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Level 1,000 Skills - The list!


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#121 Trecar

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Posted 29 January 2011 - 01:37

Question:

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?


Bingo!! Combining all of these will make 9 piece sets "cool" again!! Hoof, I hope you do all of these, they will be great!


Not necessarily. It might make it more...interesting to have 4 2-piece sets on, and leave the spare slot unequipped. It would make for some interesting combos for sure.....

#122 watagashi

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Posted 29 January 2011 - 01:48

For the cursed ring and rune there will be abuse,,casting it on opponents to prevent umb and cause more gear damage especially in GvG

There are a lot of HP buffs but not a lot of buffs to counter HP,,there needs to be a wither 2 or something

The increace to 155 is fine but I dont see why any buff should be excluded. I would have said deflect but the new buff to counter that will be fine. It just means there will be 180 buffs out there, the price for 175s will go down and people will change their buffs.

#123 DaleJunior

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Posted 29 January 2011 - 01:52

Not good with the quotes, but that's an interesting point Trecar...might see some interesting combos where people will leave a slot unequipped, I hadn't thought of that.

The more I read people's reactions to the buffs and their responses, I really hope that you do the Bodyguard buff. I just think it'll make it interesting for the PvP'ers. If you do it, the gold substituted for the xp protection must be taken AFTER the attacker gets their cut, forcing people to carry more gold, and if Master Thief kicks in, then the buff is negated. Just my idea.

I think Andy has a nice idea too about looking forward into the future and allowing buffs to be cast a little bit higher every 250 levels. Gives people something to look forward to and as long as certain otherwise overpowered buffs were limited to level 175 it might be a good thing to do.

I'm excited about having a little fun with some of the buff combinations that will be possible with different sets to make things even more interesting. I hope that you implement all of buffs that are based on wearing sets or wearing all items of the same level. . That will make things really interesting and maybe even a little more fun to figure out the best items that work in certain situations.

Don't panic everyone, they'll do the right thing in the end. I'm confident they will. :)

#124 shindrak

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Posted 29 January 2011 - 01:58

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. Yes

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. Yes

Side Step: A boost defense or extra dodge Yes

Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only. No

Cursed Ring: 0.2% per point stat bonus to the Ring. 50% increase of durability loss. Prevents UB from being cast.No

Cursed Rune: 0.2% per point stat bonus To the Rune. 50% increase in durability loss. Prevents UB from being cast.No

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

Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled. Yes

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).Yes

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

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

Extractor II: Chance not to destroy Resources when extracting Components. No

Stout Hearted: 0.5% increase to your base HP per point. No

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

Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only) maybe less percentage 00.01%?

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

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

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

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

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

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

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

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

Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health. No

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. No

Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining. No

Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down)
No

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

Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%) No

Enchant Rune: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) Yes

Enchant Helmet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) Yes

Enchant Boots: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) Yes

Enchant Ring: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) Yes

Enchant Amulet: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) Yes

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

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) Yes

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!
Yes

~ The Fallen Sword Team



#125 tlthomasjr

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Posted 29 January 2011 - 03:01

i agree with make a poll on ones we want, and a poll on ones we dont want. i thought we were supposed to be using polls already to get popular opinion.
on smashing hammer, it shouldn't be pve only however. ke isn't, so why should it be?

#126 fs_kmaesad

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Posted 29 January 2011 - 03:12


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???



Agreed.

Concerning lvl. 180 buffs; I support. There should be some recognition for making it to 1-0-0-0.



#127 mirage646

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Posted 29 January 2011 - 03:13

i agree with make a poll on ones we want, and a poll on ones we dont want. i thought we were supposed to be using polls already to get popular opinion

#128 Mzzery

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Posted 29 January 2011 - 03:41

[quote]Teleport: The In-Realm teleporting buff. Details to be decided.[/quote]
If you mean the possibility to stand in a realm and set coordinates, then be able to teleport back to that point from any other realm, then YES PLEASE. I believe this would make life much easier for a lot of people, SE hunters, titan hunters, potion makers etc, etc. It would also make relic defense easier for smaller guilds with members with low max stamina, since they wouldn't have to waste half their stamina walking back and forth to their hunting grounds everytime, which in turn would make it less painful for them to be a contributing part to their guild, for relic defensive purposes.

If you mean the possibility to teleport to any place within a realm, then NO please. No need to make jumping after a titan any easier.

[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]
Yes. I like this one. Just a bit of red in the world map overview where the most creatures are would be nice... like a cloud or something over that general area.

[quote]Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only.[/quote]
No thanx. I'd 100 stam anyone who had this buff active, just for the possibility of them holding a lot of gold. lol.

[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]
Would this be for PvE or PvP? If it worked for PvP/GvG, I could easily see it being abused.

[quote]Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker.[/quote]
.... or make it so they lost xp even if outside xp range instead?

[quote]Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled.[/quote]
PvE or PvP?

[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]
Shouldn't it be so you'd risk losing something as well, such as a % of your gold etc?

[quote]Smite: Defending against PvP has chance to lower armor and defense of the attacker.[/quote]
Not sure about this one.

[quote]Barricade: 0.1% per point of Damage is transferred to Defense.[/quote]
For PvE or PvP? Why not.

[quote]Extractor II: Chance not to destroy Resources when extracting Components.[/quote]
As much as I can see some wanting this one real badly, I think it might unbalance things, since there would be an overflow of things, and make the profit go out the window for a lot of people who like to invent things to make "a living". I might be wrong though.

[quote]Stout Hearted: 0.5% increase to your base HP per point. [/quote]
Cool. Would be nice to make HP a more useful base stat.

[quote]Ageless: +0.2% per point chance of doubling of your HP at the start of combat.[/quote]
Would this activate together with other HP skills?

[quote]Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health.[/quote]
Would this activate together with other HP skills?

[quote]Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided.[/quote]
Oh yes, PLEASE. It is kind of disturbing when deflect activates 25+ times on one bounty (that's happened to me more than a few times). It's odd that a level 175 buff activates that much, while a FI1k doesn't.

[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]
Might be useful if farming up elite gear, but not otherwise.

[quote]Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level
Balanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level[/quote]
This might be useful for the rare level where you find gear for all the slots at one level, but those levels are very rare.

[quote]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[/quote]
If you mean that you would have to have every slot filled, and only with complete sets, and no random items, then yes.

[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]
Not sure about this one. Would make expensive gear more powerful, and would also make the point of figuring out all the stats the buffs give go out the window. Dice roll. As much fun as I think this could be, I don't think it would be a good thing. Too much arena for my liking.

[quote]Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only)[/quote]
No. Same as above, but you would still have yours?

[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]
Depends on what "enough gold" is.

[quote]Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining.[/quote]
I can see this being very useful for some guilds, but easily abused. Maybe make it a guild structure, like Myakka suggested, and make it so you could set maximum amount of stamina to be used? Would have to be activated when online, so that it wasn't abused with inactive accounts, or possibly multis. If it was a buff, it should be so that if you buy the buff, you also have to click a link in the log to activate it or something. Would probably be easiest done as a potion though.

[quote]Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down)[/quote]
For PvE or PvP?

[quote]Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL.[/quote]
This would be cool in a way, and horrible in another way. It would make knocking someone out off their gear impossible, and could easily be abused in PvP ladder etc.

[quote]Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%)[/quote]
I think 35% is way over the top.

[quote]Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only)
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)[/quote]
Why not? I don't see any use for these for myself, but I do believe they would make hunting a lot easier for people that are in smaller guilds, or even guildless.

[quote]Necrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat.[/quote]
I like 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]
Not sure about this one.

[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![/quote]
YES! It sure would be nice, and an increase with +5 for every 250 levels like Andy suggested would be awesome too.

I'd like to see some completely new stuff to beat, and more difficult creatures. As it is now, there is rarely any need for making groups, and the creatures at 1000+ are a bit too easy considering that most players up here have real nice gear, and know how to use it with the right buffs etc. An increase in difficulty would be nice, so the gear-heads get an edge.

If you make new titans, or SE, LE etc throughout the levels, it would be nice to see them have enhancements we haven't seen yet, that require buffs we don't have yet.

Would also be nice to get some new potions to spend Loyalty points on. Maybe make them buyable for gold as well, like the chest keys?

And I agee with what so many others have said: Please make a poll ingame, so everyone sees it.

Thank you! :)

og3DxyP.gif


#129 aryann

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Posted 29 January 2011 - 04:02

yes poll please...shame shame shame yes yes yes

#130 fs_mrwright

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Posted 29 January 2011 - 04:39

Make fist fight a level 1 skill and have it activate 90+% of the time...and I will be overjoyed.

#131 Fewfre

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Posted 29 January 2011 - 04:56

Way to many. Like the 50% durability handicap for enchant buffs, and like the potions.

#132 fs_deadlystrk

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Posted 29 January 2011 - 05:18

[quote]Teleport: The In-Realm teleporting buff. Details to be decided.[/quote]
We have been waiting long enough - though it sound like it will only make you Teleport inside the realm which is pretty much pointless.. let us save locations everywhere we want.

[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]
Perfect! hope it only works on self though and cost decent amount of stamina

[quote]Side Step: A boost defense or extra dodge[/quote]
Hmm sound interesting more details on % though

[quote]Hidden Coffer: Gold is hidden while the Buff is enabled. - Potion Only. [/quote]
hmmm not sure about this 1 as it can further increase the abuse of the marketplace, That a no from me.


[quote]Cursed Ring: 0.2% per point stat bonus to the Ring. 50% increase of durability loss. Prevents UB from being cast. [/quote]
Now i really like it for 1 reason only it prevents you to use UB which means gold will be used to repair items and will finally sink gold, however 0.2% is alot as the game is easy enough. (infact i don't think we need any more item boosts however you could implant this UB idea in some other skill plz.

[quote]Cursed Rune: 0.2% per point stat bonus To the Rune. 50% increase in durability loss. Prevents UB from being cast.[/quote]
same as above

[quote]Shame : If successfully defending an attack, remove a percentage of additional Xp from the attacker. [/quote]
Very nice idea

[quote]
Golden Shield: 0.2% chance per point that your Defense and Armor stats are doubled.[/quote]
36% more def and armor, still thinks its alot

[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]
well if i'm not mistaken we are over killing already :) however its a chance buff to activate and will add 4.5% extra exp when activated which i think is fine.. but 0.25% to activate that a big no! make it 5-10% at lvl 180 to activate at max

[quote]Smite: Defending against PvP has chance to lower armor and defense of the attacker.[/quote]
Nice idea

[quote]
Barricade: 0.1% per point of Damage is transferred to Defense.[/quote]
Decent enough

[quote]
Extractor II: Chance not to destroy Resources when extracting Components.[/quote]
Yes plz!

[quote]Stout Hearted: 0.5% increase to your base HP per point.[/quote]
hmmm if i'm not mistaken 99% of player got 5 base hp so this will make it a useless buff... We got enough useless buffs in the def tree already

[quote]
Anti Deflection: % to reduce the amount Deflect fires off. Percent not decided.[/quote]
Only if you make it work on Bounty Board..

[quote]Smashing Hammer: +0.05% per point added to your damage for each complete set equipped. (PvE Only) [/quote] Overpowered.. 9% extra dmg really? aren't we over killing already?.. I'd switch the dmg stats to either def or/and armor instead and lower it to 0.02%

[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] Very nice.. elite hunting would be less painful :)

[quote]
Sealed: +0.1% chance of opponents buffs not activating during the fight. (PvP Only)[/quote]
Really good idea!

[quote]Ageless: +0.2% per point chance of doubling of your HP at the start of combat. [/quote]
Perfect!!! Hope it will double it after Fortitude is activated though - will make chi strike Very useful :)

[quote]
Balanced Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is the same level...[/quote] I find it hard to believe it will be useful unless u bring in some 9 pieces sets so all next 4 buffs could work together to make those 9 pieces set good?¿?


[quote]Coordinated Defense: 0.1% per point added to DEF and ARM if every piece of equipped gear is part of a set [/quote] Same as above

[quote]
Balanced Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is the same level[/quote]
same as above


[quote]Coordinated Attack: 0.1% per point added to ATK and DMG if every piece of equipped gear is part of a set[/quote]
same as above


[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]
(not sure why an attacker will want to use this buff

[quote]Severe Condition: 25% of your attack, defence, damage, and armor stats are transferred to your health. [/quote] Seriously This is pointless..

[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]
Doubt any1 will use it

[quote]Join: Will auto-join any group created for 12 hours. Casting cost: 100 + stamina for joining.[/quote]
Hmmm the fact that most guild i have been in don't spam groups i find it hard to believe it will be worthy due to stamina cost...

[quote]Vampire: +0.01 per point that direct damage to HP done is transferred to own HP. (rounded down)[/quote]
(not sure how it works.. more details plz

[quote]Mighty Vigor: For every 50 points of the skill, can equip items 1 level higher than your VL.[/quote]
NO... will make those at the top of a ladder using overpowered gear of their lvl.

[quote]
Dispell Curse: 0.2% chance per point that Dark Curse will not work against you in PvP. (max 35%)[/quote]
I actually like it will make def setup more useful in away.

[quote]Enchant Rune: +0.1% per point stat bonus increase to your equipped armor. (Excludes 'Gain' bonuses). (Potion Only) [/quote]
do you mean equipped rune? and absolutely NO to all of those buffs this will make us gods with stats close to hoof set
[quote]
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)[/quote]

[quote]Necrosis: 10% chance that the creature you are fighting with be turned into and undead creature at start of combat. [/quote] Nice idea

[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]
Nice idea

[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! [/quote]
Add Th,Merc (we don't need any more gold)

#133 Kae1712

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Posted 29 January 2011 - 05:25

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

I like HF


+1

#134 Slivac

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Posted 29 January 2011 - 05:37

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.


I suggested this about over a year ago but better late than never. Anyways I would suggest making this skill much like 'vision' in that the more points allocated to this skill the further our in surrounding areas to your location you can see the amount of critters occupying that square.
Not sure how large or small you want to make it however. Map wide maybe seen as too overpowering while to little will not really be worth the effort.

#135 Drock

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Posted 29 January 2011 - 05:59

The only buffs/potions that i seen that would be any useful to the game without being to much would be ( Hidden Coffer, Fist Fight, Find More, Extractor II, Heat Scan, Teleport ) ..... some of the rest are good but just seem to be a little to much in my opinion :)

#136 fs_velho

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Posted 29 January 2011 - 06:11

Sickness: +0.01% per point chance for a random offensive/defensive skill to be doubled for the rest of the battle.

#137 fs_sangdiablo

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Posted 29 January 2011 - 07:32

As far as Anti-Deflection, I don't see the point. Deflect, even at 175, in my experience has only deflected attacks against me less than 1% of the time. I still use deflect, now that I have it at 120, in hopes of getting that 1 in a million chance that it actually kicks in and deflects an attack.

I'm honestly not seeing how Deflect has ever been overpowering in the first place. Of course, it's best to take any whining from PvPers with a grain of salt...or the whole salt lick. After all, I've been called a bully for winning once against an attack when the attacker successfully attacked me for the previous 16 attacks, leaving me broke and broken.

#138 fs_dreadstarx

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Posted 29 January 2011 - 07:33

i really like the idea of +5 to skills (level 180 skills), i don't think you should be too restrictive on things--i think level 1,000 should allow players to be powered up; make it even more worthwhile to reach that level.

i think heatscan, teleport, & necrosis all sound really good too.

throwing in some extra enchant buffs sounds good (enchant ring / rune/ whatever)

In general, I like the way most of the buffs sound.

#139 fs_balmaina

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Posted 29 January 2011 - 07:39

i really like the idea of +5 to skills (level 180 skills), i don't think you should be too restrictive on things--i think level 1,000 should allow players to be powered up; make it even more worthwhile to reach that level.

i think heatscan, teleport, & necrosis all sound really good too.

throwing in some extra enchant buffs sounds good (enchant ring / rune/ whatever)

In general, I like the way most of the buffs sound.


I agree with everything here.. :mrgreen:

#140 BZRNRG360

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Posted 29 January 2011 - 08:36

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


Not going to say much about pvp related buffs, it's 3am - my brain is working at 1/3 capacity. Gotta say though, this one is hilarious!

You should be able to set a marker on a spot and teleport there while the buff is active. Something to that effect.


That would be cool - it was along those lines we were thinking :)


This would be fantastic! To make it fair though, it shouldn't work in the map where Titans can spawn and, at least, two maps distance from said areas. I'm positive that the affordability of this buff is going to be ridiculously terrible, whether it be potion or player buff.

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 sounds like the perfect buff for hunters & I gotta say that I like it, but in reality it's a terrible buff to have! You're giving all hunters (that know how to prepare for the future levels they plan to gain) a WIN button... half the pain of hunting is meant to be searching for that great patch of creatures to stomp - wasting stamina to walk around in the process. Not to mention, AM does a great deal in helping as soon as you do. I really hope this isn't a buff that is implemented.

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


Extractor 300 already exists and helps tons in making things give up the components available - this would honestly break the game, think about all the extra inventions that will flood the house! If it does gain popular vote though, should be limited to just saving components from plants.

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


This can't be done as a preference option to just auto-join as long as you have stamina? FSH already has "Max Group Size to Join - This will disable HCSs Join All functionality and will only join groups less than the set size." Combine 'Join' with this option & you'll have helped the most lazy of players! :)

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)


If this is introduced, it MUST NOT BE ABLE TO BE WON IN THE ARENA!!!
AH Special bound starting at 150k = Bazaar becomes a minimum of 300k gold to buy.

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.


This one upsets me more than Heat Scan. IMO, all buff sellers level 999 and under are going to be affected by the 5 levels difference... top level players already have the advantage of having most of the buffs in the in game because of the skill point increase per level. :?


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