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Do you like the new idea? (Chapter 2 Restart)

Sounds like fun! 0.34358974358974 34.4% [ 134 ]
Interesting... 0.27692307692308 27.7% [ 108 ]
I'm indifferent. 0.11282051282051 11.3% [ 44 ]
How could you even think of that?! 0.1 10.0% [ 39 ]
Obligatory Pollwhore Option. 0.16666666666667 16.7% [ 65 ]
Total Votes:[ 390 ]
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Valheita's avatar

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Welcome!
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You're probably sick and tired of my threads by now. Once a novelty, now an annoyance, such is the way of things~ Still, this remains my passion, so I'll continue to subject you to it.

Today's thread includes four old ideas, revamped based on community feedback, as well as an all new idea, and a bonus tl;dr section, a change log, and a memorable quotes thread, for those who provide clear, concise, and valuable feedback.

What's this thread for you're asking? Well, predominantly, I want to get my ideas to the developers, and this is the only way available to me. However! I also want some feedback from you guys on my ideas. That way we can say that these are feedbacks from the community.

So basically, pick an idea that's relevant to your interests. Have a read. And tell me what you think could be changed to make it better, or tell me what you like (or don't like) about it.

But enough of the boring stuff. Lets have some fun! Get discussing people!

EDIT: So many people calling me a troll *sniffle*
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Deep Sea Village
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NOTE: This idea is my oldest, and has a petition set up for it here: Deep Sea Village Petition

This suggestion, like the Boss Instance suggestion later, is largely based on what you wish to see from zOMG!. Those who wish a harder MMO will likely disagree with them, whereas those who wish to see an MMO where you can pop on when the forums die down and have some fun for an hour or so will likely enjoy the suggestions. Please bear this in mind when discussing.

Suggestion: The Deep Sea Village is a small map with some NPCs that give repeatables for the Shallow Sea area before them, a mini game or two, and most importantly, a Null Crystal. While it technically is a town map, you're not able to regain G'hi energy there.

The most common complaint with this in the original thread (see handy link) is that it would make the endboss too easy, that people would exploit it to get to the Endboss. I propose then two changes to accomodate this.

  1. Once you trigger the fight with the Endboss, the Sealab Compound goes into security mode. You -cannot- enter while your crew is fighting the endboss.
  2. Instead of throwing you back to the Robofish Tunnel, they throw you out of the Compound, and the merfolk find you and nurse you back to health.

Also, as a user pointed out in the original thread, this update (as it stands in the petition) would mean that the Robofish badge is no longer the achievement it is currently (because of the long haul through the SS to get to them). So my modified suggested dungeon is:

Gold Beach (non-instanced) -> Shallow Sea (Instanced) -> Undersea Ledge (instanced) -> Robofish Tunnel (instanced) -> Deep Sea Village (non-instanced) -> Sealab Compound (instanced).

Discussion Topics (Spoons?): What other threats to the End Games "integrity" could you forsee, and how would you fix it up?

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Valheita's avatar

Vicious Nerd

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Weight System Revamp
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NOTE: Original Thread is Here.

Suggestion: Make the knockback distance relative to the weight stat of the Animated vs the Player. Thus, a higher weight not only stops you being knocked back, but also allows you to knockback an opponent further. In addition, a low weight stat would prevent you being able to knock enemies around, making dervish more crew friendly.

Melee attacks have a "weight boost" associated with their use, so for example Bump will treat your weight stat as higher than Hack for calculating knockback. Ranged Rings have a set weight value, that is, your weight isn't added to them to determine knockback distance. These weight values increase -slowly- with C.L.

Furthermore, raging rings will increase their base weight (in the case of ranged rings) or weight boost, in terms of melee rings.

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Accuracy System Revamp
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NOTE: Original Thread is Here.

Suggestion: Add another dimension to the accuracy stat.

Many of you will have noticed that damage occurs across a range of values. This suggestion for the accuracy stat is simple. Rather than determining how often you hit, it determines where on the damage scale your average damage is.

Example: Hack has a damage scale of 250-400 at RR1. Without Keen Aye, my G'hi buffs would allow me to average say.... 280 damage. Now applying RR4 Keen Aye, my average damage is up to 350.

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Combative System Expansion
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1. Use of Sub Categories.

  • Mantis, Slash, Hack, Bump, GunsGunsGuns, Pot Lid etc... Are part of the "Physical Rings" sub-category. This means that equipping them boosts the Strength Stat (see below) and also that they are improved by having a high Strength stat.
  • Hot Foot, Fire Rain, Diagnose, Solar Rays, Turtle etc... Are part of the "Magical Rings" sub-category. This means that equipping them boosts the Intelligence Stat (see below) and also that they are improved by having a high Intelligence Stat.

Seems simple enough right? First major advantage is that it allows rings that boost wide varieties of rings, in addition, it also gives a minor bonus for specialising: Note if you will, that having a lot of Physical rings means a high strength stat, which corresponds to them being more dangerous.

2. Introduction of the Element System.

One of the oldest requests in the book, the Element system means that certain rings provide certain kinds of damage which corresponds to certain weaknesses.

An example would be the Hot Foot and Fire Rain rings corresponding to the element of Fire. This means that those rings are (slightly) more effective against flammable enemies like Kokeshi Dolls.

Essentially, this works by assigning a damage descriptor. Hack has the damage descriptor (cutting), along with Mantis and Slash, which means it's more effective against enemies weak to (cutting) such as emos Garlics.

3. Two Hidden Stats.

As mentioned above, the Intelligence and Strength stats are as follows.


  • Strength Stat
    This stat boosts the effectiveness of Physical rings, and is determined by the number of equipped Physical rings, as well as your Weight Stat and any active buffs that boost Strength.
  • Intelligence Stat
    This stat boosts the effectiveness of Magical rings, and is determined by the number of equipped Magical rings, as well as your Willpower Stat and any active buffs that boost Intelligence.


The major advantage to all the above introductions is that they are backend modifications, meaning they do not complicate the game at all to the players playing it. Indeed, they would go unnoticed by anyone casually playing the game.

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Minor Requests
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[1] Quantification of Ring Statistics. This means that instead of Mantis saying something like... "Damage: Strong" it will say... "Damage: 80 - 100"

[2] A small bar which shows current buffs, debuffs and CC effects active on you, as well as the duration remaining. This can be disabled using Graphics Options (see 4)

[3] Modification of the Animated status bar to show CC/De-Buffs active on the targetted Animated, as well as their durations. This can be disabled using Graphics Options (see 4)

[4] Graphics Options to disable/enable ideas 2 and 3 above. The above ideas should be -disabled- by default, since this is a casual game.

[5] Graphics option to disable numerical feedback of healing and damage rings. These seem to be major sources of lag for some players, and aren't necessarily required by a casual player.

[6] Reconsider the application of Crowd Control rings so they they are guaranteed to succeed against normal green enemies. This at least provides a measure of usefulness to them.

[7] Introduce a safeguard against salvaging/selling all your rings by either:


  1. Introducing a new non-salvagable, non-sellable starter ring. Note: This idea will be unpopular among players who do not wish to play zOMG! and wish to clear their inventories.
  2. A Labtech NPC that checks your inventory, and if you have no rings, gives you a Solar Rays ring at C.L. 1.0. Note: This is a possible exploit, as you could salvage the ring, then return to this guy. This exploit can be sealed by limiting his uses per day however.
  3. Restart Option hidden deep within the Preferences section of the main site, and protected by a password. Note, this is an extreme solution to a minor problem.


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Mini Ideas
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  • Extend the Sea Lab scenario so that the massive end-game info-dump isn't clustered into just two conversations.
  • Make quests to connect the late-game regions. Bassken -> Old Aqueduct -> Gold Beach -> Otami Ruins.
  • At the end of Open Beta, remove the Null Fragment Exchange option from Nicolae.
  • At the end of Open Beta, soulbind -all- rings.
  • Block clan invitations when you're a member of a clan.


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Player Vs. Player
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A cavernous complex, run by each towns seedy underworld (Nicolae in Barton, for example). It features specially imported Animated.

The basic game is simple. Two crews are released into the area, they have to try and survive against the Animated and the opposing crew. If you get dazed, you're removed from the Arena. Last crew with a member standing, wins.

Depending on system and lag restrictions, we could ramp this up to 6 crews participating at a time.

That's not all the cavernous complex can hold though. Capture the Flag, Orb Hunting Races (think orb spill), or even a "Who can destroy the most animated" contest.

I'll tidy up the ideas later, but for now, here they are in one place biggrin

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Ring-Sets
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Disclaimer: The descriptions are deliberately vague on actual numbers. This is because I am not a professional game developer, and so I do not know what values would balance the ringsets.

1. Mutant Ringset.

This ring set increases the rate at which you build rage.


  • Psychokinesis Ring
    A burst of psychic energy send the Animated flying away. This ring has a conical AoE that expands when you increase the rage used. The center of the cone is on the targeted animated. This ring does not deal damage.
  • Storm Ring
    Calls down small bolts of lightning to hit all Animated on the screen. Nice damage, but has an unholy long cooldown time.
  • Eye Beam Ring
    Blast the Animated apart by releasing dangerous eye beams. This Ring affects the target and all that stand between you and the target. Raging increases the damage. The beam itself doesn’t deal over much damage, courtesy of it’s range and AoE nature.
  • Regeneration Ring
    This ring generates a burst of cell generation in your body, rapidly restoring you to full. It’s very taxing though, packing a high cool-down time and a high stamina cost. (This ring notes how much damage you've taken at the time of use, and restores that much HP over the next x seconds. Raging it decreases x.)


2. Paladin Ringset

This ring set increases the rate at which your team mates build rage (not you).


  • Smite Ring
    By invoking the gods, your sword attack blows evil apart where it stands. Single target melee attack, weak on it’s own, but raging it serves to boost it’s power dramatically.
  • Devotion Ring
    Activating this ring grants you a massive self-only Willpower boost for a short period of time (think Divinity).
  • Divine Wrath Ring
    Surrounded by enemies? Call forth the anger of the Gods! This ring enables you to function at rage for 10-15 seconds. This ring cannot be used unraged. RR4 Divine Wrath corresponds to functioning at RR4 for 10 seconds. (duration gets shorter as you rage it)
  • Shield Ring
    The Shield Ring gives you a passive chance to deflect incoming attacks. It just doesn't do it as often as say.. Pot Lid.


3. Goth Ringset

This ring set increases debuffs the accuracy of enemies who get too close..


  • Bat Ring
    What better way to distract your enemy than to have a swarm of bats flutter around their head? You might even say it drives them... batty? No. It does reduce their dodge and accuracy stats though. This ring doesn't do damage, but is a large debuff.
  • Doom Ring
    Your predictions of impending doom convince the Animated to avoid you. AoE Fear Effect centered on yourself. In the words of DWN a "******** off" button.
  • Gloom Ring
    The Gloom Ring creates a cloud of Darkness around you that slowly saps the life out of hapless Animated. This is a willpower based effect. Strong willed Animated won’t be drained by your melancholy.
  • Bloodsucker Ring
    Like the vampires you find oh-so-attractive, you too can bite necks! It even heals you... slightly. Very short range melee attack, though it is spammable.


4. Valkyrie Ringset

This ringset boosts your apparent C.L. for receiving buffs/healing effects. So, it's pretty useless for C.L. 10.0s >.>;; If you've got a better idea, suggest it!


  • Valhalla Ring
    This ring applies a buff to you. If you defeat an Animated while this buff is active, you get healed slightly. biggrin
  • Ragnarok Ring
    An AoE taunt effect. Perfect for those apocalyptic battles.
  • Plunder Ring
    Animated defeated by this ring have an increased chance of dropping gold/loot/orbs. The ultimate finisher.
  • Einherjar Ring
    This ring acts like a combination of Meat and Divinity. It boosts the max health of all in the AoE temporarily.


5. G.I.B. Ringset

This ringset increases the range of your ranged rings.


  • Cricket Ring
    High Damage, High Cooldown, Knocks you backwards biggrin Range ain't so stunning though. Think Shark Attack.
  • Ablative Armour Ring
    This ring blocks X damage, then disappears. It has no set duration. X is increased by raging it.
  • Orbital Ring
    DoT effect, and knocks enemies back in a random direction each time the orbital laser hits. Again, only a medium range.
  • Phaser Ring
    The vanilla flavoured DPS ranged ring of the set. Solid. Reliable. That is all.


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Vicious Nerd

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tl;dr?
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  1. The addition of a null chamber into the final dungeon for Chapter 1, along with some modifications of the Endboss to prevent exploitation.
  2. Modify the weight system to affect your ability to knock enemies back. A low weight means little knockback.
  3. Modify the accuracy system so that a higher accuracy means you'll hit at the upper end of a rings damage range more often.
  4. Add a Legend system to the G'hi system. These provide specialised passive buffs, along with a passive penalty to prevent exploitation and make it interesting.
  5. Modify the boss system so that anyone can enter, but crews have to be within 1 C.L. of each other.

Also: If any of these takes your interest, please take the time to read it. There are levels to this idea that can't be expressed in one or two sentences.

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Memorable Quotes
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Pooky Plz
I wonder if you could make it so that some rings use the animated's weight against them

The only example I can think of right now is heavier animated getting stuck in quicksand longer


B-B-B-BeanCup
With ranged attacks, add weight based on rage rank? When you whip out that RR4 GGG (ACRONYMS AHOY) your character pulls out some serious hardware, and I think that would knock back way more than the uzi at RR1. But yes, scale with CL. I think the knockback melee rings should have a base, too, but much smaller as it's added to your own weight.


Arkyron
Or why not just make Giftboxes spawn throughout all areas at random? That's what the random giftboxes do here on the main-site, so it would seem a bit more canonical. Granted, their level would need to be adjusted for the areas, but hey. >.>


DeathWyrmNexus

My counter idea for weight was damage. While I agree that more weight can knock your back, that tends to be secondary to you being unconscious from the trauma. Just a counter suggestion. We have no damage buffs and weight isn't used enough. Nobody could really oppose the idea since it doesn't piss on anybody's current weapon load out and makes the ring very desirable.

Hell, perhaps damage AND a bit of knockback. I know I could tolerate having to chase enemies more with Hack and Dervish if I was hitting them a bit harder, thus increasing the chance that I didn't have to chase them.


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Vicious Nerd

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Recycling Bin - Do not being up complaints about these issues.


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Boss Instance System Upgrade
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Suggestion: Remove the scaling. The encounter will be balanced to be at a challenging but beatable level to a crew of 6 that's 3/4 of the way through the relevant area. So about 3.7 for KKD. Moreover, the number of crew members doesn't cause the boss to scale.

Next, the level cap system is changed so that you can enter at any level, but all your crew mates have to con green to enter. You'll also no longer receive orbs for defeating the bosses.

Finally, lets give our bosses something fancy. AoE effects, CC effects. Maybe ol' She-Wolf can scare low willpowered users with a howl.

Discussion Topics (Spoons?): Do you believe that this update (read: removing the "challenge" from bosses) be in the best interest of zOMG!? Would you like to see C.L. capped instances return in later Chapters as players get more powerful?

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Chapter 2 "Restart"
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Premise:

Okay, we all know Qixter has stated that Chapter 2 features C.L. 10.0-20.0. My proposal, based purely on speculation (since Chapter 2 isn't out yet) is that instead of designing Chapter 2 for C.L. 10.0+, they make it C.L. 1.0-10.0

Now, a lot of you are outraged no doubt, since you're already 10.0, there would be nothing for you to do. This is where the idea kicks in.

Say for example we're talking about Chapter 2 being set in Durem. G'hi energy is different around Durem. The presence of Von Helson Manor and Halloween Town has created a darker form of G'hi energy, hell, the charge orbs are black! Many of the Animated in the area have fear effects. Etc...

What does this mean for the players? It means your purple charged rings need charging... again. With the new black orbs. It also means that the new Durem rings will need charging with Purple orbs to be used in Barton.

So for example, I'm now exploring the Durem Reclamation Facility, this is a C.L. 4.0 area. My Hack ring is 10.0/4.0 and my new Happy-Happy-Fun-Time Ring (resists fear effects - very handy near Durem) is 1.0/4.0. (See below)

WHY WOULD YOU DO THIS?! (Reasoning)

For starters, it seems to me like it's easier to balance. You don't have to worry about balancing another 10 C.L.s of the old rings as well as 20 of the new rings. You just have to make new ring sets for Durem, and balance them up to C.L. 10.0

Admittedly, fairly minor for Chapter 2, but progressively later chapters? Chapter 4 would have C.L.s all the way up to 40! Seems like a lot of balancing to me.

Second, and ultimately most important reason for zOMG! is... it's unprecedented! It's new and interesting, and "unexpected". It's weird and off-the-wall.

Third Reason is thanks to Nespin Fernagon:

There's one additional upshot that you haven't mentioned, Val. Less grinding required. It'd only take 450 orbs to get a ring up to black 10 (assuming they used the same forumla for CLs), not...1450 more to get to 20, if my math is right.

(Val's Note: They also already know the approx drop rate for 50 hours gameplay for 1->10, so there is less time playing with drop rates in Chapter 2 development.)

Known Problems:

The Gaia Online Inventory would struggle to display rings with multiple C.L. values.
{Solution: Separate them with a /, for example Hack: C.L. 10.0/5.0}

Game would be less epic (large numbers make for more epic battles?)
{Solution: *shrugs* Sealab seemed fairly epic, and the difficulty will ramp up with each chapter}

No spoons for this one biggrin

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Ancestral G'hi Boosts
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NOTE: Original Thread is Here.

How it'll work in game: The meat of this update won't be seen till you start Chapter 2.

To acquire a legend, you must defeat an Animated of power. This means essentially a boss. (The Chapter 1 bosses also posses legends, go back and defeat them for great power!)

You can change the Legend emulated in the Null Chamber, in much the same way as you would a ring. There's a widget, and you illuminate their name to use them. The one currently active will have its information and compatibility displayed in a box above them.

*Plot note: You can only change it in the Null Chamber because elsewhere in the world, the flow of G'hi is too chaotic (because of the Animated) to find Imprints.*

Note: You do NOT have to have a legend equipped. There will be a "No Legend" option.

The Legendary Gaians:
  1. Khaos, The Berserker - Khaos strengthens your melee attacks, but his furious disregard for his allies means you cannot target other players. (+20% Melee damage, Unable to target allies. (This includes Diagnose))
  2. Deuz, The Crusader - A selfless font of divine power, Deuz created powerful support abilities, giving you a boost to your buffs. You cannot target or affect yourself however. (+20% to effect of buffs, unable to target self.)
  3. Virtus, The Healer - Virtus is an expert medic, and her skills increase the power of your healing rings. She's frail though, so you suffer a penalty to your Max HP. (+15% to healing effect, -10% Max HP)
  4. Von Helson, The Vampiric - Like a stereotypical vampire, he gives the ability to steal life force through your attacks. You get 10% of damage inflicted as health. This ability will only function at night though. You also suffer burns in sunlight, reducing your max HP during the day. No sparkling for you.
  5. *TBA*
  6. Law, the Long Armed - Known for his long swords and longer arms, Law improves the reach of your melee attacks, but unnaturally long arms, also bring unnaturally poor dexterity. You may find yourself missing a bit. (+50% reach for melee weapons, -10% accuracy)
  7. Stamen, the Fit - Training day and night left Stamen fighting fit. His health regeneration and Stamina regen are greater than normal. He's not the brightest of fellows though, so you'll take a hit to Willpower. (+50HP,+10STA (when sitting), -10% Willpower)
  8. Merl, the Archmage - As all Archmages do, Merl was an expert at shaping spells. This power manifests in you as an increased radius to AoE effects. He's not the fittest of people though, so you'll suffer a health/stamina regen penalty. (+25% radius AoE, -25HP,-5STA when sitting (To a minimum of 1))
  9. Git, The Tricky - An expert in laying traps, Git gives you the ability to use CC on enemies that you normally couldn't (Scaredy Cat on Stone Coatl), but he never wanted to hurt anyone, thus you take a hit to your damage dealing abilities. (N/A, -10% damage)
  10. Valur, the Frightened: While your HP is below 20%, you get a massive boost to speed. The penalty is, you don't get this boost otherwise.
  11. Divine, The Terrifying: A passive AoE buff, Divine the Terrifying emits a malevolent aura that frightens the Animated, reducing their accuracy and dodge stats. You cannot maintain your other G'hi buffs while using the Aura though.
  12. Fremere, The Elite: A powerful leader of men, he creates an aura that inspires allies to fight better, increasing their dodge and accuracy stats. Like with Divine, this drains your G'hi so that you can't maintain your own G'hi boosts.


Discussion Topics (Spoons?): Is this idea too complicated? What rewards would you like a high synchronisation to grant? What legend is your favourite/least favourite?

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Hey! biggrin
Okay.

They're great ideas (I expect no less. biggrin ), but I'm worried about the popularity of
1) Deuz, the Crusader- Can't target yourself? So no healing? Poor Deuz would only be able to live in crews! And then the buffs which get buffed, would only be applicable to other people... I'd suggest allowing him to heal himself, because I wouldn't choose that legend myself.
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Winter_forever
Hey! biggrin
Okay.

They're great ideas (I expect no less. biggrin ), but I'm worried about the popularity of
1) Deuz, the Crusader- Can't target yourself? So no healing? Poor Deuz would only be able to live in crews! And then the buffs which get buffed, would only be applicable to other people... I'd suggest allowing him to heal himself, because I wouldn't choose that legend myself.
Well, he's supposed to be used in a crew. He's supposed to be the support guy that sits back and helps everyone else out with buffs and whatnot.

Besides which, if you've got two support characters, both using Deuz, then they can heal each other just fine. (Though, I'd have one support with Deuz and one healer with Virtus myself)

But yeah, he'll be pretty useless if you're trying to use him solo. He's not built for solo play D:
CleoSombra's avatar

Quotable Lunatic

First off, and I'm not sure if I cited this in the beginning, but I don't really see the point of a Deep Sea Village, and if there is any point, don't expect it until after Chapter 2 is released . . . or at least not for awhile.


It DOESN'T take a long time through the Shallow Seas. If you buff up decently, you can run through the clams and fluffs (maybe kill the clams) on the lower half of Shallow Seas. Do the right side of the map to get to Lorelei. Skip the chest on the left.

Once you get to the Undersea Ledge, you can grab the two crates near the entrance, then run to the ledge. You don't need to kill the anchor bugs or grunny subs on the first half of the UL map.

All you have to do for the robofish is deaggro them, which with turtle or rock armor is incredibly easy.

You should be able to get down to the sea lab in under forty-five minutes. An experienced crew can do it in twenty.

Coyote Spirit on full rage is enough to get someone all the way down to the sea lab, so even a single shot of coyote spirit is going to get aperson pretty far before it wears off. The walk really isn't that bad.

------


As for the g'hi system, it still seems a little complicated. People should be able to pick it up and understand it immediately . . . Plus, g'hi is supposed to act as a boost. It shouldn't have negative effects.

What if there was something similiar such as "experience points" or "skill points" that could be implemented? Perhaps you'd have to earn them over time or through a series of quests. You could check where you wanted these skill points to be put toward in the null. For example, if you had six skill points so far and you wanted to be a fighter in your crew, you could put two on accuracy, two on strength, one on dodge, and on one health. Or maybe two on accuracy, three on strength, and one on health. Or whatever.
Valheita
Winter_forever
Hey! biggrin
Okay.

They're great ideas (I expect no less. biggrin ), but I'm worried about the popularity of
1) Deuz, the Crusader- Can't target yourself? So no healing? Poor Deuz would only be able to live in crews! And then the buffs which get buffed, would only be applicable to other people... I'd suggest allowing him to heal himself, because I wouldn't choose that legend myself.
Well, he's supposed to be used in a crew. He's supposed to be the support guy that sits back and helps everyone else out with buffs and whatnot.

Besides which, if you've got two support characters, both using Deuz, then they can heal each other just fine. (Though, I'd have one support with Deuz and one healer with Virtus myself)

But yeah, he'll be pretty useless if you're trying to use him solo. He's not built for solo play D:
Launch the polaris,
The end doesnt scare us!



He is pretty much the Rock Armor of the legends.
Which I see as completely fine.


When will this cease?
The warheads will all rust in peace!
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Launch the polaris,
The end doesnt scare us!



He is pretty much the Rock Armor of the legends.
Which I see as completely fine.


When will this cease?
The warheads will all rust in peace!
Yeah. Hopeless alone, but pretty damn handy in a crew.

I'm thinking I should make him extend buff durations, or build rage faster from buffs though (In addition to his current). Not being able to target himself is a pretty hefty drawback.
Valheita

Discussion Topics (Spoons?): Would you like to see reflected knockback returned to this idea? And do you think that this update would make My Density playable?

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I'm sorry. I can't look at this thread anymore (not at least for a couple of minutes). I don't think I can take it seriously for a while.

All I can think of is a Cross-Counter.
User Image - Blocked by "Display Image" Settings. Click to show.

Animate both bodies flying backwards simultaneously and we have a winner.
I think I love you.
confused

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