Old 02-19-2009, 01:53 AM   #61
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Quote:
Originally Posted by Eiryne
we had Rogues, why no stealing?


Kleptomaniac's Thievery
- or -
Stealing Precaution:
(please tell if I spelled incorrect)
Get x.xx% (based on skill point) chance to steal single item at Stores. You may only mug the items that you can use or equip, so it's impossible to pick darken items.
How if failed? Pathetic died & lost rested time as the punishment.
You may only use this skill again after 1 hour (or perhaps 2 hours) delay.
this is actually a great idea for a rogue class... if there are ever class specific skills this should be one of the handful of rogue skills for sure
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Skill for Reducing Experience Penalties over current level
Old 02-19-2009, 03:21 AM   #62
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Default Skill for Reducing Experience Penalties over current level

As of now, leveling a skill over your current level gives quite a harsh penalty - up to a maximum (it seems) of approximatly 5% of normal exp for leveling a skill 10+ level or higher above your current level.

This suggestion will allow those who are capped the ability to customize their characters (although still at a large penalty) beyond the current "soft cap" limitations of +8/9 skills - anything beyond that at this point gives such a small increase in character power to be worth sacrificing 95% of normal experience.

Also If Jeff is still anticipating only raising the level cap to a final limit of 80 - it will allow characters the ability to actually obtain some of the 90+ skill items/gems that are already implemented when that cap is reached - with the penalties in their current state, no character will be able to use a 91+ item.

Thus the suggestion is as follows:

Level 60 (or 80) Stats or Adventuring Skill
Retention
Each point in this skill recuces the experience penalty for overleveling (leveling a skill over current character level) by 0.45% At a skill of 100, it will reduce the penalty by 45% in addition to the 5% base hardcap allowing characters to overlevel skills 6 levels and higher with the same level of loss as leveling a skill 5 levels above the current character level.


Since this is a level 60 or 80 skill it will not affect lower levels, and thus not allow them to become too powerful making the game easier.

While this may not be a nessicary skill as of yet (which i would argue that it is - for the sake of customization) if the current proposed max level remains at 80 - this skill or a similar skill is almost required so that all maxed characters will not eventually simply become identical.

If the max level is no longer suggested to be at 80 - please disregard this suggestion as it will no longer be relevent.
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Old 02-19-2009, 01:20 PM   #63
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I completely agree with you this is necessary. Though I feel more for a skill like workmanship/collection, lets call it X.

Every point in X reduces the xp penalty for your highest skill with 1%. Of course leveling this skill is free from xp penalties either. We need an x in weaponry, archery, protection, life, death, psych and beastmastery.

The idea is that you can level 1 stat in each category beyond your player level with a reduced xp penalty, but not higher than you have leveled x in that same category.

An example:

Player zztop is level 70 (cap).
His protection skills look like this:
suiting 70
blocking 58
parry 60
combar recovery 40
impedance 60
x-protection 80
-> this means that to get x-protection to 80 zztop took no xp penalty whatsoever (only possible to level it with combats and/or passive)
-> this also means that zztop can level suiting (as it is his highest stat) up to 80 with a reduced xp penalty.
-> assume the formula to determine his xp is normal value - xp penalty (to go to level 71 it would mean something like normal value -10%). with this new skill it would be something like:
normal value - (10%penalty / (80*1)).

This can only be applied to 1 skill in the protection category = you highest. If you want to level up a 2nd protection skill beyond your player level you 'll still face the normal xp penalty. As soon as this new one becomes the highest skill then x would be applied to this one.

I believe that this is a concept that requires time and many trophies, but that is still worth it. Remember that you have such an x skill in each category. En plus will it stimulate character customization without exaggerating.
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Clan MAP
Old 03-02-2009, 04:43 PM   #64
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Default Clan MAP

Can we have all online clan members show up on map like a group shows on map?
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Old 03-02-2009, 04:56 PM   #65
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um, ripple, wrong area hun.
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Old 03-06-2009, 05:11 PM   #66
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A skill to lower the time needed for recastable gems to recharge?
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Old 03-09-2009, 03:17 AM   #67
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An idea for expanding on the Divination skill.

At 10/50, you gain an additional draw slot. You still draw at the same speed, but new draws don't automatically replace your current draw, instead pushing it over into the new slot. The chance to draw a gem at the start of combat is applied to each draw slot separately. (For example, you start combat with gems in your first and third draw slots, but not the second).

This would make it easier to use cantrips, since it's easy to mis-time the bonus draw and overwrite a gem you just drew, and would make it easier to handle gem draws in general. It would also improve what is one of the weakest magic-based skills (one extra, random gem at the start of a battle is a very small benefit compared to say, sleight of hand or even gem handling).

Then you could make it so cantrips don't reset your draw timer, wink wink hint hint.
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Old 03-13-2009, 03:24 PM   #68
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since you haven't replied to the crafting suggestion i put in i thought of this skill.

Skill = MASTERY (crafter class only)

every point reduces eng/mana requirements by .5%

skill 100 would reduce the requirement by 50% for crafting.

this would result in either of the following

1. no need for a crafter to invest in a crafting suit.
2. gives more diversity to the crafter class.
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Old 03-31-2009, 03:28 PM   #69
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bonus to the effects of weapon chances an for gem chances?
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Old 04-03-2009, 05:02 PM   #70
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Hmmm hard to balance tho, as if based on a percentile, larger delay weapons will benefit.

Level 60 Weaponry
Battle Fervour
Every point in this skill provides a 0.25 increase in weapon attack speed after 5 minutes have passed.

Divination needs an alteration as it currently has no reason to be levelled beyond around 15 IMO.

Maybe every point in it has a 0.5% chance of an extra gem being drawn and revealed in a second window at the same time as one appears in the original. You only get to use one, and when you drag it into play, the other disappears. The gem appearing in the second window would be any from the pouch aside from the one in the first. this would also aid those asking for an extra window for Replay cantrip effects.



Hmm to match Burning Soul


Psych Magic Level 60
Spacial Resonance
Every 5 points in this skill provides the ability to remove from use one slot of your gem pouch. Each slot is togglable and non-permanent.

Life Magic Level 60
Aperture
Every point in this skill increases your accuracy/to hit rate (depending on how your mechanics are set up) by 0.4%

And just to fill in the gaps, as I noticed that Social needs a ton of skills... so here we go

Level 20
Charismatic Banter
Each point in this skill provides a 0.1% reduction in vendor price.

Sceptical Agnostic
Every point in this skill provides a 0.1% chance of an experience rush when sacrificing trophies.

Natural Salesman
Every point in this skill adds 5% to the sale price of tradeskill items to stores.
At level 100 this would make a silk be worth 6g. At level 50 3.5g. Good way for frees to harvest more money.


Level 40
Gilded Tongue
Every point decreases vendor prices by 0.3%. Stacks with Charismatic Banter

Anti-social Apathy
Experience only gained by PKKing. For every PKK made, you gain ### experience in this skill
per level. (Eg a level 53.4 PK would give 53,400 exp if killed if you gained 1000. I don't know how to balance it properly.)
For every point in this skill you gain a 1% inhibitor on the ability PKs have to flee from you.


Adventuring

Level 40
Antagonism
Every point increases the chance of you being targetted by 0.25%

Silent Wind
Every point reduces chance for encounters by 0.1%.

Level 60
Rune Scope
The power of your runes increases by 0.25% for every point in this skill.


Resourcefulness/Crafting/Artistry

Level 40 / 60
Same as level 20 skills.

Beast Mastery

Level 20
Keen Senses
With a whip equipped, this every point in this skill increases your ability to dodge your opponents attack by 0.2%.

Level 40
Aggressive Stance
With a whip equipped, this skill provides a 0.4% chance per level of causing your pets to deal double damage.

Level 60
Scavenger
For every point in this skill, you gain 0.5% chance per pet with whip on same side of finding non-trophy loot.


Stats
Level 60

Comraderie
Every 10 points in this skill allows you to add 5% of your pets stats onto your own. This encompases AC and accuracy. At level 100, from a pet with 100 in all stats, you would gain 50 in each of your stats
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Old 04-03-2009, 05:04 PM   #71
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Hmm someone else expanded divination too -_-

well mine is kinda similar.
and I didn't read it first! :'(
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Old 04-03-2009, 05:11 PM   #72
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Auction Ear
Every point lowers the tax on auction sales by 0.35%
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Old 04-08-2009, 04:10 PM   #73
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Counterstrike or counterattack.

This could be a lvl 40 or 60 skill.

Each lvl in this kill could give a .5% chance to strike the attacking enemy ONLY once, when you were sucessful to parry, block, able to kite, or the opponents attack missed.
Your counter hit could be a normal attack hit or a bleeding process or any other magical effect.

As in normal combat any evasion would shift the initiative from the attacker to the defender.

Therefore, at a couterstrike lvl of 100, any def evasion (being any of the afore mentioned actions) would have a 50% to inflict dmg (being either an attack or a preset dmg amount i.e. 1 normal attack in normal dmg range, or somthing to the effect of "up to X dmg, based on CNC")

Last edited by Music; 04-08-2009 at 04:15 PM..
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Greater DW
Old 04-22-2009, 02:24 PM   #74
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Default Greater DW

Level 40 skill
Greater Dual Wield
You must have a skill of 40 to actually dual wield Two-Handed Weapons. When dual wielding two-handed weapons your delay is equal to total delay x2
I wouldnt know the actually math behind it, but it would be cool to DW 2H weapons.
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Old 04-22-2009, 07:06 PM   #75
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never -_-

DW of 2H = phail

fun as it would be, it's what EVERY body would do
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Old 05-03-2009, 05:42 AM   #76
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Rapid Recharge (Possibly a Jeweler skill?) Cuts the delay of recastable gems by 0.5% per level.
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Old 05-05-2009, 11:17 AM   #77
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Disgrace: Decreases the chance of grey magic being blocked or resisted by ~ .15% per skill level.
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Old 05-09-2009, 09:46 AM   #78
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Hoplite: As long as this skill is equal or greater to the blocking skill level required to equip your shield and the piercing skill level required to equip your spear, you are allowed to equip both. Your attack delay is increased by 50% minus .25% per skill level though.
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Old 05-13-2009, 02:20 PM   #79
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Hoplite skill edit/update:
The idea is to give shield users a more aggressive stance they can train should it be too easy to keep max (or almost max) health. So instead of or in addition to an increased attack delay maybe not allowing the user to parry with spear and shield equipped. Together with having to put much more points in dex (and thus less points in str, which is required for blocking) it should be a fair exchange for an enhanced offense (dps of spears and two handed skill).
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Group PvP
Old 05-30-2009, 10:42 AM   #80
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Default Group PvP

PvP group level should coun't in PvP
Example 2 lvl 30 vs 1 lvl 40
the 2 lvl 30's hould be able to hit the level 40 atleast. their combined group lvl is 60 where as the lvl 40 char is only 40.
any way this was a low level of intrest and this is all i'll say maybe if other's feel stronger about this they can carry the discussion.

Regards,
Ripple
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