Maybe a spell that cost both mana and hp taht is dangerus to use.parkbones wrote:How about this...everytime one uses green flow spell one looses 10% health per pc/npc hit per cast same as swordsmans fire sword skill.
ALL CURRENT IDEAS AND SUGGESTIONS!
Moderator: Game Administrators
-
- Posts: 286
- Joined: Tue Nov 26, 2013 1:00 am
partly agree
-
- Posts: 32
- Joined: Sat Jun 15, 2013 12:00 am
- Location: here
Skill improvements
Ok. I'm going to use the sword skills in this, because it is where I have experience. I'm sure, with a little brainstorming, these ideas can be applied to the other classes.
The skills have an effective time of 20 seconds with a 20 second cool down time. Freeze and fire are one hit skills. That means if you use either of these two skills, you get one hit and wait 40 seconds touse another skill.there are 2 ways to fix this.
The easy fix is to allow skill jumping. After you select a skill, you can select any of the others, as you please, for the 20 second duration. For example, you tap fire sword, then slow damage, then freeze, or fire again.
The other option is to make freeze and fire each have cumulative effects.
Freeze-
1st hit freezes, 2nd hit stops their attack, 3rd hit mutes them, 4th hit nullifies regeneration, 5th hit nullifies armor, you then have 15 seconds to beat the snot out of them.
Fire-
Still costs 10% health per use, not per hit, and does -10% damage per hit. That looks like this: if an opponent has 1000 hp, 1st hit takes them to 900. 2nd hit to 810, 3rd to 729, then 660, and so on for 20 seconds. After 20 hits, that would leave your opponent with 185 hp.
As I said,I don't know the other classes skills well enough to comment on them, but I'm certain that either of these applications would work all around. Let me know what you think!
(-:
The skills have an effective time of 20 seconds with a 20 second cool down time. Freeze and fire are one hit skills. That means if you use either of these two skills, you get one hit and wait 40 seconds touse another skill.there are 2 ways to fix this.
The easy fix is to allow skill jumping. After you select a skill, you can select any of the others, as you please, for the 20 second duration. For example, you tap fire sword, then slow damage, then freeze, or fire again.
The other option is to make freeze and fire each have cumulative effects.
Freeze-
1st hit freezes, 2nd hit stops their attack, 3rd hit mutes them, 4th hit nullifies regeneration, 5th hit nullifies armor, you then have 15 seconds to beat the snot out of them.
Fire-
Still costs 10% health per use, not per hit, and does -10% damage per hit. That looks like this: if an opponent has 1000 hp, 1st hit takes them to 900. 2nd hit to 810, 3rd to 729, then 660, and so on for 20 seconds. After 20 hits, that would leave your opponent with 185 hp.
As I said,I don't know the other classes skills well enough to comment on them, but I'm certain that either of these applications would work all around. Let me know what you think!

Last edited by sandspur32 on Sat Jan 18, 2014 8:08 pm, edited 1 time in total.
Reason: added text
Reason: added text
-
- Posts: 32
- Joined: Sat Jun 15, 2013 12:00 am
- Location: here
Re: Pvp Suggestion Poll
I voted no, even though PvP is basically pointless for me. The system is so imbalanced, it isn't funny. If i try to PvP a level 185 anything with my level 188 sword, the game days PvP disabled, player too weak. But a level 600 mage can attack me, ease and the player that was too weak for me to attack. You all know this is true. This game is not even.
Sure, allow PvP across the entire map. But if you don't intend to even things up, or make an arena, at least make it a challenge and accept system. If i challenge another player, and they decline, no harm no foul. If they accept I finally get to enjoy PvP like a mage
Sure, allow PvP across the entire map. But if you don't intend to even things up, or make an arena, at least make it a challenge and accept system. If i challenge another player, and they decline, no harm no foul. If they accept I finally get to enjoy PvP like a mage
-
- Posts: 3032
- Joined: Fri Oct 18, 2013 12:00 am
- Location: United States of America
personalize skills/spells
I think it would be awesome to be able to personalize your skills and spells. On the equipment screen, there could be a button for each skill. When pressed, options appear letting you choose how it works. For example: archer 30% arrow could attack highest HP in range (most bang for the buck, since it would switch and hit several enemies) or lowest HP in range (trying to kill something fast) or a targeted enemy. Green flow could attack all in range or focus on targeted enemy, heal could heal all in range, self only, or targeted player (s) ...etc...
Beeware the Spiral Blitzbees...

- Azok
- Posts: 150
- Joined: Tue Oct 01, 2013 12:00 am
- Location: Azgard
Stackable Items
Title says it all. Stackable items would be really cool, and help with the new update. Would be able to carry a lot more items. Only stackable items would be crafting materials, potions (up to 5 in stack, except mana potions) Things like vitals, bee stings, boots etc. Would be a great imrpovement to an already awesome game.
Thanks, -Azok
Thanks, -Azok
[Game Mod]
Im here to help, If you're ever having trouble feel free to PM me
Azok-Moderator Account
Death-White Mage-Lvl 48
Azog-Dark Dwarf-Lvl 79
Skeleton-Swordsman-Lvl 112
Im here to help, If you're ever having trouble feel free to PM me
Azok-Moderator Account
Death-White Mage-Lvl 48
Azog-Dark Dwarf-Lvl 79
Skeleton-Swordsman-Lvl 112
-
- Posts: 10
- Joined: Wed Jan 15, 2014 1:00 am
Re: Stackable Items
And don't exclude mana, why should mages get nerfed even more than they already are. Already split the attack, dropped our base attack, took away use of other armor, made 1 handed wand useless, abd have everyone else 'spells' to cast. It's ridiculous that the mage had been so completely busted down. Now everyone can heal more cuz the hold more pots, but we can't have the mana to accommodate? Doesn't hold water.
- Secular
- Posts: 347
- Joined: Wed Aug 21, 2013 12:00 am
- Location: The Sword Coast
Re: Stackable Items
Kplay, mana potions being stackable would make the game highly unbalanced.
I do, however, would like 3-4 more inventory spaces.
Making Ingots/Ores stack would be a life saver, because currently with a 7% and 5% success rate for the two craftable items, it almost isnt worth your effort unless the success chance is raised or they are stackables.
I do, however, would like 3-4 more inventory spaces.
Making Ingots/Ores stack would be a life saver, because currently with a 7% and 5% success rate for the two craftable items, it almost isnt worth your effort unless the success chance is raised or they are stackables.
Sarevok - Lv. 169 Swordsman
Sithis - Lv. 270 Archer
Sithis - Lv. 270 Archer
-
- Posts: 32
- Joined: Sat Jun 15, 2013 12:00 am
- Location: here
Re: Stackable Items
Mages have always been the power players in this game and they really still are. Spells aren't affected by armour, so crafting and stacking crafting supplies ( this is what Azok is suggesting) won't nerf mages one bit. I do, however, like how the game is starting to feel more even among the classes.Kennyplaysbass wrote:And don't exclude mana, why should mages get nerfed even more than they already are. Already split the attack, dropped our base attack, took away use of other armor, made 1 handed wand useless, abd have everyone else 'spells' to cast. It's ridiculous that the mage had been so completely busted down. Now everyone can heal more cuz the hold more pots, but we can't have the mana to accommodate? Doesn't hold water.
-
- Posts: 3032
- Joined: Fri Oct 18, 2013 12:00 am
- Location: United States of America
Re: Stackable Items
Love the stacking idea, though I would personally recommend no stacking any potions, health or mana
Beeware the Spiral Blitzbees...

-
- Posts: 22
- Joined: Sun Nov 17, 2013 1:00 am
Re: Stackable Items
Nice suggestion Azok..but i think it will be better if y only can stack crafting materials..cuz Pots can make a Healernoob
not to die...
not to die...