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Posted: Mon Feb 14, 2011 7:49 pm
This is another idea that was snatched out of an idea thread, but I think it has a lot of potential - Rings with varying effects, based on the target. A couple of examples:
Machete - Mediocre damage when used on an enemy; clears 'Root' when used on an ally. Pillow Fight - Mediocre damage when used on an enemy; clears 'Sleep' when used on an ally.
Those two are awfully similar (they came from the Explorer Set and Sleepover Set, respectively), but it communicates the idea, I think. Any other thoughts on possibilities? Personally, I think the most important part is finding a theme that fits both the offensive and support well - any ideas?
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Posted: Mon Feb 14, 2011 8:46 pm
Definitely has potential, I think. Here's another one:
Swagger - Strike a heroic pose to confound the enemy (debuff? fear?) or rally your friends (Willpower buff - crew but not self?)
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Posted: Wed Feb 16, 2011 3:11 pm
"Potential" as said by Thard_Verad, is pretty much how I would describe this.
The unusual effect of clearing CC isn't bad but hopefully it wouldn't become useless with the addition of a 'Cleansing' ring capable of eliminating all CC effects.
For example, if Machete and Pillow were added before the cleansing ring, the later addition wouldn't make them both seem useless, as people were used to them, and most may see the newer ring as basically an aditional "option", not to mention cleansing ring would be introduced balanced to those two rings. If, on the other hand, the Cleansing ring was already present in-game, most people would see those two as mere weak attacks with a twist. Balancing the additions to fit cleanse could need them to have a too short cooldown in comparison to Cleanse's longer and therefore too low damage OR too high stamina cost to avoid overpowering them as attack rings, further making them seem awful; while re-balancing Cleanse to fit the addition of new dual-duty rings would be deemed a Nerf.
Of course, that's all a world of possibilities. There was also something the devs seem to have forgotten on 'Cleansing' - which was a "Cure" powerup they once inquired us about, that cured all CC effects and debuffs and made you more resistant to all of them for a while.
Anyways, about dual-duty, no one said that the target type needs to be what determines the effect. What about other variables? Here's an alternate suggestion:
Name This Ring: At long range - Mediocre Damage, pulls enemy closer (negative knockback?) At closer range - Mediocre Damage, sends enemy away At medium range - Great Damage + of; root effect with Rage Ranks.
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Posted: Wed Feb 16, 2011 3:27 pm
Quintafeira12 "Potential" as said by Thard_Verad, is pretty much how I would describe this. The unusual effect of clearing CC isn't bad but hopefully it wouldn't become useless with the addition of a 'Cleansing' ring capable of eliminating all CC effects. For example, if Machete and Pillow were added before the cleansing ring, the later addition wouldn't make them both seem useless, as people were used to them, and most may see the newer ring as basically an aditional "option", not to mention cleansing ring would be introduced balanced to those two rings. If, on the other hand, the Cleansing ring was already present in-game, most people would see those two as mere weak attacks with a twist. Balancing the additions to fit cleanse could need them to have a too short cooldown in comparison to Cleanse's longer and therefore too low damage OR too high stamina cost to avoid overpowering them as attack rings, further making them seem awful; while re-balancing Cleanse to fit the addition of new dual-duty rings would be deemed a Nerf. Of course, that's all a world of possibilities. There was also something the devs seem to have forgotten on 'Cleansing' - which was a "Cure" powerup they once inquired us about, that cured all CC effects and debuffs and made you more resistant to all of them for a while. Anyways, about dual-duty, no one said that the target type needs to be what determines the effect. What about other variables? Here's an alternate suggestion: Name This Ring: At long range - Mediocre Damage, pulls enemy closer (negative knockback?) At closer range - Mediocre Damage, sends enemy away At medium range - Great Damage + of; root effect with Rage Ranks. Actually, I think the 'Cleanse' ring and these dual-duties appeal to different players. 'Cleanse' is more of a healer-archetype ability - it allows you help people, regardless of the circumstances. Dual-duties, on the other hand, allow you to help with the one relevant condition - but, when that's not relevant, you can still hit someone in the face with them. Personally, I think (assuming they're not being release simultaneously), it'd be better to release the 'Cleanse' version first - it's the most obvious implementation of control-removing effects. Then, release the dual-duties as a more offensively-minded alternative. What's interesting is that they're both rather situational - you're simply picking which situation you want to be most prepared for.
And, nope: target isn't the only possibility. The first thought I had for your Name This Ring was a Roulette wheel. sweatdrop If they're far, it spins them closer; if they're close, it spins them away; in the middle, it just spins them around, dizzying them. xp Honestly, though, I don't know where the damage comes from...
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Posted: Wed Feb 16, 2011 4:57 pm
lolwut? I find hard to name that thing. I keep deviating towards ideas that are just not too "zOMG!-like". Not to mention, its effect is exactly the same, as I realized shortly after, as one in another game, and that makes it worse. I tend to think "River Mist" all the time. (Goddamit River Mist, why does Komachi's weather effect have to put enemies exactly outside the range from her scythe? Retarded 2D fighting game design right there.)Isn't there an English expression to say you want distance from something disgusting? Something along the lines of "Not touching it with a 20 feet stick" or like that? I'm not natively familiarized with the expression, so sorry if I don't seem to make sense. Also, I don't see how such a stick would "pull" stuff. Red Kutai Actually, I think the 'Cleanse' ring and these dual-duties appeal to different players. 'Cleanse' is more of a healer-archetype ability - it allows you help people, regardless of the circumstances. Dual-duties, on the other hand, allow you to help with the one relevant condition - but, when that's not relevant, you can still hit someone in the face with them. Personally, I think (assuming they're not being release simultaneously), it'd be better to release the 'Cleanse' version first - it's the most obvious implementation of control-removing effects. Then, release the dual-duties as a more offensively-minded alternative. What's interesting is that they're both rather situational - you're simply picking which situation you want to be most prepared for. My gripe with Cleanse is that, if it's cooldown is too small, and machete/pillow too underpowered as attacks, the attacks could be considered a bad ring. Maybe I'm just over thinking this. Also, some people went as far and suggested coupling the cleansing effect on Diagnose... actually, I think making diagnose better is exactly the place where the idea first came from. I would prefer to see it made on a separate ring, with Cleanse healing a small bit as well. But eh... This is related, but I hope I wouldn't distract from more ideas to the original suggestion here.
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Posted: Wed Feb 16, 2011 8:18 pm
Funny, I had a dual-use ring idea in the past. x3 Only, I didn't make a thread for it so there's nothing to support my claim. :3 Still, Dual-duty rings are things we really do need. :3
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Atrash the Squidmonger Vice Captain
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Posted: Thu Feb 17, 2011 8:10 am
Quintafeira12 Isn't there an English expression to say you want distance from something disgusting? Something along the lines of "Not touching it with a 20 feet stick" or like that? I'm not natively familiarized with the expression, so sorry if I don't seem to make sense. Also, I don't see how such a stick would "pull" stuff. Yeah, 10 ft pole would be a bit of an obscure reference, and it wouldn't make too much sense for bringing the animated closer (also, it would sort of imply 10 ft, or whatever distance in the local idiom used, which would probably not be the actual seen distance). Same with Restraining order. Maybe something to do with targets? (with things pushing and pulling the thing to the target, and then a different animation if it's on the target?) [for clarity, my idea of "cleanse" does not necessarily include resistance to debuffs and CC after usage - just a straight removal of debuffs and/or CC (although specific rings could provide such benefits)] Quote: My gripe with Cleanse is that, if it's cooldown is too small, and machete/pillow too underpowered as attacks, the attacks could be considered a bad ring. Maybe I'm just over thinking this. I think the machete/pillow (this always feels so unbalanced without a fear one in the party too) would be able to be balanced with enough damage to not be pitiful. Stamina could also be a balancer (with Cleanse being a higher stamina cost). Quote: Also, some people went as far and suggested coupling the cleansing effect on Diagnose... actually, I think making diagnose better is exactly the place where the idea first came from. I would prefer to see it made on a separate ring, with Cleanse healing a small bit as well. But eh... This is related, but I hope I wouldn't distract from more ideas to the original suggestion here. I really like the Diagnose-plus-cleansing idea. It gives Diagnose a niche among the healing rings, allows Diagnose to play to its strengths, and fits with the flavor of Diagnose better than Diagnose does to begin with. I also like the idea of a Cleansing ring (I call it "Soap"). This brings in the last balancing factor: cleansing chance. This would be the probability that a ring would remove certain debuffs and cc. It would increase by rage, and also would differ from ring to ring. Ideally, it would be something like this: Diagnose: high probability of removing bleed/DoT (to assured with high rage), fairly high chance of removing debuffs, low probability (to mediocre chances at high rage ranks) of removing CC of any kind Soap: medium chance of removing DoT (to high with rage), high chance of removing debuffs, low medium chance of removing CCs Machete/Pillowfight: Very high chance of removing the CC they are targeting, or even 100% assured chance (and if not 100% as a base, 100% chance after some rage ranks). No chance for any of the other effects. Other rings could still be implemented in with other chances (one I'd think of would be Weeds, which would have an AoE debuff removal with a fairly high medium chance of removing Root effects)... Aaaand, that's a bit of a tangent. So, uh, double duty rings: How about an armor/weapon? Some shield ability that can either be used offensively, bashing the animated with it, or defensively - applying a short but pretty good armor to yourself. If I wasn't too worried about Frying Pan (bashes enemy and heals self for a small percentage of the damage done) being too spread thin or too potentially powerful... well, it would fit nicely into casting on an ally to heal them (just frying an egg without bashing an animated at the same time), or hitting an ally with it to provide some boost (knocking some sense into them - maybe stopping Sleep or something).
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