Atrash the Squidmonger
(?)Community Member
- Posted: Thu, 05 Aug 2010 16:27:23 +0000
Yeah, I know most of you are probably as tired as pancakes of people like me posting threads with their ideas for new rings. I had a bunch of ideas accumulating, though, and I want to know how balanced you guys think they are - and how to balance them better. Some have been thought over and the balance and tactics long weighed over (but still quite possibly unbalanced), while others are just random ideas that I'm just throwing out.
Crowd Control and Debuffs
Effect: Knockback*. Rage simply increases the AoE and the power of the knockback.
Range: Medium
Stamina: 4-6
Cooldown: 3 seconds
*I wanted a knockback ring that would act as a feasible crowd control on its own. Now, normal AoE knockback causes a bit of trouble in that it scatters the animated - which is only useful in some applications. This knockback would have to be slightly different. Perhaps instead of pushing all animated away from the player, it could push its target away from the player, and then all the animated in its AoE would be pushed towards where the target ended up (allowing it to still be used to keep the animated away - although not as well as something like Dervish, perhaps - but also letting it be used to clump together animated for crowd control and AoE). This could be a technical hassle, I'm afraid.
- Should it begin as a single target ring (to balance against a better knockback, perhaps, or better cooldown and stamina times), or as a small AoE (so that you don't have to waste rage just to fight mobs - a major application of it)?
Effect: Knockback. Throw a potato at your ally (or just toss it around yourself), where it explodes into fluffy goodness, throwing back the animated.
AoE: Epic range to who you can throw the potato to. A small range around that person for the knockback (which increases with rage).
Stamina: ???
Cooldown: ???
Rage effect: Bigger AoE for knocking back animated. Stronger knockback. Stronger secondary effect (secondary effect = ???)
So I don't forget this one.
Effect: Knockback towards you, as well as a short lived but powerful accuracy debuff, or some kind of crowd control. Meant to lure in animated from afar, then have them somewhat helpless for a bit.
Range: Extreme
Stamina: ???
Cooldown: ???
- This is one of the less thought out ones. Is it balanced at all? Is it useful at all?
Effect: Accuracy Debuff. The fog obscures the vision of your enemies, making it harder for them to hit you.
Range: Melee
AoE: Large (a little bit of rage would make it screen wide)
Stamina: ???
Cooldown: ???
- This would be for a ring balance where Knife Sharpen got given some other job. Again, a very rough idea.
Effect: Willpower debuff. Rage would increase the duration or power
Range: Short
Stamina: 6-7
Cooldown 7 seconds
- I can't think of a better theme for this. Currently, it's us playing music at the animated, with the most derided musical instruments. rr1 is probably a harmonica or something... up to rr4, Bagpipes. The music disrupts the animated's wills to fight on. Sound effects should be interesting (stereotypical, slightly off [but not annoyingly so] notes from the various instruments).
Attack (melee and ranged)
Effect: Hybrid Damage and Deflection buff.
Range: Melee
AoE: None. Single target.
Stamina: 4-5
Cooldown: 4 seconds
RR1 -> 70-110 Damage (90 Damage) + 5 seconds Reflection boost (???)
RR2 -> 100-140 Damage (120 Damage) + 5 seconds Reflection boost (???)
RR3 -> 120-180 Damage (150 Damage) + 5 seconds Reflection boost (???)
RR4 -> 170-250 Damage (210 Damage) + 5 seconds Reflection boost (???)
- The damage is basically Mantis' for the sake of simplicity - a relatively weak attack, but here with a bonus to defense as well, but only as you're using the attack (theoretically, you can see that the boost could be sustained as long as you kept always fighting with the ring whenever it finished cooling down)
- How much deflection would be balanced for this? It's not a continuous one (or a crewwide one) like Pot Lid, but then again, the ring does do some damage. Of course, it adds no persistent armor to the player either...
Effect: Deflection and Reflection buff (not technically an attack ring, but I'm putting it here so it's next to the other idea).
Stamina: ???
Cooldown: Short ???
Duration: 15-30 seconds or something.
RR1 -> Deflection boost (??? maybe somewhere around 15%?)
RR2 -> Deflection boost (25%?)
RR3 -> Deflection boost (30%?) + Reflection boost (10%?)
RR4 -> Deflection boost (30%?) + Reflection boost (20%?)
- What levels of deflection and reflection would make that balanced? It gives no real armor, but if it's deflecting and reflecting a lot...
- What kind of cooldown vs. duration would be useable for this (something closer together than Turtle, I assume)?
- Which idea is better?
Effect: Hybrid Damage and Deflection
Range: Melee
AoE: None. Single target.
Stamina: 4-5
Cooldown: 5 seconds
RR1 -> 80-120 Damage (100 Damage) 2 second of increased Deflection (???)
RR2 -> 100-160 Damage (130 Damage) 3 seconds of deflection
RR3 -> 130-190 Damage (160 Damage) 4 seconds of deflection
RR4 -> 170-250 Damage (210 Damage) 5 seconds of deflection
- How much deflection would be balanced for this?
- Would a short Persistent armor boost be a better fit (armor pool would be sort of silly for 1 second things, I think)? If so, how much?
Effect: Damage and Healing (you bash in the animated's heads and fry an egg at the same time). Rage would slightly increase both damage and healing. Damage would be less than a ring balanced like it (but without healing), and healing would be minor.
Range: Melee
AoE: None. Single target.
Stamina: 5-6 ??? Mid-range for melee attacks
Cooldown: 5 seconds
Rage would either increase both (healing would be based on a percent of the damage, but roughly would be so that the averages of each, with the variability inherent in attack rings, would be around)
rr1: 90 damage, 60 healing
rr2: 110 damage, 80 healing
rr3: 130 damage, 90 healing
rr4: 160 damage, 110 healing
Or perhaps only the healing percent would go up, for something like this:
rr1: 110 damage, 40 healing
rr2: 110 damage, 70 healing
rr3: 110 damage, 110 healing
rr4: 110 damage, 140 healing
- I like the concept of it, mostly, and the idea of hybrid damage and healing seems a popular idea.
Effect: Damage
Range: Medium
AoE: None. Single target.
Stamina: 3-4
Cooldown: 3 seconds
RR1: 80 + Root (2s)
RR2: 110 + Root (2s)
RR3: 130 + Root (3s)
RR4: 150 + Root (4s)
(also, the probability that root would take effect would increase with rage?)
- Plain vanilla ranged doesn't seem to fit in that well. How about crowd control/ranged?
Effect: Damage, Knockback. The weapon reaches out to the animated (in its animation, it would look like just a long melee weapon), hits it for damage, and then pulls it toward you with knockback.
Range: Short
AoE: Single target
RR1 -> 70-80 Damage (70 Damage) + Knockback
RR2 -> 70-110 Damage (90 Damage) + Knockback
RR3 -> 90-130 Damage (110 Damage) + Knockback
RR4 -> 120-180 Damage (150 Damage) + Knockback (maybe the last two rages + Sleep too)
- Using it on Peelungers would make the world implode.
Buffs
Effect: Damages attackers when damage is dealt unto you
AoE: Buff AoE is one target only. Damage AoE is melee.
Stamina: 11-12
Cooldown: 15 seconds
Duration: 15 minutes
rr1 -> 50 damage
rr2 -> 60 damage
rr3 -> 80 damage
rr4 -> 110 damage
Effect: (very small) Max stamina increase. Does not stack. Does not "heal" stamina with it.
AoE: Self and allies, full crew (just like most buffs now).
Stamina: 11-12
Cooldown: 1 minute
- Another popular ring idea. I'm not sure how much I like the idea of a stamina increaser, but here's how I'd like it themed and balanced.
- How much stamina could be increased without being unbalanced?
Effect: Debuff/Crowd Control removal (most chance of removing simple debuffs, less chance of removing crowd control - Willpower of the user would increase chances?)
AoE: single target, allies only
Stamina: 4-5
Cooldown: 5 seconds
- Should all debuffs have a chance of not getting removed?
- This would be best hypothetically in a balance of rings where Diagnose also had this power, along with its healing, in its AoE - but with less chance of removing some debuffs and crowd control (but also almost always removing Bleed).
Effect: Regeneration boost, stamina and health
AoE: self and allies (even non crew)
Stamina: 11-12
Cooldown 15 seconds
- This regeneration boost would be only to kneeling stamina/health regeneration. Should it not stack on top of Healing Halo or Divinity, but you could use both (for example, if the regeneration boost for kneeling only of Fan was greater than the kneeling bonus from Divinity, you could use both to get regeneration while standing [from Divinity] and a greater bonus from kneeling [from Fan])?
- Should it be one or the other, or both?
- I'm thinking an AoE where rr1 is just you, and then higher rage ranks give it a small AoE around you (like Wish, but with the target being you). Would that be good, or should it be a different AoE?
Effect: 20-30% Persistent armor. Passive, self only ring.
- More armor? Less? It is self only, and has no other benefits, but then again it's passive...
- Any other boosts it should have as secondary ones? Weight, will, deflection/reflection?
- Knight ring set of Chainmail, Broadsword and Buckler, Javelin, and some other ring?
Effect: Ghi increase. Single target (self or allies).
A ghi hand pats an ally on the head. Higher rage gives them a pat on the back.
- How much is balanced? I'm thinking a cooldown of about 15 seconds, usual buff stamina costs. Maybe 25 Ghi increase?
-------------------
Crowd Control and Debuffs
Tidal Wave
Effect: Knockback*. Rage simply increases the AoE and the power of the knockback.
Range: Medium
Stamina: 4-6
Cooldown: 3 seconds
*I wanted a knockback ring that would act as a feasible crowd control on its own. Now, normal AoE knockback causes a bit of trouble in that it scatters the animated - which is only useful in some applications. This knockback would have to be slightly different. Perhaps instead of pushing all animated away from the player, it could push its target away from the player, and then all the animated in its AoE would be pushed towards where the target ended up (allowing it to still be used to keep the animated away - although not as well as something like Dervish, perhaps - but also letting it be used to clump together animated for crowd control and AoE). This could be a technical hassle, I'm afraid.
- Should it begin as a single target ring (to balance against a better knockback, perhaps, or better cooldown and stamina times), or as a small AoE (so that you don't have to waste rage just to fight mobs - a major application of it)?
Hot Potato
Effect: Knockback. Throw a potato at your ally (or just toss it around yourself), where it explodes into fluffy goodness, throwing back the animated.
AoE: Epic range to who you can throw the potato to. A small range around that person for the knockback (which increases with rage).
Stamina: ???
Cooldown: ???
Rage effect: Bigger AoE for knocking back animated. Stronger knockback. Stronger secondary effect (secondary effect = ???)
So I don't forget this one.
Lasso
Effect: Knockback towards you, as well as a short lived but powerful accuracy debuff, or some kind of crowd control. Meant to lure in animated from afar, then have them somewhat helpless for a bit.
Range: Extreme
Stamina: ???
Cooldown: ???
- This is one of the less thought out ones. Is it balanced at all? Is it useful at all?
Fog
Effect: Accuracy Debuff. The fog obscures the vision of your enemies, making it harder for them to hit you.
Range: Melee
AoE: Large (a little bit of rage would make it screen wide)
Stamina: ???
Cooldown: ???
- This would be for a ring balance where Knife Sharpen got given some other job. Again, a very rough idea.
Music
Effect: Willpower debuff. Rage would increase the duration or power
Range: Short
Stamina: 6-7
Cooldown 7 seconds
- I can't think of a better theme for this. Currently, it's us playing music at the animated, with the most derided musical instruments. rr1 is probably a harmonica or something... up to rr4, Bagpipes. The music disrupts the animated's wills to fight on. Sound effects should be interesting (stereotypical, slightly off [but not annoyingly so] notes from the various instruments).
Attack (melee and ranged)
Rapier and Dagger
Effect: Hybrid Damage and Deflection buff.
Range: Melee
AoE: None. Single target.
Stamina: 4-5
Cooldown: 4 seconds
RR1 -> 70-110 Damage (90 Damage) + 5 seconds Reflection boost (???)
RR2 -> 100-140 Damage (120 Damage) + 5 seconds Reflection boost (???)
RR3 -> 120-180 Damage (150 Damage) + 5 seconds Reflection boost (???)
RR4 -> 170-250 Damage (210 Damage) + 5 seconds Reflection boost (???)
- The damage is basically Mantis' for the sake of simplicity - a relatively weak attack, but here with a bonus to defense as well, but only as you're using the attack (theoretically, you can see that the boost could be sustained as long as you kept always fighting with the ring whenever it finished cooling down)
- How much deflection would be balanced for this? It's not a continuous one (or a crewwide one) like Pot Lid, but then again, the ring does do some damage. Of course, it adds no persistent armor to the player either...
Alternative Rapier and Dagger
Effect: Deflection and Reflection buff (not technically an attack ring, but I'm putting it here so it's next to the other idea).
Stamina: ???
Cooldown: Short ???
Duration: 15-30 seconds or something.
RR1 -> Deflection boost (??? maybe somewhere around 15%?)
RR2 -> Deflection boost (25%?)
RR3 -> Deflection boost (30%?) + Reflection boost (10%?)
RR4 -> Deflection boost (30%?) + Reflection boost (20%?)
- What levels of deflection and reflection would make that balanced? It gives no real armor, but if it's deflecting and reflecting a lot...
- What kind of cooldown vs. duration would be useable for this (something closer together than Turtle, I assume)?
- Which idea is better?
Broadsword and Buckler
Effect: Hybrid Damage and Deflection
Range: Melee
AoE: None. Single target.
Stamina: 4-5
Cooldown: 5 seconds
RR1 -> 80-120 Damage (100 Damage) 2 second of increased Deflection (???)
RR2 -> 100-160 Damage (130 Damage) 3 seconds of deflection
RR3 -> 130-190 Damage (160 Damage) 4 seconds of deflection
RR4 -> 170-250 Damage (210 Damage) 5 seconds of deflection
- How much deflection would be balanced for this?
- Would a short Persistent armor boost be a better fit (armor pool would be sort of silly for 1 second things, I think)? If so, how much?
Frying Pan
Effect: Damage and Healing (you bash in the animated's heads and fry an egg at the same time). Rage would slightly increase both damage and healing. Damage would be less than a ring balanced like it (but without healing), and healing would be minor.
Range: Melee
AoE: None. Single target.
Stamina: 5-6 ??? Mid-range for melee attacks
Cooldown: 5 seconds
Rage would either increase both (healing would be based on a percent of the damage, but roughly would be so that the averages of each, with the variability inherent in attack rings, would be around)
rr1: 90 damage, 60 healing
rr2: 110 damage, 80 healing
rr3: 130 damage, 90 healing
rr4: 160 damage, 110 healing
Or perhaps only the healing percent would go up, for something like this:
rr1: 110 damage, 40 healing
rr2: 110 damage, 70 healing
rr3: 110 damage, 110 healing
rr4: 110 damage, 140 healing
- I like the concept of it, mostly, and the idea of hybrid damage and healing seems a popular idea.
Javelin
Effect: Damage
Range: Medium
AoE: None. Single target.
Stamina: 3-4
Cooldown: 3 seconds
RR1: 80 + Root (2s)
RR2: 110 + Root (2s)
RR3: 130 + Root (3s)
RR4: 150 + Root (4s)
(also, the probability that root would take effect would increase with rage?)
- Plain vanilla ranged doesn't seem to fit in that well. How about crowd control/ranged?
Plunger
Effect: Damage, Knockback. The weapon reaches out to the animated (in its animation, it would look like just a long melee weapon), hits it for damage, and then pulls it toward you with knockback.
Range: Short
AoE: Single target
RR1 -> 70-80 Damage (70 Damage) + Knockback
RR2 -> 70-110 Damage (90 Damage) + Knockback
RR3 -> 90-130 Damage (110 Damage) + Knockback
RR4 -> 120-180 Damage (150 Damage) + Knockback (maybe the last two rages + Sleep too)
- Using it on Peelungers would make the world implode.
Buffs
Static
Effect: Damages attackers when damage is dealt unto you
AoE: Buff AoE is one target only. Damage AoE is melee.
Stamina: 11-12
Cooldown: 15 seconds
Duration: 15 minutes
rr1 -> 50 damage
rr2 -> 60 damage
rr3 -> 80 damage
rr4 -> 110 damage
Tea
Effect: (very small) Max stamina increase. Does not stack. Does not "heal" stamina with it.
AoE: Self and allies, full crew (just like most buffs now).
Stamina: 11-12
Cooldown: 1 minute
- Another popular ring idea. I'm not sure how much I like the idea of a stamina increaser, but here's how I'd like it themed and balanced.
- How much stamina could be increased without being unbalanced?
Soap
Effect: Debuff/Crowd Control removal (most chance of removing simple debuffs, less chance of removing crowd control - Willpower of the user would increase chances?)
AoE: single target, allies only
Stamina: 4-5
Cooldown: 5 seconds
- Should all debuffs have a chance of not getting removed?
- This would be best hypothetically in a balance of rings where Diagnose also had this power, along with its healing, in its AoE - but with less chance of removing some debuffs and crowd control (but also almost always removing Bleed).
Fan
Effect: Regeneration boost, stamina and health
AoE: self and allies (even non crew)
Stamina: 11-12
Cooldown 15 seconds
- This regeneration boost would be only to kneeling stamina/health regeneration. Should it not stack on top of Healing Halo or Divinity, but you could use both (for example, if the regeneration boost for kneeling only of Fan was greater than the kneeling bonus from Divinity, you could use both to get regeneration while standing [from Divinity] and a greater bonus from kneeling [from Fan])?
- Should it be one or the other, or both?
- I'm thinking an AoE where rr1 is just you, and then higher rage ranks give it a small AoE around you (like Wish, but with the target being you). Would that be good, or should it be a different AoE?
Chainmail
Effect: 20-30% Persistent armor. Passive, self only ring.
- More armor? Less? It is self only, and has no other benefits, but then again it's passive...
- Any other boosts it should have as secondary ones? Weight, will, deflection/reflection?
- Knight ring set of Chainmail, Broadsword and Buckler, Javelin, and some other ring?
Pat
Effect: Ghi increase. Single target (self or allies).
A ghi hand pats an ally on the head. Higher rage gives them a pat on the back.
- How much is balanced? I'm thinking a cooldown of about 15 seconds, usual buff stamina costs. Maybe 25 Ghi increase?