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New Ring Ideas: Attack

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Scobre
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PostPosted: Thu Nov 10, 2011 8:57 am


Please post any new attack ring ideas. You can suggest crowd control ring if you want, but sounding like more people want range and close combat rings. I'll try bringing some ideas from the sub-forum to here too.

Post:
1) Name of ring?
2) What type of ring?
3) How it will function?
4) Any debuffs you want to add to the attack?
5) How long between attacks you want ring to work?
6) Any other features you want ring to have?
PostPosted: Thu Nov 10, 2011 11:00 am


tl;dr version of my ideas

Poison (poison dagger? mid-ranged (throwing the dagger?)) - Low/No damage initial hit, but a HUGE long-term "bleeding" type effect. More DPS than Hack (by at least 20%?). But since it's effect-based, only one "poisoned" effect can be applied, limiting it's max power in a crew. Give it a HUGE cooldown (Fire Rain length, or longer) so it's recharge loads up again just before the effect wears out.

Vampire (vampire fangs? melee.) - A damage and healing ring in one. It targets enemies and hits them for about 70% of stanard 3-swords level DPS, but then also heals the person who used it.

Normal post:


A major concern of any new ring is always going to be "where does this fit in?"

With attack rings, the obvious answer is always "attacking", but pure damage is already spoken for (Hack, Slash, Mantis), so merely making yet another big damage ring is something none of us are aiming for.

In that case, the next question becomes, what do we want in secondary effects?

And herein lies the problem. Many really cool rings are virtually ignored in late-game because of being weak or having secondary effects that are useless, or even hurt the crew more than helping.

With this in mind, I think we should discuss a bit what kind of new attack ring we want first, instead of what the animations are going to look like. Once we come to an agreement on that, we can discuss what it should look like after.


A few current effects (and my impressions from own use, and players attitudes of the rings).

Knockback - Hate it. This disrupts major AoE and mobbing, with nearly no upside (minor kiting/escape aid).
Slow/Root/Fear - Mixed messages. Generally hated in mobbing, but occasionally have their uses, typically in kiting/escape. (Fear is often taken as a top choice.)
Sleep - Useless in groups. Since everyone should be attacking, the enemy won't stay asleep.
Dodge Down - Minor uses, but dodge/to hit is badly balanced currently.
Hit Down - Borderline useless, most enemies die before it has a use, and bad balancing means even bosses rarely feel the sting of this effect.
AoE - Loved beyond words. Mobbing Mobbing Mobbing!
Bleeding Effect - Typically ignored as part of damage due to fairly low duration on all current bleeding effects.


Potential new effect: "Poison"
An extended bleeding effect that specifically has a far longer duration. Used on weaker enemies, this would be a useless skill, since they die so fast against other attacks. Too many players activating it would also prove useless, since only one poison sticks on enemies, like buffs. A poison-effect ring could become a new standard part of "buff checks", ensuring one player has poison, but it's not double-taken so as to be useless.

- Notes on balance. It's DPS would need to be up there, close to the top damaging rings' DPS to be considered a viable choice. A good twist could be to give it a long (fire rain length, or longer) cooldown, while being single target attack. Doing this with a higher DPS than Hack would make it a hard choice to rely on for normal combat, and if more than one person takes it, overlap (two people using it on the same enemy) would make it a lot weaker than Hack is. But for one dedicated "poisoner" who can beat Hack's DPS with it at RR1... then throwing an RR4 on bosses for massive poison power, it would be a really nasty ring, and add diversity to a currently "everyone's the same" setup.

Potential new effect: "Vampire"
Not so much a new effect in itself, but a dual-effect of healing and damage. Must be targeted on an enemy to activate, but gives healing to the person using it. The ability to get both damage output and healing at the same time will appeal to many runs, and once again open up more range in ring selection, having many players pondering between swapping an attack (lower DPS, but keeps your life higher), or swapping a heal (better DPS, but much weaker healing). And newbies across zOMG would finally be able to self heal without veterans ripping our hair out that they haven't learned how to keep their HP up.

- Notes on balance. Power vs. healing would need to be considered carefully. Making it a midrange strength attack ring that also provides fairly good healing would be nice. It should feel NOTEDLY weaker than the standard 3-swords family of combat rings, but the healing should feel strong enough to make up for it, WITHOUT being stronger than existing heals. Around 60%-70% damage/heals feels like the sweet spot, since it can't heal without a target (an enemy to hit), which limits it's healing use substantially (in situations either you're at full when you start using it, or you just finished off the enemies when your life is down), while not being so weak as to be ignored.

Kayi Laa

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gataka

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PostPosted: Thu Nov 10, 2011 12:35 pm


" or crowd control ring. " Huh, stuff like Scaredy, Duct, & Co should be posted here too?

Anyway so yar, we're pretty well covered in damage-land. There's more to gain out of something new or sidestep-ish than from another redundant or niche-ish pure damage.

Vampire/Heal+Damage seems like a good candidate: it's cool, desired, cool, and adds an interesting option in the understaffed Healing Dep and that's cool.

Maybe a cheap, really fast, weak AoE with a Weight Debuff that also heals you and gains AoE Awaken at higher RR. Call it "Gat's Magic Trick" xP
PostPosted: Thu Nov 10, 2011 2:07 pm


>Kay's "What we need" logic

Well, I HATE mobbing and I HATE swarming enemies and I HATE AoE. Do you know why? Because I'm a ******** goddamned hipster and I hate popular stuff! scream
No, the real reason why is the entire ******** game is played like that, and that's part of the reason why roles and the such died and gameplay became stale. When someone realized "oh ******** this, let's just mob everything!" and made a guide with the very specific ringset that you should use, the fate of zOMG! was sealed. Call it speed, call it mobbing, call it whatever the bloody hell you want - fact is, no one will play Hive/SS/Papa Saw or any other boss instance in any significantly different way.

Two exception aside, which are the night terrors (does AoE Sleep) and the big dogs (300 damage to single targets WITH protection), it almost feels like the devs are just too afraid of making "big creeps" that don't really need to rely on thousands of other creeplings equal to them to be useful. Nope. All dificulty bumps are made with one model in mind: Spawn more of them. Coliseum actually managed to avert that a bit (but the place failed because of other reasons that overrule any reason you get - Gold - so in the end,, does it even count?)

And ranged rings are on the worst end of the scale, right next to effects that spread foes away from you. Paying more stamina for range is pretty much pointless, because nothing in the game barring kokeshi (medium range. might as well not consider it ranged) sea-cycles (come in packs, much better prey to AoE) and bosses (All bosses are weak against crews by default. Lorelei only makes people sleep from afar and that only hurts her more than help. The only one with efficient ranged damage will drag you closer by magic anyways) will even bother to shoot you from afar. So you're either breaking the game by kiting, or you're fighting them up close, and if you're doing that, you'd be better off using close ranged rings for efficiency.

So it's not that I feel a ring is useless just because it is, I feel that the environment itself is what make them useless.
I hate all of that... I hate being passively forced to play a game a certain way one supposedly about freedom to play however the ******** we want. Maybe it might seem like what we need, but I for once, call it criminal.

But anyways, I'm done ranting, Ignore all of the above because... No one in the god-damned boards will feel the way (except Raxa, which blew my mind), and if I was catered to, I'd probably complain far more. A change from that would need to be done in a gradual way. And that's why I come up with so many monster suggestions. I blame the monsters for the game's staleness.



So, before I side-track again... let's run down effects (and new mechanics), shall we? and I don't mean attack rings alone, but I'll attempt to stick to them anyways. I was told on the other thread to recycle old ideas, and so I will. scream IDEA DUMP, ******** THE HATERS!

And click the titles. They're threads.

Edit: Ideas are gone. Moved it to another thread. They're deviating too much from simply attack rings.

DrQuint

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Kayi Laa

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PostPosted: Thu Nov 10, 2011 2:47 pm


DrQuint
I actually agree that almost the entire game is played like that, but I largely think this is a flaw of the game design, not of the rings. There should be more bosses like EB, where it's just one big nasty that everyone focuses in on. And more enemies that are actually ranged attackers... nearly every enemy in the game currently rushes at you, and when you get close, they stand there like morons. (Imagine enemies kiting players!)

This is a major reason I also suggested that neither Poison nor Vampire be AoE in my original notion. Single attacks for both of them would be far preferred.


This is also a MAJOR, MAJOR factor in why I keep pushing for harder instances that have similar concepts to my P3 Homeworld idea... the first phase would've been nothing but a single epic-leveled boss in a multi-tiered fight with zero mobbing potential. And the end I left open, but quietly hoped that they would take a hint

Quote:
it almost feels like the devs are just too afraid of making "big creeps" that don't really need to rely on thousands of other creeplings equal to them to be useful. Nope. All dificulty bumps are made with one model in mind: Spawn more of them.
The problem with this is that developers saw PS Hard and Sandtrap Fluffs and Tiny Terrors and SS/EB and all of the other farming instances, and they always see that players mobbing hard are the most active, often looking to get the biggest rewards... they haven't wrapped their minds around the notion of Tougher Enemies = Bigger Rewards.

As a result, killing 3 wimpy enemies is almost always a better drop than killing 1 tougher enemy. And so, mobbing is the best way to earn gold, orbs, and loot.
Quote:
But anyways, I'm done ranting, Ignore all of the above because... No one in the god-damned boards will feel the way (except Raxa, which blew my mind), and if I was catered to, I'd probably complain far more. A change from that would need to be done in a gradual way. And that's why I come up with so many monster suggestions. I blame the monsters for the game's staleness.

The counter problem to all of this is that if tougher enemies were created, they need to be balanced in a way that rewards given are still in line with current rewards... and that's a daunting task.

It's also why every instance suggestion I've made always suggests getting some kind of generic token you can turn in for a reward later... so it's easier to rescale and manipulate the reward level on the fly outside of zOMG.

... Ah, but now we're going WAAAAY off topic... so let's get back on track...


I liked your ideas, and am looking forward to commenting on them in their own thread xp
PostPosted: Mon Dec 05, 2011 12:20 pm


Idea copied from user ideas since it is an attack ring:

ryry Kenny_McCormick ryry
Ring Name: Lazor!
Range: Infinite
Damage: Superb
Cooldown Time: Long
Root Debuff: Small
Accuracy Debuff: Moderate
Description: You fire your lazor across the screen, dealing large amounts of damage to all Animated in your line of fire. Higher rage ranks increase the width of your lazor, making it easier to hit more Animated. Your lazor may tend to start firing randomly in all directions, and root your enemies into the ground for a period of time, as well as blinding them, making it harder to hit you (Accuracy debuff).

I was thinking the cooldown time could be about the same time as a buff, and use a large amount of stamina (11-12). What are your thoughts?

Scobre
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PostPosted: Mon Dec 05, 2011 6:55 pm


Might as well post some ring ideas here.

Ring Name: Goo bomb
Range: medium
Damage: small, AOE
Cooldown Time: 1 minute
Root Debuff: only on rr4, few seconds
Accuracy Debuff: small, depending on rage rank
Speed Debuff: small, depending on rage rank
Description: You throw a bomb of goo at your enemies, making them slow and hindering their vision. Higher Rage Ranks increase the accuracy and speed debuffs, while rr4 would make the enemies rooted to where they stand.

Ring Name: Anchor
Range: medium
Damage: hits hard, acts as AOE on rr4
Cooldown Time: 3 minute
Sleep debuff: Knocks out the targeted Animated.
Knockback: Only in rr4
Description: Throw a heavy anchor at an enemy and knock them out for quite some time, Higher Rage Rank increases damage and the sleep time, while Rage Rank 4 would give a bonus spin and knockback enemies around you(similar to dervish).

Ring Name: Shotgun
Range: medium
Damage: medium, AOE similar to Slash
Cooldown Time: 2 minute, costs 7 stamina
Knockback: Small
Description: When the zombies keep coming, you just keep shooting. Your target and those around it would get hit by the attack and get knocked back. Higher Rage Ranks increase the damage and the range of area it hits.

Ring Name: Sniper
Range: superb
Damage: superb, or it depends on how much accuracy you have
Cooldown Time: long, very long, with high stamina cost
Description: One of the best, or the best long range weapon. Sniper deals terrible, terrible damage on the enemy with ghi bullets but would take a long time to cooldown. Higher Rage Ranks increase damage.
PostPosted: Fri Dec 23, 2011 9:56 am



I'm hesitant to talk about ring suggestions without noting that this thread is twelve full pages of genius. There's a huge wealth of information there, and nearly every single post is worth reading. 3nodding

In terms of relevant content, there's a section of the OP relating to attack rings, but I'd still vehemently suggest reading the whole thread, as there are surely other relevant suggestions tucked away therein...

Red Kutai

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