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Envisioning the future of zOMG! 

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

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Targeted Passive Rings...

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Red Kutai
Captain

Benevolent Codger

PostPosted: Fri Jul 15, 2011 9:55 am



Wait, what? confused

Thanks to this thread, I was thinking, briefly, about ways to reward players for not targeting enemies.

So, what would you think about a Passive Ring that affected whoever its user had targeted? This would be a rarity among Passives in that it's able to affect your allies, rather than just yourself; but it would also cease to function when targeting an enemy (or nothing at all). This would be horribly difficult to make good use of in your standard generalist build (switching between enemies and allies unpredictably), but could be built around (using Fire Rain, Dervish, and Diagnose, and full-Crew-affecting buffs) to make it reasonably effective. Additionally, if the game ever manages a slightly more class-oriented system, it might be a reasonable inclusion for healers, who spend the majority of their time targeting a Tank.

So, your thoughts on the possibility? And, what abilities do you think this would work best with?
PostPosted: Fri Jul 15, 2011 7:08 pm


You mean that as long as I keep targeting YOU YES YOU you'll gain a BUFF, say, improved Stamina regen?

gataka
Vice Captain

Familiar Lunatic


DrQuint
Vice Captain

Girl-Crazy Ladykiller

PostPosted: Sat Jul 16, 2011 4:29 am


Does this really need to be a passive ability? I mean, it'd be rather bothersome to have to keep remembering something that has little input on our part to use, and maybe no visual cue either. The ring could fall to misuse if it affected enemies, or just being ignored altogether.


I am trying to think of a good comparison of what I want to convey, and the only good one I can think of right now is the medigun.
Think of a "Medigun Ring". It'd work quite simply: You activate the ring, and for, say, for the next 15 seconds, you'll heal 15 hp per second to whoever you're targeting (at RR1). You can target someone else to heal them if you're done with the previous person.

Likewise, you could do a ring that does the same with damage over time, or keeps a debuff up while you're doing it. This game, has towers that make foes be damaged more but only while they're under the effect of the short-ranged tower pictured in the game cover, that send a stream of fire.
If we start thinking about enemies that run away, we reach the obvious conclusion of either the opposite stream of ice to slow down the enemy we're selecting, or, if we want to be more original, a Lasso Ring that makes you stop an enemy from moving until you stop selecting it or you move letting go of the hold.

Basically, we need more "continuous beam" attacks.
We also need more individual strong enemies, as most of these that would affect enemies wouldn't have any use on the current zOMG! (AKA: Swarmer-O-Rama)
PostPosted: Sat Jul 16, 2011 12:17 pm


I have to say I don't see any point to something like this, at least as the game is now.

RafiCat

Mega Hoarder


DrQuint
Vice Captain

Girl-Crazy Ladykiller

PostPosted: Sat Jul 16, 2011 6:51 pm


RafiCat
I have to say I don't see any point to something like this, at least as the game is now.


Besides the point.

The whole guild could be thrown out the window for the very same reason.

Well, not the WHOLE THING, but you get my drift.
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Abilities (Rings, Powerups)

 
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