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  #21  
Old 08-01-2016, 02:41 PM
AgentEpilot AgentEpilot is offline
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Originally Posted by Twochain [You must be logged in to view images. Log in or Register.]
1. Spirit of Dolphin. Swim way faster!
I would have loved this, and also more ocean life in general.
  #22  
Old 08-01-2016, 02:59 PM
Rygar Rygar is offline
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This is a real fun topic, some more ideas:

1) Revamp armor classes:
Cloth: Mage / Wizard / Enchanter / Monk / Cleric (monks need that swift speed, clerics are more true priests)

Leather: Rogue / Ranger / Druid / Shaman / Necro / Bard (Rogues need to be quieter to sneak / hide, rangers / druid / shaman live off the lands, necros wear the flesh of others, bards need to be agile to hit them notes)

Ringmail: Paladin / Shadow Knight / Warrior (these would have increased str / dex stats and some +haste to allow them to dps when not tanking)

Plate: Paladin / Shadow Knight / Warrior (these would have some minor slow components like 0.5% per piece, heavy +sta, +% taunt increase or right click agro spells when worn, and obviously more ac)

2) Combination spells. This is seen in a lot of 'turn based' rpg games if 2 classes cast certain spells at the same time it forms a 'super spell' that does additional damage. This can add a lot of dimension to raid and group encounters. Can be difficult to achieve if 1 class has a 4 second cast and another has a 3 second cast. I think this would be real fun and take more skill than button mashing. It wouldn't hinder your group but would definitely let more quality players stand out.

3) Alcohol Tolerance should be a more useful skill. Can help you resist certain spells if intoxicated to a certain degree (maybe 'numbs you to the cold', etc)

4) Tradeskills should add stat bonuses as you level them up. Such as 100pts in Blacksmithing adds +5 str to base stats, 250 pts is +25 str. Fishing could add dexterity and agility, baking adds charisma, research adds intelligence, tinkering adds intelligence / wisdom and dexterity, etc. Begging can also increase charisma.

5) Monk special attacks could have some special abilities... like Eagle Strike could hit a cluster of nerves and slow attack rate, Dragon Punch/Tail Rake could have a small stun chance, Tiger Claw have a chance to hamstring and add a short duration snare, etc.

6) Caster dps / abilities should be more balanced with melee, as I understood it was like in Planes of Power.

7) I like 'little things', like maybe tracking success decreases when its raining or snowing (tracks disappear faster) or a full moon makes certain mobs turn to werewolves randomly.

8) Shields for tanks... duel wielding or straight 2hs 'tanking' just doesn't make sense. Should be a necessity.

9) FD revised. If you successfully FD a mob they should get a buff... they can't be 'fooled' again by you dying until buff has worn off. The buff can get counters added to it, more unlikely they'll believe you FD with the more counters it has. Kinda dumb an intelligent boss mob would stop attacking you after seeing you 'die' 5 times in a row.

So much more to think of... so little time...
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  #23  
Old 08-01-2016, 03:00 PM
myriverse myriverse is offline
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No race or class exp penalty.
No racial class restrictions.
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  #24  
Old 08-01-2016, 03:45 PM
Spyder73 Spyder73 is offline
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You can have a character with access to two differnt class skills/spells - but that character requires double to XP to level.

My dream of the Bard Monk (Bonk) could be made whole.
  #25  
Old 08-01-2016, 03:47 PM
jolanar jolanar is offline
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Quote:
Originally Posted by myriverse [You must be logged in to view images. Log in or Register.]
No race or class exp penalty.
No racial class restrictions.
Races with really high stats and amazing racial benefits need more penalties, not less IMO.

The only thing wrong with the exp penalty is that it effects how much exp others gain too.

Quote:
Originally Posted by Spyder73 [You must be logged in to view images. Log in or Register.]
You can have a character with access to two differnt class skills/spells - but that character requires double to XP to level.

My dream of the Bard Monk (Bonk) could be made whole.
Enchanter/Shaman combo. Why even play anything else lol.
  #26  
Old 08-01-2016, 04:05 PM
phacemeltar phacemeltar is offline
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i'd post the entire source on github
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  #27  
Old 08-01-2016, 04:36 PM
drktmplr12 drktmplr12 is offline
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Quote:
Originally Posted by jolanar [You must be logged in to view images. Log in or Register.]
Item wear would be fun, but only if it was repairable by players only, would definitely help make tradeskills much more usable. When you can walk up to any random merchant and press 1 button to repair all your armor like in other MMOs it becomes quite pointless.
its only meant to remove gold from the game. so not entirely pointless
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  #28  
Old 08-01-2016, 04:56 PM
Izmael Izmael is offline
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Quote:
Originally Posted by jolanar [You must be logged in to view images. Log in or Register.]
Races with really high stats and amazing racial benefits need more penalties, not less IMO.

The only thing wrong with the exp penalty is that it effects how much exp others gain too.



Enchanter/Shaman combo. Why even play anything else lol.

Enchanter/Necro for taps, even more mana regen, controllable pet and FD (!)

I wonder what would be a more powerful solo combo, Enchaman or Enchancer.
  #29  
Old 08-01-2016, 05:41 PM
Bristlebaner Bristlebaner is offline
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  #30  
Old 08-01-2016, 09:51 PM
Vexenu Vexenu is offline
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1) Stat caps for the overpowered races: Iksars capped at 200 STR and INT (tradeoff for being the best Monk and Necro race), Troll capped at 200 WIS, Ogre capped at 200 WIS and 225 DEX.

2) Give Wizards haste and clarity, refocus Enchanters entirely toward CC, illusions and charming. Wizards now desirable for groups, Enchanters still OP but to a lesser degree.

3) As was originally intended: Endurance is drained by melee attacks but can be restored by spells cast by Rangers, Druids and Paladins (not such useless raiding classes anymore, are they?)
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