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Familiar Lunatic

I wanna be cool, so I make a thread too.
But seriously, I think that with the current roster of possible effects, we'll run out of interesting stuff quickly when new rings, monsters, and more start appearing. So I did some research and compiled various ideas I've had sitting around for quite a while to create the following power dump. These are quite rough and likely present many problems. Still. This gives some amount of insight on the crazy ring ideas I cook up in my secret lab.
The ideas are rather self-contained: you don't have to read or answer them all.

Senseless Diversity:


  1. Back Stab First Strike: if you hit an enemy unaware of you, as in you do not appear on its Hate list, you Crit. This is mainly a buff to ranged rings: you usually can't reach melee without getting some Aggro/Hate. And as long as you appear on the Hate list, you can't gain from this again, even if the target is currently ignoring you.
    Animated won't be able to pull this out on us: we don't have an Aggro List...Curently >.>
    They can, however, catch us Kneeled. This is our revenge.
    This could also be a property of certain rings/powers instead of a general rule.

  2. Varied Crit Modifiers: currently, a crit improves the damage by something between x2 and x3. This is both boring and limited. Having various Crit ranges would add interest and diversity. By this I mean a damage source is given a Crit Mod stat, taking one of the following values: Low (1.1 to 2.0) , Average/Medium (2.1 to 3.0), and High (3.1 to 4.0). This opens up the possibility of a way to improve or worsen your Crits, which would be interesting if combined with above. Making going for crits a more interesting strategy then piling up Accuracy buffs.

  3. Fixed damage: DoT, without the "oT". This is not % based damage. The differences between this and the usual damage are admittedly quite slim. Mainly reduces the random factor, eliminating the possibility of having a lucky streak and dealing above average damage. Or a bad streak. (Read answer to Aseres for further insight.)

  4. Always-Hits damaging effects: further elimination of the random factor. Less efficient/weaker than normal rings. No Crit possible. I believe balance can be achieved (see answer to Valheita to see how) . I also believe there are hidden issue with this, like having a definite advantage against Red/higher-level-thou stuff and with the Fear status effect for it breaks when an attack misses the Fear-affected target. I don’t think it’s that dramatic, thought.

  5. On miss effects: a weaker, possibly different, maybe even an adverse effect occurs only when the main effect misses. Could lead to issues similar to above.

    Examples:
    Deadly Axe:
    a second weak attack occurs when you miss
    Quicksand: a Speed Debuff happens when you miss a target.
    Chainsaw-Chucks: you hurt yourself when you miss.


  6. Context sensitive effects: the effect changes in certain ways depending of the situation.

    Examples:
    Golf Club:
    if the target is within melee range, you hit it with the club. If it's out of melee range but within your Ranged one, you hit it with the ball, for less damage.
    Desperate Healing: when the target is under 25% of its Max Health, the healing gets stronger.
    Animated: their attacks gain a Bleeding effect when they're closer to death. Or something.
    That's but a few examples to what could be done with this.


  7. Sustainable/Ongoing effects: This one is a bit more experimental. A rapidly occurring and repeating small effect lasts for a set duration based on RR upon activation ( 5s at RR1 to 20s at RR4 ). The effect can be re-aimed while it is cycling, not doing anything if the new target is invalid. The player/source is immobilized for the duration, but can end the effect when he wishes by re-activating it. You also won't be able to activate other rings. Rage only increases the duration. Four animations: onset, while, switching, and end.

    Examples:
    Gatlin fun:
    a super weak attack every second, with slight knockback. Focus on a single target and it will be gradually pushed back.
    Some sort of flame spewing Animated: similar to above, but features a cone shaped area and no knockback. It would be programmed to switch target while using the effect to make a better BBQ.
    Summon: I believe they could be sort of be done that way. A thing appears in front of you, flies over to target and attacks with you directing where it strikes.


  8. On death effects: an effect that triggers itself when its source sees its HP reach 0. The effect would usually be a secondary effect to a normal ring. This is not an effect requiring you to kill yourself to activate.

    Examples:
    Ring:
    this old "Will" idea is awesome.
    Ring: you place a mark on the Animated and when it dies, it does so in an explosive way, dealing damage to its allies within a certain radius. A chain reaction coul occur.
    Animated: something.
    Hive: when a player is dazed in the Hive, some sort of bug comes out of him. >.>


  9. After effects: something else occurs when something prior ends. Mainly for De/Buffs and Status effects. Things with a notable duration.

    Examples:
    Armor pool ring Bob heals a little when it ends/breaks.
    Some speed Debuff ends gradually instead of at once.


  10. Chaining: hits a target, then jumps from that target to another within range. No jumping if a miss occurs. The number of jumps is related to the effect. If their are no viable target, the effect ends within short notice. Similar to AoEs but less scalable, to keep it short.

    Example:
    Lighting Arcs ring:
    Zaps a target, then jumps to another. 1 Jump at RR1 (possibly hitting 2 Targets), 4 at RR4.


  11. On/Off rings: you can turn it on. And off. While on it costs you something, or imposes a form of penalty. And there would be a timer to limit how fast you can toggle it. Think Kneeling.

    Example:
    Gravity well:
    every animated on screen is slowly pulled towards you, but you can't move and your max Stamina is reduced by 10, or something. (From 100 to 90. Aye, I love that trick.)


  12. Placement on the hand has an effect on the ring: Attack rings on your third finger are more powerful. Maybe not. I'm sure something cool could be based on this rough idea.

  13. HP cost: HP are our second cheaper resource. Using some exposes you to greater danger. But you have more of it and you can use Stamina or simply wait to refill it. Stylish.

  14. Orbs as ammo: the third current resource. Somehow. For the funz.

  15. Drawbacks: wearing the ring imposes a penalty to the wearer, to compensate for some extra power, and to allow serious specialisation.

  16. Piercing: according to swarf's Guide, DoT should bypass Armor and DReflection. DReflection shouldn't work against AoE either. But it's not the case. And it should. Gives a notable edge to using DoT. More differences between types of Defences. More danger. And stuff.

  17. Pulling effects: the reverse of Knockback. To either catch'em from afar or keep em'close. Currently not crucial for limited in numbers are the Animated that don't simply come in charging. Immunity would be given to targets that must remain static. Last I heard, the Coatl enjoys using this.

  18. Conversion: the-damage-turned-into-healing version of DReflection. Less frequent than DReflection, so less than a 10% chance . This means an attack once in a while heals you instead of hurting. Like DReflection: a secondary effect to some rings.

  19. Absorption: Similar to above. When it occurs, you take no damage and gain 2 Stamina. The least frequent of the four. At a 10% chance, you would on average, get 20 Stamina for every 100 attacks against you that don't miss.

  20. Armor that weakens: every hit weakens it up to a point. It regains its strength gradually if left alone.

    Example: Blah ring offers 60% protection, every hit lowers it by 2% until it reaches its minimum of 10%. It starts regaining 2% per second, starting 2s after the last hit. See my answer to Aseres on page 2 if you need another example.

~~~


Aye, some of these aren't serious. At all. I have more crazy ideas. A lot of them in fact. But this should do for now. And I have no idea how many of them are even feasible. This is mainly for fun and inspiration. Tell me what ye think of them.

This could be useful:
[list=1]
[*]First Strike:
[*]Varied Crit Modifiers:
[*]Fixed damage:
[*]Always-Hits damaging effects:
[*]On miss effects:
[*]Context sensitive effects:
[*]Sustainable/Ongoing effects:
[*]On death effects:
[*]After effects:
[*]Chaining:
[*]On/Off rings:
[*]Placement on the hand has an effect on the ring:
[*]HP cost:
[*]Orbs as ammo:
[*]Drawbacks:
[*]Piercing:
[*]Pulling effects:
[*]Conversion:
[*]Absorption:
[*]Armor that weakens:
[/list]

Vicious Nerd

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Backstab... Would probably have to trigger off the Hate system, which could lead to it being oh-so-exploitable.

Varied Crit.. How about a varying chance of going critical too? Like a threat-range in Dungeons and Dragons.

Fixed Damage... Hrmm. I dunno. I don't even like that the DoT's do fixed damage.

Always-Hits... Kinda like a Mage's Staff in Dragon Age: Origins. I wouldn't mind it.

On Miss.. That, could be interesting. But on the whole harder to balance than the above.

Context Sensitive... Oh god, how would we include this in the guide D:

Sustainable.. Should be easy enough to implement. I think rather than imposing a movement penalty, drop the Max-Stamina while it's in effect and have it do it's thing. Kinda like your On/Off rings.

On Death... Pretty nifty, though I would hope there be more incentive for players not to die >.<;

After Effects... Like say, the Turtle shell detonating when it ends and knocking monsters back? Pretty cool.

Chaining... It'd be a bit different to the normal AoEs, if nothing else.

Placement... No, definitely not on this one. The sets are enough I think XD

HP cost.. Would be interesting. Mmm, Blood Mage...

Orbs As Ammo... Oh please no D:

Drawbacks... I'm going to go for no. Nothing in zOMG! imposes a penalty on it's user, and I suspect that at least is part of the design philosophy.. (Even if I did try it with a ghi idea)

Piercing... I'm going to say no, purely 'cause Players couldn't make use of it. (Now, at least)

Pulling.. I guess it works, though I'd rather just see people learning to lure.. >.<;

Conversion/Absorption... Hell yes. Borderline broken, but awesome.

Armour That Weakens... Could be a little confusing for some players, methinks?

Familiar Lunatic

Valheita
Backstab... Would probably have to trigger off the Hate system, which could lead to it being oh-so-exploitable.
Aye, I'm not too sure of how the awareness system works. The way I see, if you don't appear on the target Hate list, he's unaware of ye.

Varied Crit.. How about a varying chance of going critical too? Like a threat-range in Dungeons and Dragons.
D&D: The source of inspiration for all your RPG needs. I'd prefer to keep the occurrence of Crits entirely related to Accuracy. Excepted for the thing above. But I can't produce a good reason right away, so it's my opinion.

Fixed Damage... Hrmm. I dunno. I don't even like that the DoT's do fixed damage.
Eh, to each his own. I love predictable stuff. And this actually ties in with an idea I haven't shared yet.

Always-Hits... Kinda like a Mage's Staff in Dragon Age: Origins. I wouldn't mind it.
I think to balance it you would start with the assumption that the usual hit rate is 80%: an always hitting attack would deal around 20% less damage than a normal ring with the same Stamina/Cooldown. This gives them an advantage only when used in situations where your hit rate goes below 80%. Otherwise, the usual option is more efficient, more so if you boost your Accuracy. This is virtually guaranteed in a Crew and doing it while Solo benefits all the rings you wear that rely on Accuracy. This looks like Balance to me. What do you think of this?

Anyway, I think this should be limited to single target effects. Or have aimed AoE only always hit the main target. AoE rely on hitting as many target as they can. Ensuring hits would require them to be quite weak and thus be used against serious mobs.


On Miss.. That, could be interesting. But on the whole harder to balance than the above.
Aye. I think these would be viable victims for the drawbacks. But...

Context Sensitive... Oh god, how would we include this in the guide D:
Include an If statement? >.>

Sustainable.. Should be easy enough to implement. I think rather than imposing a movement penalty, drop the Max-Stamina while it's in effect and have it do it's thing. Kinda like your On/Off rings.
Activating a ring usually stops your movement, for reasons I don't know. I sort of saw this as a fast looping activation or something, and thought moving wouldn't be possible. So I ruled it out. But I don’t know.
Going the On/Off way seems a viable option, but there would be a need for a limit to how long you can keep it going. Gatlin Fun could keep an Animated stuck in a corner for ever.


On Death... Pretty nifty, though I would hope there be more incentive for players not to die >.<;
Death in the open is rather cheap in this game. Might as well have fun with it. But I think this could be more of an added passive effect to an otherwise normal ring. Like some bomb-involving ring offering an explosion for when things go bad. Or the reverse, a passive ring offering an active effect when you go down. And I have this Martyr ring set in my mind. And a Necromancer one.

After Effects... Like say, the Turtle shell detonating when it ends and knocking monsters back? Pretty cool.
Aye, I think this offers more chaos, and opens the possibility of a having a warning sign telling you "Dude, your on your own now" when a Buff ends or something. But it's mainly for the coolz.

Chaining... It'd be a bit different to the normal AoEs, if nothing else.
Diversity was my aim. AoEs are unlimited in the number of target affected, but you must aim them properly and have a big enough mob to gain advantage of that. This takes the aiming out of the way. And there's also how Misses are handled: Missing with an AoE only affects a Target, missing with Chaining affects all the target that were supposed to come after.I think that's different enough.

Placement... No, definitely not on this one. The sets are enough I think XD
Yar, this also relates to one of those crazy ideas I've kept in my lab. Random.

HP cost.. Would be interesting. Mmm, Blood Mage...
Wizard Needs Food Badly.

Orbs As Ammo... Oh please no D:
Bwahahaha! This one was for fun. I'm trying to think up some extra Orb eating features. Was floating in my mind.

Drawbacks... I'm going to go for no. Nothing in zOMG! imposes a penalty on it's user, and I suspect that at least is part of the design philosophy.. (Even if I did try it with a ghi idea)
Aye, this game already suffers from some choices being not quite effective, to keep it short. Adding on top wouldn't be wise. Still, I consider Turtle already sort of has one. Would you trade a chunk of Max HP for improved Stamina? >.>

Piercing... I'm going to say no, purely 'cause Players couldn't make use of it. (Now, at least)
Your closing the door to more dangerous Animated. And I demand Armor wearing Animated when we reach Aekea. Hopefully before. It's a way to make a particular monster tougher than the others without directly improving its level or HP. Said monster could also feature a temporary Armor activated when they're going low or something. I think the game suffers a bit from people having access to so many Buffs, at least while in a Crew. So, yeah.

Pulling.. I guess it works, though I'd rather just see people learning to lure.. >.<;
This relates to my plans of having Animated that try and stay at range. And it's a way to bring that Scared Spout out of the corner when your stuck by a Fluffs's Root. The game doesn't value the ability to move enough.

Conversion/Absorption... Hell yes. Borderline broken, but awesome.
If they occur rarely enough, and the game doesn't eventually features 8 way to build upon it, it won't be broken. Not that broken.

Armour That Weakens... Could be a little confusing for some players, methinks?
Poor Players. No, Poor me, for those players are too common.

Familiar Lunatic

I probably should have spread that monster dump over more time and space. A few posts and already a lot to scroll. >.<

Another thing about the Sustainable stuff: my plans and understanding would lead to a player not being able to activate other rings while this occurs. Should it be the case?
Or not?

EDIT: Seems a little less daunting now. >.>
I'll dump the Status effects at another point in time and hyperspace.

Familiar Lunatic

Ya know, Back Stab would render the Village Greens even easier for new players and their GunGunGun rings ._.

Aye, I'm subtly bringing this back on the front page.
I don't want to go in detail, as my brainpower was used up for the day sweatdrop but you have some awesome ideas, here ^.^ <3

edit: lol okay, I'll refresh my batteries and let you know in detail what I think, tomorrow.
Stubborn. ;D

Familiar Lunatic

Goddess Bee
I don't want to go in detail, as my brainpower was used up for the day sweatdrop but you have some awesome ideas, here ^.^ <3
Refresh your batteries, I can wait. ^^

And I'm working on more.
Bwahahahaha!

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Great ideas, lots of variety is a great way to extend a player's sense of choices.
What about sinusoidal attack damage?
http://en.wikipedia.org/wiki/Sinusoidal
Basically, the attack damage operates on a wave, with crests and troughs. If you use it at a specific moment, the attack will be very strong. Use it any other time, it's less.
Another idea I had: a special effect added to reflection stat that turns reflected attacks into crits against the enemy.
gataka
Ya know, Back Stab would render the Village Greens even easier for new players and their GunGunGun rings ._.

Most everything on the Greens dies with one hit from GGG even when you are CL 1.0. The whole zone becomes super easy the moment you raise your CL even a bit. As nice as backstab is, I believe more limits would need to be placed on it to prevent it from cheapening the game. The easiest solution I can think of is making some enemies (such as bosses) immune to backstabs, however this takes away the number one place where Backstab may be used often since everything else dies very quickly.

Also, here's a brain-teaser: how would you handle Backstab on enemies that lack a clear front and back such as Mushroom Cannons? razz

Familiar Lunatic

tangocat777
Great ideas, lots of variety is a great way to extend a player's sense of choices.
What about sinusoidal attack damage?
http://en.wikipedia.org/wiki/Sinusoidal
Basically, the attack damage operates on a wave, with crests and troughs. If you use it at a specific moment, the attack will be very strong. Use it any other time, it's less.
Another idea I had: a special effect added to reflection stat that turns reflected attacks into crits against the enemy.
Thanks, I'm also aiming to widen the variety of challenges players face.

Sinusoidal... that's probably the weirdest idea ever. So, with proper timing, you could keep on hitting the crest? Wouldn't "Lag" get in the way? That's definitely a change from what we have now. I dig. A whole new exotic world of possibilities just opened before my eyes. I've been toying with Action Commands ideas, but with the game's fast pace thought it couldn't quite work. But that sinusoidal stuff...

Reflected Crits sounds nasty. I think it's feasible. Urg, now I'm wondering if current reflection can Crit. But this leads to another category of effects: effects that change other effects. I had Nth entry for this post that worked on a similar basis, but couldn't quite get it together. And the working name "Set Ups" sounded odd.>.>
A venture that needs to be explored.

Familiar Lunatic

Lobotryas
gataka
Ya know, Back Stab would render the Village Greens even easier for new players and their GunGunGun rings ._.

Most everything on the Greens dies with one hit from GGG even when you are CL 1.0. The whole zone becomes super easy the moment you raise your CL even a bit. As nice as backstab is, I believe more limits would need to be placed on it to prevent it from cheapening the game. The easiest solution I can think of is making some enemies (such as bosses) immune to backstabs, however this takes away the number one place where Backstab may be used often since everything else dies very quickly.

Also, here's a brain-teaser: how would you handle Backstab on enemies that lack a clear front and back such as Mushroom Cannons? razz
I don't play Bosses often, but aren't most of them aware of you from the moment they appear? And I need to rephrase the idea: once an enemy is aware of you, as in you appear on its Hate list, you can't "Backstab" it. The cone of vision was mentioned to remind people of it's existence and because that's how you're usually first added to the Hate list. Once you've hit an opponent, you can't Backstab it, even if it's attacking somebody else and has it's "back" turned on you. You gain from it only once per fight. Or at least that's how it would work if my understanding of the system is correct. That's why it's more of a buff to ranged rings: you rarely can reach melee without catching aggro.

The name refers more to the trope I tried to emulate with the idea. So you would "Backstab" a Shroom by being out of it's Aggro range/cone of vision.

And immunity is still a possibility.

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gataka
tangocat777
Great ideas, lots of variety is a great way to extend a player's sense of choices.
What about sinusoidal attack damage?
http://en.wikipedia.org/wiki/Sinusoidal
Basically, the attack damage operates on a wave, with crests and troughs. If you use it at a specific moment, the attack will be very strong. Use it any other time, it's less.
Another idea I had: a special effect added to reflection stat that turns reflected attacks into crits against the enemy.
Thanks, I'm also aiming to widen the variety of challenges players face.

Sinusoidal... that's probably the weirdest idea ever. So, with proper timing, you could keep on hitting the crest? Wouldn't "Lag" get in the way? That's definitely a change from what we have now. I dig. A whole new exotic world of possibilities just opened before my eyes. I've been toying with Action Commands ideas, but with the game's fast pace thought it couldn't quite work. But that sinusoidal stuff...

Reflected Crits sounds nasty. I think it's feasible. Urg, now I'm wondering if current reflection can Crit. But this leads to another category of effects: effects that change other effects. I had Nth entry for this post that worked on a similar basis, but couldn't quite get it together. And the working name "Set Ups" sounded odd.>.>
A venture that needs to be explored.
Yes, lag would get in the way of the sinusoidal strategy. It sucks, but I'm sure players with relatively good connections would get a kick out of it. Sinusoidal attacks are my attempt at bringing advanced mathematics into computer games. Of course, I believe that players will be pretty impressed when developers explain a new attack concept that is a bit over the average player's head, but then they'll try it and see how it works from their perspective.
You can think of me as the reflect expert, man. And yes, crit reflects do occur now. And being the reflection kinda guy that I am, I wanna see even more deadly reflections. Right now there's a limit to how often reflects can occur, but increasing the damage of reflects could be balanced pretty similarly to other attacks.

IRL Vampire

snazzy form is snazzy!


  1. Back Stab: not sure if this can be implemented easily, it'd work in conjunction with a stealth ring, or for pvp.
  2. Varied Crit Modifiers: if there are a few more ways to modify your crit rate, yes... but currently.. hmm
  3. Fixed damage: don't see the point in this if you have always-hit-rings
  4. Always-Hits damaging effects: I do think that different rings should have different land-rates. Mantis should have a higher landrate then hack or slack for example, I'm not sure if there's a base-land-rate-mechanic in the game though
  5. On miss effects: could be fun in some cases, but would make overall ring design even more confusing if applied more
  6. Context sensitive effects: I'm not a fan of 5000 side effects. I like things clear and crisp. That doesn't really contradict the idea itself, but a few of your applications
  7. Sustainable/Ongoing effects: we have this for passive rings: healing halo and divinity... not sure if the programming would allow this for offensive rings, but if it'd be great for a summon ring!
  8. On death effects: yeah, I've thought about something like that: a sacrifice ring that would benefit nearby allies (ie recharge them completely, but then I got reminded that that could be spammed and abused... so this particular one was a no-go. I do like the sacrifice idea, but it'd have to be good enough to be worth a ring slot, yet not too good)
  9. After effects: hmm, possibly too much side-effect-stuff for my taste again, could be alright if implemented right
  10. Chaining: I'd like to see manual chaining! Meaning you hit fast enough and get a dmg boost if you chain well (dragonica anyone?!)
  11. On/Off rings: toggles! not sure if the programming allowes for that, but I like the idea a LOT
  12. Placement on the hand has an effect on the ring: not casual, but the game isn't casual either way, so w/e, haha
  13. HP cost: yup, I've toyed with that idea too
  14. Orbs as ammo: that would probably require too much programming to be worth it, it'd be cool if you could temporarily "overcharge" single rings though
  15. Drawbacks: yeah, been brainstorming that as well
  16. Piercing: durr
  17. Pulling effects: like in Aion? would be a fun skill for tanks, but not sure if it's worth a ringslot, maybe have it as a side effect for taunt at higher rage ranks
  18. Conversion: vr! In L2 this skill is a dealbreaker.. I think it'd do well in zOMG too
  19. Absorption: draaainnnn... would have to be somewhat crappy dmg to not be OP, great ring for soloers
  20. Armor that weakens: that's like armor pool, isn't it?

Distinct Warlord

You're not cool for making a thread. You're cool for making a cool thread cool

Backstab sounds as something ranged rings could use.

Valid Crit Modifiers could make Keen Aye for some use. I like the idea
.
I did not understand what you mean with your third point, and liked the forth one. I believe right now Bow is working like that.

You fifth point is EXCELLENT. I think it could bring the balance zOMG! currently needs. Some risks and some prices for making moves.

The sixth one would be cool, but unneeded. Although the bleeding seems coherent...Since some monster in higher levels already have it, it becomes -again- unneeded.

The seventh idea maybe the key to summons and I like the other examples as well. Not being able to move SEEMS like the right balance for them.

I can't make an opinion on the eight one, would be biased xd And I did not got the ninth one.

10 is something some users were asking to Qixter a long time ago, I still think it's a perfect idea.

11 is something I would like and use, but not as rings but as something else. As a powerup seems kinda cool. I don't know, just saying. Maybe as a set effect. Even maybe as the aura suggestion of Nexus. Instead of being 10, make it 10%.

12 seems interesting, although it has some issues. Right now place matters for Defib issues, for example. I don't know, seems that need to be worked out about WHY it should be like this. Needs a reason and explicit the numbers.

13 and 14 doesn't seem right to me. Leave that like that. We will need HP for PvP and new areas and we need orbs for epics. So...No, leave that like that xd

15 is something the game needs in general. I know it's better to not have punishment and what-so-ever, but I still think that some users would be DELIGHTED to move hell out slow if they can go all Leeroy Jenkings.

16 seems like a bug report, so nothing to say here.

17 is awesome. I remember sometime ago a suggestion about a Magnetic Ring to do that, but I think that works better as an effect of some rings. It's what happens with Taunt right now, it's not good enough to make it usable. Now, if you were able to choose what you taunt and cover a larger area by selection...It would be better. Auto-approaching seems to feat this idea, though.

18 and 19 seems a cool plus, I like both. BUT included not as separate rings but as a secondary effects.

About what can be implemented or not, I pass of making an statement. Different from the rest I just don't know how the code works and if devs can pull it out.
Now to read what zOMGusers said.

Distinct Warlord

The necromancer and Martyr sets idea interest me. keep talking. ninja
tangocat777
Great ideas, lots of variety is a great way to extend a player's sense of choices. What about sinusoidal attack damage? Basically, the attack damage operates on a wave, with crests and troughs. If you use it at a specific moment, the attack will be very strong. Use it any other time, it's less.

I like the idea of a timing ring. The bigger the CL, the faster that variation will be.

And VG needs a major improvement. The whole game needs to improve difficulty by 1.5x with our current skills.

Aseres idea about Chaining is interesting, but I can't see it. I mean, I don't imagine it. An example, please? :O I did not play Dragonica.

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