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Envisioning the future of zOMG! 

Tags: zOMG!, Idea, Discussion, z!magine 

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Ring Set Rebalance Possibilities... Goto Page: [] [<] 1 2

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Atrash the Squidmonger
Vice Captain

PostPosted: Thu Nov 10, 2011 1:24 pm


Red Kutai

Angel - Affixing it to buffs doesn't do much, as I say it - when are players that carry buffs not buffed, after all? That makes it essentially passive, which is kinda what we're hoping to avoid. Of course, what 'Angels' do, specifically, that we could trigger an effect on... Well, I haven't a clue. sweatdrop

It could be attached to when the buff is applied (so the effect is shorter than the buff), and spread crew-wide. It's passive - but it's crew-wide passive.

Or we give Angel Set Wish and give some bonus with that (maybe tiny bits of stamina restoration along with the healing of wish?).

Quote:
Medic - Sticking to the theme of triggered effects that can be encouraged by specialisation, Medics really seem to want an effect that triggers when you Heal. The question, I suspect, is what effect should they be gaining on top of healing.

Speed to run away from all the animated that swarm you after healing? razz

Maybe improved dodge while healing would help.

The main thing for a medic is having teammates who are able to fight well, though. Some medics base their strategy around kiting, some are focused on also dishing out damage, some like to tank... but every medic is depending somewhat on a kind of support role. An Accuracy buff, ending Bleeds or Debuffs (or giving a larger chance of such things happening), giving bonus healing, boosting willpower, or the like might be nice. It could even work for solo-ists (it would affect whoever was targeted, so healing yourself would make you better). Some of these things might be better just for new healing rings, though.

A willpower bonus might be nice, helping the medic resist CC in their efforts to heal (or improving morale for the team as a whole)

Athletes - Again, the question falls to 'What do Athletes do?', that we could trigger an effect on. Since Athletes should be 'healthy', perhaps something that triggers on resisting CC?
Eh, that's a bit of a stretch. Maybe an effect triggered when using up a lot of stamina? Or perhaps a trigger upon getting knocked back, increasing weight? That might be a bit overspecific.

Quote:
Pirate - Pirates... Plunder. Pillage. Drink? Adding a chance to 'steal' loot or gold while attacking (and not necessarily just when actually defeating enemies) might make sense, but I'd like to avoid triggers based solely on attacking; partially because this would encourage Pirates to use fast attacks, which doesn't feel particularly piratical (the old Pirate set carried Hack and Slash, which are relatively slow).

It could be based on damage done, or CC usage (have to immobilize or distract the target first) - although CC would make it a really focused Quicksand thing (and I think the more iconic rings of the Pirate set are the sword rings by far).

Maybe a bonus to Hack and Slash-ing? A little extra accuracy right after using one of the rings, making the next ring more powerful.

Quote:
Prankster - Footspeed does make sense, triggered on something prank-like? I like the idea of successful CC activating it (that's tricky, yes?), but that should require the set to have at least one CC ring in it; and, ideally, for multiple CC rings to not prove completely redundant. whee Also, Footspeed isn't the most useful after incapacitating your enemies, so there's a huge lack of synergy in effects, there... gonk

Maybe their effect would be a CC in itself?

Maybe base it on aggro? Clearly if everything hates the prankster, he's done his job (and could use a footspeed bonus).

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A nifty bonus (perhaps for shamans, pranksters, or medics) would be to not have such a disadvantage when kneeling (or to get some other advantage).
PostPosted: Sun Jan 08, 2012 10:33 am


Red Kutai
gataka
Theme/gameplay clash, gameplay should prevail: it's primordial and far less flexible.

In other words, get working sets/rings then worry about putting a name on them xo.oP

It's primordial in this instance, which I think is a mistake. This game shows a lot of top-down design influence, and I think a huge turning point was when they decided they needed to give that up, for game balance. They didn't (and don't), and I'd like to see that error repaired.

Besides, gameplay is only less flexible if the designer holds it to be - if you're willing to change gameplay to fit flavour, then gameplay is entirely mutable. And inasfar as gameplay is failing more than flavour ever was, I think it's perfectly fair to latch on to the working half, and design around it...

- Flavour: less than half razz
- Mutable indeed, but much costlier and much harder to get right. Flavour is Play-Doh, gameplay is metal o3o
- Imma head for the other thread.

gataka
Vice Captain

Familiar Lunatic

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