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Candle in grave yard

7 replies [Last post]
Sun, 10/26/2014 - 23:34
Ainogommon's picture
Ainogommon

Put it like 2 in CSK at elevator to prevent
Phantom when you are waiting for gate change...

Mon, 10/27/2014 - 19:27
#1
Skyguarder's picture
Skyguarder

I don't think candles prevent phantoms. Why not just make elevators prevent phantoms?

Tue, 10/28/2014 - 00:13
#2
Zurkov's picture
Zurkov
To be fair...

Why should you be allowed to wait for the gate to change in safety? The level itself explicitly says how important it is that you GTFO ASAP before the phantoms come for you. Not just because they're dangerous, but because they are infinitely persistent. As long as you are in a graveyard, you are in danger. Defang the phantoms, and graveyards stop being noteworthy at all.

Tue, 10/28/2014 - 09:32
#3
Mystrian's picture
Mystrian

Inb4 phantoms are impossible to deal with.

Tue, 10/28/2014 - 09:54
#4
Holy-Nightmare's picture
Holy-Nightmare
@ Skyguarder

Its simple to do.

They did it with Scarabs in the Apocrea missions there would be little trouble in programming this.

Thu, 10/30/2014 - 10:46
#5
Blandaxt's picture
Blandaxt
I am for and against this...

- I can understand that once a teammate has reached the elevator, that they should get the benefit of being safe from the phantoms sense they fulfilled the requirements of getting out of graveyard as soon as possible and therefore should get the benefit of being haunted free from the phantoms (sense they can't force their teammates to go on the elevator nor terminate their teammates lives so the elevator can work).

- But at the same time, I feel the phantoms do not really give players a scare tactic like the Aprocrean levels do (even with their curse status attacks). So letting the phantoms carry on even after a player in a team has reached the elevator should not be an issue.

- I feel that (Gvdtok) idea should only be implemented if we can boost the phantoms up, not by attack or health (like the usual way of increasing difficulty), but by effect. Here are some ideas I have cooked up. Tell me what you think about them.

* Idea#1: Have the phantoms be more of a stalking enemy by having them follow the player's shadow (not that we have much of a shadow neither in SK, nor in graveyard either) after they are defeated. They will stalk the player, following that player's every footsteps until re-summoned to take that player's life. The real danger in this is that if that player was playing with more than one teammate, then more than one phantom can come out of one shadow. So if the party was at its capacity, then 4 phantoms would come out of one shadow to gang up on one player. Once summoned, the phantoms would designate that player as its sole target unless aggravated by another player. I feel this effect would give the players playing in a party more of a scare and give them an incentive to keep together playing as a group instead of wandering about in a haunted graveyard.

*Idea#2: Allow the phantoms once summoned to attack a player would be able to summon nearby skeletons in a graveyard. The skeletons would be affected by the phantoms aggravation and follow to attack the player that is the target of the phantom. These skeletons that have been chosen by the phantom would be given random status attacks such as ice, fire, shock, curse, and poison. The skeletons would also have an additional effect of once destroyed would give 25% of its health to the phantom therefor regenerating that phantom's health. This way, the player or player's would designate the phantom of each graveyard their priority target and kill focus on eliminating the phantoms first before choosing any other targets to be eliminated. Last but not least, while the phantom is in its dormant state after it has been defeated, it will create illusion tactics at the player or players that it has targeted. These illusions can be represented as a flying phantom head charging right at the player, a floating sword ready to strike at the player's back, or an army oh phantoms charging at a supposedly helpless knight in the distance (the knight of course will be an illusion also).

*Idea#3: This is my final idea for today and this idea will be simpler. Any fallen knight in a party that has fallen and not revived will have his armor and weapons are re-skinned unto a phantom. The phantom will take on the appearance of that fallen knight and continue to attack his/her comrades. The phantoms that has taken on that knight appearance will not make a sound once summoned but nonchalantly walk up to a living knight as if a comrade unless attacked. That phantom would start attacking the moment that it has reached its approximate range for a sword strike and then will yell that "shhrrreeeak" sound it always does once re-summoned. The first strike that the phantom deals while in this state will automatically inflict curse and deal an additional damage as the same when a player has come out of recon state when using the Maskeraith. I feel that this way if a player in a party does not keep constant watch of witch comrades that are still living, that knight will be caught off guard and let the phantom get close enough to deal a crucial damaging blow.

Well, these are my ideas for phantom improvement if we choose to have some way to ward of phantoms at the exiting elevator. Tell me what you think about them and if any of them are good or need to be changed. Also, if I need to start another thread for these ideas, please tell me sense I do not want to post his as some foreign idea to take over this thread.

Thu, 10/30/2014 - 21:18
#6
Ainogommon's picture
Ainogommon
gimme a cookie

Well I am talking about safe place for waiting for gate change

I know you need to get off from grave yard ASAP but what if next level is shock them fiend scarub compound? Or freeze one ? And you have only 4* or new vana vanguard with you? Do you feeling bad and can't help them? When they got swarm to dead...

Ok back to original post
I'm ageer with your idea to improve phantom

So I got new idea just redesign grave yard by adding arena room before elevator like Find the switch! Room in compound. To prevent ele grab team mate. and make elevator room to anti phantom arena to make gate waiting safety .Sound ok?

Thu, 10/30/2014 - 22:32
#7
Blandaxt's picture
Blandaxt
hmm,

i agree to make the party button and create a danger area after the players get on the party button, but i do not think i want a room in the graveyard sense i think the graveyard as more of a passage way where the player(s) move non-stop towards the elevator and less like an obstacle course where the players get a break after each challenge. So once the arena area activates and is beaten, i do not want a gate that blocks the player(s) way to be able to back track while in the graveyard. graveyard has to remain an open free space where the player(s) can wander about without much restrictions (cause usually, arena rooms block of the exit point).

Also i do agree that once the player(s) have reached the elevator, that there should be a small ward that block phantoms from entering.

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