
[quote]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.[/quote]
Hmm .. that could be nice, will there be a separate representation for both the champion and common? Also, will the snapshot just load up as an image or will you only have a certain amount of time to look at it before it goes away o_0
[quote]Side Step: A boost defense or extra dodge[/quote]
So basically, constitution, if I'm not mistaken? Or is this just an added chance to dodge? Seems pointless to me.
[quote]Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only.[/quote]
Cheap version of pvp protection, kind of. Would be nice for hunting, I'm all for it.
[quote]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.[/quote]
This just applies to the tainted stuff, right? Fine, I guess. Not like I'll ever use it, and not like there are many in the game ..
[quote]Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker.[/quote]
Nice, last ditch + reflection + shame sounds fun
[quote]Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled. [/quote]
Do we really need a 30+% chance of doubling BOTH armor and defense? I suppose it will even itself out with the other buffs though.
[quote]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).[/quote]
Wither 368 means you'll do "2X damage" over 70% of the time. Crazy xp boost much?
[quote]Smite: Defending against PvP has chance to lower armor and defense of the attacker.
[/quote]
Percentages please?
[quote]Barricade: 0.1% per point of Damage is transferred to Defense.[/quote]
I want a crazy duration on this just like NMV to make it good for offline
[quote]Extractor II: Chance not to destroy Resources when extracting Components.[/quote]
Much needed, thanks.
[quote]Stout Hearted: 0.5% increase to your base HP per point.[/quote]
Oo, fun, I see no reason not to have this. Should help some PvPers
[quote]Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided.[/quote]
Thanks! Deflect activates too much as it is. But do you mean it'll just be a greater chance to penetrate deflect?
[quote]Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only)[/quote]
HELL NO! KE is already overpowered, the last thing we need is another KE, especially when it comes to damage.
[quote]Find More: +0.05% chance to re roll for another drop after 1 drop is found. (PvE Only) Does not work on LE/SEs.[/quote]
Sweet
[quote]Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only)[/quote]
Percentage needs to be lowered even further, not having ANY buffs is totally unfair
[quote]Ageless: +0.2% per point chance of doubling of your HP at the start of combat.[/quote]
Nice
[quote]Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level[/quote]
I can see that this would be overpowered in a few levels, such as level 80, but shouldn't really make a difference at the higher levels. I want to see what the lower levels say about this, I don't have an opinion.
[quote]Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set[/quote]
Hmm .. I guess its fine. Should make setups for pvp more interesting
[quote]Balanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level[/quote]
[quote]Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set[/quote]
Well, it means giving up the elementals, which changes things. Sure, why not?
[quote]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) [/quote]
Actually, I like this one, the percentage is perfect. All for it
[quote]Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health. [/quote]
Eh, I wouldn't use it, but I see others that could.
[quote]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. [/quote]
Cool, I smell a massive gold sink
[quote]Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining.[/quote]
Eh, who needs to join groups that desperately?
[quote]Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down)[/quote]
oo, nice, I like it
[quote]Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL.[/quote]
Sounds like it'll break ladders, to me.
[quote]Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%)[/quote]
YES! DC is overpowered
[quote]Enchant Rune: +0.1% per point stat bonus increase to your equipped rune. (Excludes 'Gain' bonuses). (Potion Only)
Enchant Helmet: +0.1% per point stat bonus increase to your equipped helmet. (Excludes 'Gain' bonuses). (Potion Only)
Enchant Boots: +0.1% per point stat bonus increase to your equipped boots. (Excludes 'Gain' bonuses). (Potion Only)
Enchant Ring: +0.1% per point stat bonus increase to your equipped ring. (Excludes 'Gain' bonuses). (Potion Only)
Enchant Amulet: +0.1% per point stat bonus increase to your equipped amulet. (Excludes 'Gain' bonuses). (Potion Only)[/quote]
Do we really need more enchant stuff? If we do add this though, spread it across the levels, not all level 1k +
[quote]Necrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat.[/quote]
Nice idea, will certainly make people use HF.
[quote]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)[/quote]
Fine by me
[quote]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!
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[/quote]
I think the above skills that are to be excluded are fine.
#88
Posted 28 January 2011 - 23:16
Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level
Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set
Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set
Do these stack? If someone wearing a 9-piece set (say, Leikmar) has all three active, does this mean a 35% bonus to DEF and ARM and 17.5% to ATK and DMG?
#89
Posted 28 January 2011 - 23:16
If it's a one-time use then I'd say the stam cost has to be fairly low (10-15 stam?). Otherwise it's not worth the trouble of buffing yourself compared to clicking a few times (unless you're Titan hunting and every millisecond counts). If it's a multi-times use buff then the stam cost can be fairly high (30-50 stam?) because you can jump across realms a lot (even jumping from stairs to stairs and effectively traveling dozens of levels with minimal stam).
Heat Scan - Sounds very nice. I guess it has to be rebuffed every map when hunting. How about making it a bit like how Vision works? It could be like a level 75 Heat Scan lets you find common creatures and a level 150 Heat Scan also reveals Champions.
Side Step - With Constitution 250 pots and Flinch I don't think defense needs a lot of boosting. Dodge might be triggered more often with this buff. Not sure about it all though; quite neutral actually...
Hidden Coffer - Sounds nice, but I think it'll work as a PvP magnet. If someone hides his gold then it's likely he has quite some, so it's likely worth it to 100 stam him. :?
Cursed Ring/Rune - I don't like making leveling easier. I prefer buffs that make it more fun. If you want to have these kind of "stat bonus" buffs then decrease the effects to +0.1% per point and delete the Enchant buffs mentioned below. I like the 'drawbacks' on these buffs though.
Shame - Sounds ok, though bounty hunters won't like it. :?
Golden Shield - A 35% chance that my defense and armor are doubled? That will make it much easier to solo SEs and taking well defended relics. I'm not a big fan of this buff, but think it'll still be ok.
Overkill - So if you kill a creature with at least twice the required damage you have (at level 180) 45% chance to get an extra 4.5% XP. It is very very rare to have twice the damage and the on average 2.025% extra XP isn't all that much.
Smite - Sounds alright. The chance of activating shouldn't be too big or it will really alter GvG a lot.
Holy Wrath - It's nice for defenders to have some sort of revenge on their attackers, but this will mostly just frustrate bounty hunters as they hit players 10 times while attackers hit less times.
Barricade - I think it can be nice if you can choose what level you want to use even if you've already put 155 points in it.
Extractor II - Sounds like fun.
Stout Hearted - Does anyone even have allocated a significant amount of level-up points in HP?? :shock:
Anti Deflection - Looks ok. I think a fairly high percentage is fine. Deflect 175 activates 43.75% of the time. If Anti Deflection activates 45% of the time (at level 180) then an attacker will get deflected 55% of 43.75% = 24.06% of the time. Seems to me this is a significant reduction of Deflect (so Anti Deflection is useful) and Deflect still can occur occasionally.
Smashing Hammer - Please don't introduce any more damage increasing buffs; leveling is already too easy (and mind numbing). It would be fun though if this buff would increase defense or armor though. Yet 0.05% per point per set isn't much for a defense or armor boost; 0.1% (like Keen Edge) makes it more worth and interesting to get this buff.
Find More - Sounds ok. It will help people who look for resources a lot.
Sealed - Not even 1 buff activating?? That's really tough!
Ageless - Pretty much useless. Nearly the same as Stout Hearted: most people don't use HP (except a few PvPers perhaps).
Balanced Defense - I would extend it to a level range (of -5/+5 for example). Having equipment of the same level will mean players have to equip themselves with items that don't go well together at all, like armor-based boots and defense-based helmets. Increasing the level range will make it possible to get some items together that compliment each other.
Coordinated Defense - Sounds ok to me.
Balanced Attack - Same as with the Balanced Defense: level ranges would make this buff work well. Also I don't think damage needs any more boosts, but the attack boost sounds ok to me.
Coordinated Attack - I don't think damage needs any more boosts, but the attack boost sounds ok to me.
Fist fight - LOL. Fun
Severe Condition - Uhm, what is the use of this buff?? :shock:
Bodyguard - Interesting, but it won't work well for high level players. For example, a level 1000 will lose around 600k XP on a 10 stam bounty, so imagine how much gold you'll need to carry when you get bountied... :?
Join - I'd like to cast it on my guild members when I decide to mass-hunt Elites/LEs :mrgreen:
Vampire - Maybe PvPers like this buff. I don't know...
Mighty Vigor - Looks interesting. Although at level 150 it's "only" 3 levels.
Dispel Curse - That's one buff I don't want to run into when bounty hunting. Me likes.
Death Touch - Sounds like fun; especially for players who use Wither350 instead of CA.
Enchant Rune/Helmet/Boots/Ring/Underwear/Amulet - No extra damage. Please!
Necrosis - 10% chance? Doesn't depend on what level the buff is? Otherwise the buff sounds ...interesting... I'm not too sure I like it or not.
High Guard - Sounds interesting, but I wonder how useful it is.
Players over level 1000 will be able to increase their skill level to 155. - Very nice for those who are level 1000+. I guess they'll get a lot of buffing requests (like it years ago when there were only a few level 500+ players).
The exceptions to this are as follows:
Keen edge (+17.5% or +18%; what's the difference?), Unbreakable (Sounds good), Gloat (I don't have any experience with it), Honor (I don't have any experience with it), Last Ditch (+35% or +36%; what's the difference?), Reckoning (+35% or +36%; what's the difference?), Deflect (+43.75% or +45%; what's the difference?) and Reflection (+17.5% or +18%; what's the difference?).
#90
Posted 28 January 2011 - 23:21
#91
Posted 28 January 2011 - 23:22
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.This is fallen sword not Predator the movie
Side Step: A boost defense or extra dodge will it cap at 100%, if you have the right gear on an empower you can easily attain 100% will thsi allow you to go over like reinforced armor structure?
Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only.ok
Cursed Ring: 0.2% per point stat bonus to the Ring. 50% increase of durability loss. Prevents UB from being cast.who wants to repair all the time?
Cursed Rune: 0.2% per point stat bonus To the Rune. 50% increase in durability loss. Prevents UB from being cast.
Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker.does the defender get shamed for losing an incoming attack? dont like it
Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled.too powerful, good idea but tone it down!
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).LOVE IT!
Smite: Defending against PvP has chance to lower armor and defense of the attacker.
Barricade: 0.1% per point of Damage is transferred to Defense. base or total?
Extractor II: Chance not to destroy Resources when extracting Components. Logical to have
Stout Hearted: 0.5% increase to your base HP per point.overpowered but who uses HP anyways?
Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided. everything should have a counter in PvP
Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only) I likey!
Find More: +0.05% chance to re roll for another drop after 1 drop is found. (PvE Only) Does not work on LE/SEs.so whats the point then? more junk to auto delete out of BP
Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only)
Ageless: +0.2% per point chance of doubling of your HP at the start of combat.
Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level
Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set
Balanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level
Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a setUmmm isnt that called a set bonus. you already get a kicker for a complete set. that is enough
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) this is awesome!
Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health. a bit overpowered?
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.
Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining.
Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down)
Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL.
Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%)
that will make things interesting
Enchant Rune: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)absolutely!
Enchant Helmet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)absolutely!
Enchant Boots: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)absolutely!
Enchant Ring: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)absolutely!
Enchant Amulet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only)absolutely!
Necrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat.yes, make HF a skill that you might actually get
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)
excellent!
Overall Cows I think these are some kewl and exciting changes to the game. Keep up the good work. Cant wait to see what will be new skills and what will go to potions....or both!
#92
fs_deadgrass
Posted 28 January 2011 - 23:26
#93
fs_tvxextreme
Posted 28 January 2011 - 23:27
High guard.... take it or leave it .... might be interesting for PVP
Necrosis.... thumbs up.... i like
Enchant amulet, ring, boots, helm, and rune...... do we really need them????
Death touch..... potion only would be ok.....
dispel curse..... ok ... that's all i have to say about it
mighty vigor.... might make pvp more interesting..... for a while....
Vampire.... useful for PVP.... PVE... take it or leave it
join.... either or....
body guard.... seems pointless.... but PVPers might like
severe condition.... good idea for off line protection
fist fight... i love this buff..... relic bonuses should also be negated... my thought
balanced and coordinated defense and attack..... there might be a good use for it but i don't see it
ageless..... intrigued
sealed ..... ok
find more .... also ok
smashing hammer.... not a fan of making lvling easier.....
anti deflection..... love it 0.1 -0.15% per point..... my thought
stout hearted.... i like....
Ext II .... not a fan..... resource finder did enough damage
barricade.... ok
holy wrath ..... yes but cant be activated if on BB.... my thought
overkill..... ok
smite..... either or
golden shield...... nice
shame...... cool
cursed rune and ring..... what ever...
hidden coffer...... potion... ok
heat scan.... how easy do you want to make lvling?
side step..... I like
teleport..... i like but think it should only be to and from locations you have been to already....
#94
Posted 28 January 2011 - 23:29
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. Would defeat the purpose of maps like Krul Beach Forest (East) -- which are intended to be maze-like. Maybe there should be an exemption for maze realms.
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.
Side Step: A boost defense or extra dodge
Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only.
Would probably draw PvP attacks rather than discourage them.
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.
With the prevalance of crystalline gear being used for hunting these would likely be interesting skills to use effectively.
Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker.
Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled.
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).
Interesting skill... possibly gives a purpose to the other new skills which increase damage ... or to Wither 350
Smite: Defending against PvP has chance to lower armor and defense of the attacker.
Barricade: 0.1% per point of Damage is transferred to Defense.
Extractor II: Chance not to destroy Resources when extracting Components.
Stout Hearted: 0.5% increase to your base HP per point.
Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided.
Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only)
Find More: +0.05% chance to re roll for another drop after 1 drop is found. (PvE Only) Does not work on LE/SEs.
Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only)
Ageless: +0.2% per point chance of doubling of your HP at the start of combat.
Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level
Might bring some value to the old 9 piece sets that no one has much interest in ATM.
Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set
Part of a single set?? .. Hard to comment on a skill I don't quite understand.
Balanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level
Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set
Same question as the last one.
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.
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.
Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining.
I think this would probably make more sense as a Guild Structure or RP pack buff. It benefits the guild, and so ought to come from the guild. (That is how things generally work now.) But then there ought to be someway to opt out of it... not that I am seeing how to do that.
Oh yeah, it is a guild structure and it allows you to click a box on the Groups page that says "Join all groups" on it...that is my vision at any rate.
Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down)
Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL.
Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%)
Might reduce the overpowered nature of DC that makes defense less valuable as an offline set.
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)
Necrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat.
Would seem to be worthwhile in combo with the 2x damage needed yields more xp buff.
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)
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!
I'd like this better as a new rubric that would be a continuing feature of the game such as: After level 500, for every 500 levels 5 additional points are allowed to be allocated to each skill... excluding [which ever buffs get excluded from being upgraded] ... maybe put a * by the skills that can only go to 150.
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
#95
fs_missle
Posted 28 January 2011 - 23:45
#96
Posted 28 January 2011 - 23:46
B. The anti-deflect buff should be something "piercing" or "crushing" in name.
C. Heat scan has a ton of potential, but most of the time it's pretty logical where the monsters are. I would only use it for elites and only last for seconds or something. Make the players re-cast it over and over if there's an event going on and an elite is being hunted by a bunch of people. As it is, normally, when I enter a level with an elite, one second on the map would suffice to pinpoint the elite and be no problem to eliminate. To have Heat Scan on after that is superfluous.
D. How about a buff for titan hunters? No gold regardless of player's level, but more experience from a kill (regardless of player's level). Or vice versa. Oh, and a titan for the 1000s would seem to be in order soon. :wink:
E. Cloak and Distil are extremely popular right now. Let's work from there and perhaps come up with a buff-able alternative along those lines. Buff Master that DOES work on one's self, perhaps. Or an improved brew master that lasts longer or acts like distil does (and could further stack). Just offering....
#97
Posted 28 January 2011 - 23:49
A "Crushing Blow" buff... IF the defending player has deflect on and the attacker has crushing blow:
Deflect activates as normal, but on the occasions it fails, and IF Crushing Blow activates (5%?) then the 10-stam "hits" like a 100-stam.
I'll bet some deflect-haters out there would be all over that one.
Deflect would still be valuable, though, as far as it would still activate seemingly too often. :wink:
#98
Posted 28 January 2011 - 23:50
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
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. Very usefull this one, have come across many realms where the creatures hide in one corner. I take it, for every 50 levels it scans a bit more of the map? or it should do I think. Although this buff would make the game even more easy and take the fun out of hunting. Just an Stamina saver really.... yes would be nice but not very roleplay. Heat Scan as a name doesn't seem right to myself, to futuristic sounding... my thoughts would be Life essense, soul search, find life, something more fantasy.
Side Step: A boost defense or extra dodge Ok
Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only. Ok
Cursed Ring: 0.2% per point stat bonus to the Ring. 50% increase of durability loss. Prevents UB from being cast. Long as UB still works on all other gear.
Cursed Rune: 0.2% per point stat bonus To the Rune. 50% increase in durability loss. Prevents UB from being cast. Same as above.
Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker. Ok. Could be called Defend, Shame sounds to modern.
Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled. 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). Ok.
Smite: Defending against PvP has chance to lower armor and defense of the attacker. 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. Not sure.
Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided. Ok.
Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only) Sounds good. As DaleJunior pointed out, people in small guilds will be good for.
Find More: +0.05% chance to re roll for another drop after 1 drop is found. (PvE Only) Does not work on LE/SEs. Not sure for normal hunting. If it were to work on LE/SEs in the scavenging caves, that would be better, hardly find drops in the caves, well lots of potions but not many LE items - though thats how it should be really.. keep it normal then I gues.
Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only) Ok.
Ageless: +0.2% per point chance of doubling of your HP at the start of combat. Ok I think.
Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level. Sounds good.
Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set. Sounds good.
Balanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level. Sounds good.
Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set. Sounds good.
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) Ok.
Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health. Ok.
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. Ok.
Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining. Not sure I would pay 100 stam. This one sounds like it would make a good guild structure. For every level of the structure you can join one guild group per person...just an idea.
Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down) Ok.
Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL. Could be handy, sure.
Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%) Ok.
Enchant Rune: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only). Ok.
Enchant Helmet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only). Ok.
Enchant Boots: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only). Ok.
Enchant Ring: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only). Ok.
Enchant Amulet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only). Ok.
Necrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat. Now this is more like it - this is the FS I love.
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) Could of used this one a long time ago, alway seem to have way to much attack - at the moment anyway.
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!. I will leave this one up to the 1000+ as they will have the better idea.
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
#99
Posted 29 January 2011 - 00:00
How about calling it Precision?
#100
fs_missle
Posted 29 January 2011 - 00:04
the way you put teleport, that be nice, but priceyTeleport - Will this be a one-time and instant teleport or can you just jump around the realm multiple times as long as the buff is active?
If it's a one-time use then I'd say the stam cost has to be fairly low (10-15 stam?). Otherwise it's not worth the trouble of buffing yourself compared to clicking a few times (unless you're Titan hunting and every millisecond counts). If it's a multi-times use buff then the stam cost can be fairly high (30-50 stam?) because you can jump across realms a lot (even jumping from stairs to stairs and effectively traveling dozens of levels with minimal stam).
Heat Scan - Sounds very nice. I guess it has to be rebuffed every map when hunting. How about making it a bit like how Vision works? It could be like a level 75 Heat Scan lets you find common creatures and a level 150 Heat Scan also reveals Champions.
Side Step - With Constitution 250 pots and Flinch I don't think defense needs a lot of boosting. Dodge might be triggered more often with this buff. Not sure about it all though; quite neutral actually...
Hidden Coffer - Sounds nice, but I think it'll work as a PvP magnet. If someone hides his gold then it's likely he has quite some, so it's likely worth it to 100 stam him. :?
Cursed Ring/Rune - I don't like making leveling easier. I prefer buffs that make it more fun. If you want to have these kind of "stat bonus" buffs then decrease the effects to +0.1% per point and delete the Enchant buffs mentioned below. I like the 'drawbacks' on these buffs though.
Shame - Sounds ok, though bounty hunters won't like it. :?
Golden Shield - A 35% chance that my defense and armor are doubled? That will make it much easier to solo SEs and taking well defended relics. I'm not a big fan of this buff, but think it'll still be ok.
Overkill - So if you kill a creature with at least twice the required damage you have (at level 180) 45% chance to get an extra 4.5% XP. It is very very rare to have twice the damage and the on average 2.025% extra XP isn't all that much.
Smite - Sounds alright. The chance of activating shouldn't be too big or it will really alter GvG a lot.
Holy Wrath - It's nice for defenders to have some sort of revenge on their attackers, but this will mostly just frustrate bounty hunters as they hit players 10 times while attackers hit less times.
Barricade - I think it can be nice if you can choose what level you want to use even if you've already put 155 points in it.
Extractor II - Sounds like fun.
Stout Hearted - Does anyone even have allocated a significant amount of level-up points in HP?? :shock:
Anti Deflection - Looks ok. I think a fairly high percentage is fine. Deflect 175 activates 43.75% of the time. If Anti Deflection activates 45% of the time (at level 180) then an attacker will get deflected 55% of 43.75% = 24.06% of the time. Seems to me this is a significant reduction of Deflect (so Anti Deflection is useful) and Deflect still can occur occasionally.
Smashing Hammer - Please don't introduce any more damage increasing buffs; leveling is already too easy (and mind numbing). It would be fun though if this buff would increase defense or armor though. Yet 0.05% per point per set isn't much for a defense or armor boost; 0.1% (like Keen Edge) makes it more worth and interesting to get this buff.
Find More - Sounds ok. It will help people who look for resources a lot.
Sealed - Not even 1 buff activating?? That's really tough!
Ageless - Pretty much useless. Nearly the same as Stout Hearted: most people don't use HP (except a few PvPers perhaps).
Balanced Defense - I would extend it to a level range (of -5/+5 for example). Having equipment of the same level will mean players have to equip themselves with items that don't go well together at all, like armor-based boots and defense-based helmets. Increasing the level range will make it possible to get some items together that compliment each other.
Coordinated Defense - Sounds ok to me.
Balanced Attack - Same as with the Balanced Defense: level ranges would make this buff work well. Also I don't think damage needs any more boosts, but the attack boost sounds ok to me.
Coordinated Attack - I don't think damage needs any more boosts, but the attack boost sounds ok to me.
Fist fight - LOL. Fun![]()
Severe Condition - Uhm, what is the use of this buff?? :shock:
Bodyguard - Interesting, but it won't work well for high level players. For example, a level 1000 will lose around 600k XP on a 10 stam bounty, so imagine how much gold you'll need to carry when you get bountied... :?
Join - I'd like to cast it on my guild members when I decide to mass-hunt Elites/LEs :mrgreen:
Vampire - Maybe PvPers like this buff. I don't know...
Mighty Vigor - Looks interesting. Although at level 150 it's "only" 3 levels.
Dispel Curse - That's one buff I don't want to run into when bounty hunting. Me likes.![]()
Death Touch - Sounds like fun; especially for players who use Wither350 instead of CA.
Enchant Rune/Helmet/Boots/Ring/Underwear/Amulet - No extra damage. Please!![]()
Necrosis - 10% chance? Doesn't depend on what level the buff is? Otherwise the buff sounds ...interesting... I'm not too sure I like it or not.
High Guard - Sounds interesting, but I wonder how useful it is.
Players over level 1000 will be able to increase their skill level to 155. - Very nice for those who are level 1000+. I guess they'll get a lot of buffing requests (like it years ago when there were only a few level 500+ players).
The exceptions to this are as follows:
Keen edge (+17.5% or +18%; what's the difference?), Unbreakable (Sounds good), Gloat (I don't have any experience with it), Honor (I don't have any experience with it), Last Ditch (+35% or +36%; what's the difference?), Reckoning (+35% or +36%; what's the difference?), Deflect (+43.75% or +45%; what's the difference?) and Reflection (+17.5% or +18%; what's the difference?).
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