ALL CURRENT IDEAS AND SUGGESTIONS!
Moderator: Game Administrators
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Re: Clan Page
I agree with you corpse, theres to little space on the guild roster to have un active players wasting space. A great idea indeed.
- compbatant
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- Secular
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- Location: The Sword Coast
Re: New skills ideas
Are you wanting us to suggest skill ideas to go along with these images, or are you wanting us to tell you which images you think should be used in future skills?
I think the Frost Arrow & Freeze Sword should have a slowing factor about them too. It would make sense.
(Stronger than the mage's Slow Spell since they have the highest speed along with Archers of 9)
The 'Always Hit' class ability for the Swordsman should also have a 1.5* crit with each hit to make the skill seem a bit more useful compared to Freeze Sword.
I think the Frost Arrow & Freeze Sword should have a slowing factor about them too. It would make sense.
(Stronger than the mage's Slow Spell since they have the highest speed along with Archers of 9)
The 'Always Hit' class ability for the Swordsman should also have a 1.5* crit with each hit to make the skill seem a bit more useful compared to Freeze Sword.
Sarevok - Lv. 169 Swordsman
Sithis - Lv. 270 Archer
Sithis - Lv. 270 Archer
- DaHobbit
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Re: New skills ideas
I like the wildfire idea proposed by Kaw. Maybe the mages can use fireball, dwarves can swing their axes over head, swords can whirlwind, archers an exploding arrow, and orges.....maybe they just go crazy and seem to split into several clones that attack players at once (like a cloud of dust with several orges coming out of it) - though all attacks look different based upon class, they should all deal about the same amount of damage, and within the same damage radius.
DaHobbit - Game Master (GM)
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Re: New skills ideas
i have the perfect idea for the green skill icon, it totally fits and would be awesome if you could actually make it work!! D:
how about an instant transmission skill, a player can teleport to the target player deal 50% dmg and never misses, and then after this they would be stuck for 15s, the skill can only be used once every 60s..
either that or use it the icon for the wildfire idea i suggested
"A skill, it has a 2 minute cooldown period and can be used for 20s, it is for all classes (except mage) lets call it wildfire.. it effects all enemies within 8 spaces.. this skill deals str x 1.5 to all enemies in range everytime you strike the enemy you are actually aiming at.. and requires level 80 to use..
the animation for this could just be a red/orange version of one of the flow spells" or the variation as hobbit suggested..
or this skill..
"a skill which deals half your hp to your opponent! it has 1 hit and it never misses, after using this skill you cannot attack for 15s and you do not heal for 15s.. ie it exhuasts you for 15s.. this skill should have a cool down of 120s, it would be an amazing skill, sacrificing your own hp and movement to do greater damage"
so to cover that skill, it does 50% of your hp as damage, it never misses, and can only be used once, until it cools down again"
all 3 suggested by me, these are my ideas..
also i would really like to see 40s use time on the skills already in place with a 20s cooldown, so the game is more balanced
..
as well as
Archer - triple speed
Sword - never miss always crit + 1.5* dmg
Dwarf - 75% magic resistance
ogre - triple damage
these being the effects of the first skills, cause that is actually pretty fair
all these things getting added would be amazing!!
:D:D
how about an instant transmission skill, a player can teleport to the target player deal 50% dmg and never misses, and then after this they would be stuck for 15s, the skill can only be used once every 60s..
either that or use it the icon for the wildfire idea i suggested
"A skill, it has a 2 minute cooldown period and can be used for 20s, it is for all classes (except mage) lets call it wildfire.. it effects all enemies within 8 spaces.. this skill deals str x 1.5 to all enemies in range everytime you strike the enemy you are actually aiming at.. and requires level 80 to use..
the animation for this could just be a red/orange version of one of the flow spells" or the variation as hobbit suggested..
or this skill..
"a skill which deals half your hp to your opponent! it has 1 hit and it never misses, after using this skill you cannot attack for 15s and you do not heal for 15s.. ie it exhuasts you for 15s.. this skill should have a cool down of 120s, it would be an amazing skill, sacrificing your own hp and movement to do greater damage"
so to cover that skill, it does 50% of your hp as damage, it never misses, and can only be used once, until it cools down again"
all 3 suggested by me, these are my ideas..
also i would really like to see 40s use time on the skills already in place with a 20s cooldown, so the game is more balanced

as well as
Archer - triple speed
Sword - never miss always crit + 1.5* dmg
Dwarf - 75% magic resistance
ogre - triple damage
these being the effects of the first skills, cause that is actually pretty fair

all these things getting added would be amazing!!

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Re: New skills ideas
The skill of dwarf is not fair, it's just concern fights against mages...these being the effects of the first skills, cause that is actually pretty fair
I don't really like that as first skill, not create a good balancing
75% dmg resist and -25% dmg deal would be greater or just 50% dmg resist
"Stone skin" name sound good
Fifth icon should be lvl 75/80 for dwarf : total magic resist for 15 secs and no move/attack for 5 secs
"Silver skin" or "Shining statue"
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Re: New skills ideas
by this being the first skills, i meant the 4 i suggested... and 75% magic resistance is pretty fair, which is what i was suggestingOdin wrote:The skill of dwarf is not fair, it's just concern fights against mages...these being the effects of the first skills, cause that is actually pretty fair
I don't really like that as first skill, not create a good balancing
75% dmg resist and -25% dmg deal would be greater or just 50% dmg resist
"Stone skin" name sound good
Fifth icon should be lvl 75/80 for dwarf : total magic resist for 15 secs and no move/attack for 5 secs
"Silver skin" or "Shining statue"

and i think it is also pretty fair that your skill does normal resistance


- Secular
- Posts: 347
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Re: ALL CURRENT IDEAS AND SUGGESTIONS!
I'm fine with all the skills we have implemented now, instead of adding new ones, we should work on tweaking the existing class abilities to perfection.
Swordsman:
'Always Hit' - Add a 1.5* critical multiplier, as Kawz mentioned in another thread. This skill is mostly unused, compared to Freeze Sword.
'Freeze Sword' - As that name implies, add a long-duration slow effect, or maybe even a deep freeze (immobilization of target for 'x' seconds) to this ability.
As of now, with a walking speed of 7 & mage's having a speed of 9; the -50% player's current mana is useless... unless you kill them AFK when they aren't looking? Lol, anyone who has tried using this skill against spell-slingers in PvP know exactly what I'm talking about. We're just too slow for this to be a good ability against them, any form of slowing/freezing the target would solve this.
Archer/Ogre/Dwarf also need a bit of boosting in their class abilities to level the playing field a bit, but nothing too OP (over-powered) in comparison to the others. I think once we all find a good balance in the original class abilities, we should start thinking up new ideas instead of jumping into the next idea.
- Sarevok/Secular
Swordsman:
'Always Hit' - Add a 1.5* critical multiplier, as Kawz mentioned in another thread. This skill is mostly unused, compared to Freeze Sword.
'Freeze Sword' - As that name implies, add a long-duration slow effect, or maybe even a deep freeze (immobilization of target for 'x' seconds) to this ability.
As of now, with a walking speed of 7 & mage's having a speed of 9; the -50% player's current mana is useless... unless you kill them AFK when they aren't looking? Lol, anyone who has tried using this skill against spell-slingers in PvP know exactly what I'm talking about. We're just too slow for this to be a good ability against them, any form of slowing/freezing the target would solve this.
Archer/Ogre/Dwarf also need a bit of boosting in their class abilities to level the playing field a bit, but nothing too OP (over-powered) in comparison to the others. I think once we all find a good balance in the original class abilities, we should start thinking up new ideas instead of jumping into the next idea.
- Sarevok/Secular
Sarevok - Lv. 169 Swordsman
Sithis - Lv. 270 Archer
Sithis - Lv. 270 Archer
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Re: Quest Idea
Thanks for pointing out those flaws. I don't want to seem rude, but i have 3 reasons why you would need those items.Secular wrote:You've already posted this under the Create a Quest thread, but I will leave my reply here as well...
The premise of this quest is great; my favorite part about it is, you must actually travel around to different maps making the quest somewhat time consuming. The dialogue may need slight editing, but overall, this is fantastic.
My only concern is the health/attributes of the main enemy you listed, it seems a tad bit low for the rewards you are thinking of.
(you listed a weapon that is far more powerful than the Razor Sword, which is very hard to obtain) I think too many items are handed out in the quest before actually doing any work or 'killing'.
If you're wanting this to be a low-mid level quest, the items should be respective to that - not far greater.
The items you described seem fine, but may need nerfing/editing in a sense if this actually became a quest.
Also, this quest should be available to all melee type characters! Not solely the Swordsman!
I do, however, enjoy the idea of class-restricted quests.
1. The bosses are very powerful.
2. You will need them for a later quest, in which there will be more powerful enemies (maybe with special abilities)
3. (excuse my language) The enemies in the later quests will be so f**cking powerful, you would die trying to kill them with conventional gear!
They won't be as powerful to be called undefeatable.
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Second Quest Idea
This is my second class-restricted quest idea. It is restricted to dwarves.
The Rise of the Orcs
Near the orc mines there is a dying dwarf lying on the ground. He speaks to you.
DIALOGUE:
Dwarf: Those orcs! Those damn orcs!
You: What's happening?
Dwarf:Those orcs killed most of my clan. They are planning to take over the land. They have developed a war machine called a "tank". It wiped out most of my army in one minute.
You: I will do something about it.
Dwarf: Good. Take my things and destroy the tank. When you have done that, return it to the clan leader. You will find him near the snow land border.
The dwarf gives you his gear.
Black Battle Helmet(Arm9)
[Blue] Damaged Battle Shield(Arm11)
Damaged Heavy Armour(Arm10,Dmg1)
Great Battle Axe(Dmg36)
You set off to find this tank. After some searching you find it near the eastern entrance of the orc mines. Suddenly, 10 orcs spawn. Instead of fighting you, they climb into the tank. It switches on.
Tank(Arm400,Dmg2000*,Dex1,HP7,500)
After a lot of fighting, you finally defeat it. Like the dwarf said, you bring the gear back to the clan leader.
DIALOGUE:
Leader: Why are you here?
You: I have defeated the tank and I am here to return this.
You hand him the gear.
Leader: He was my best general. Thank you. Take this token as a reward. Give it to the shopkeeper in Ashdown Village an tell him it is from me. He will give you something you deserve.
You go to Ashdown Village and give it the shopkeeper.
DIALOGUE:
You: The leader of the dwarf clan gave me this.
Shopkeeper: I have something to give you.
He hands you some armour.
Iron Chestplate(Arm11)
You gain 10,000 XP.
* The tank is that powerful because it takes 45 seconds to reload and it has to turn around to successfully attack. It also occasionally spawns a few orcs.[/b][/b]
The Rise of the Orcs
Near the orc mines there is a dying dwarf lying on the ground. He speaks to you.
DIALOGUE:
Dwarf: Those orcs! Those damn orcs!
You: What's happening?
Dwarf:Those orcs killed most of my clan. They are planning to take over the land. They have developed a war machine called a "tank". It wiped out most of my army in one minute.
You: I will do something about it.
Dwarf: Good. Take my things and destroy the tank. When you have done that, return it to the clan leader. You will find him near the snow land border.
The dwarf gives you his gear.
Black Battle Helmet(Arm9)
[Blue] Damaged Battle Shield(Arm11)
Damaged Heavy Armour(Arm10,Dmg1)
Great Battle Axe(Dmg36)
You set off to find this tank. After some searching you find it near the eastern entrance of the orc mines. Suddenly, 10 orcs spawn. Instead of fighting you, they climb into the tank. It switches on.
Tank(Arm400,Dmg2000*,Dex1,HP7,500)
After a lot of fighting, you finally defeat it. Like the dwarf said, you bring the gear back to the clan leader.
DIALOGUE:
Leader: Why are you here?
You: I have defeated the tank and I am here to return this.
You hand him the gear.
Leader: He was my best general. Thank you. Take this token as a reward. Give it to the shopkeeper in Ashdown Village an tell him it is from me. He will give you something you deserve.
You go to Ashdown Village and give it the shopkeeper.
DIALOGUE:
You: The leader of the dwarf clan gave me this.
Shopkeeper: I have something to give you.
He hands you some armour.
Iron Chestplate(Arm11)
You gain 10,000 XP.
* The tank is that powerful because it takes 45 seconds to reload and it has to turn around to successfully attack. It also occasionally spawns a few orcs.[/b][/b]
Last edited by Ted87552 on Thu Oct 31, 2013 7:29 pm, edited 2 times in total.
Reason: Just a little BB code mistake
Reason: Just a little BB code mistake