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Capsule Suggestions (Super/Ultra Remedy and new capsule idea)

5 replies [Last post]
Fri, 06/17/2011 - 01:34
Reiloh
Legacy Username

I had two ideas, both pertaining to pickup capsules like the healing and remedy ones that already exist.

1. Create super and ultra remedy capsules that prevent status ailments for a limited period of time. If it's clear that you're entering an area where you'll get a status effect (like an area of flaming oilers) take one of the capsules and for a certain number of seconds you won't have to worry about effects. Enemies can still do you harm, but they can't cause other damage based on effects. The ultra will obviously protect against more effects, or protect longer.

2. Charge capsules, orange capsules that have the same type of graduation as the other capsules, can be used to give players "temporary heat." All equipment will be maxed out on power (a level 3 sword will temporarily have the attack power and effects of a level 10 sword) and maxed-out equipment will get a slight edge, as well. Again, these effects will have a short time frame, so a good bit of strategy is needed to plan their use.

Fri, 06/17/2011 - 08:41
#1
Effrul's picture
Effrul
So you're proposing buff

So you're proposing buff vials to compliment the existing range of offense and recovery vials? That is an excellent idea!

Typically I'm opposed to suggestions that close the near-inevitable defensive holes in any armour loadout, but a temporary effect like this - and one that requires the sacrifice of a Vial slot, no less - would be a fantastic way to balance things out. Potentially, players who would normally be ill-equipped for certain strata could stand a fighting chance, but only by sacrificing the advantage conferred by having other vials handy; this would be particularly good for underpowered players invited into higher Tiers by party-mates to get a taste of what's to come without being burdensome to their allies, or waxing all their energy on revives.

They'd have to be very carefully tested to ensure they weren't over- or under-powered, but the idea, I think, is extremely solid.

Sat, 06/18/2011 - 23:20
#2
Reiloh
Legacy Username
Not Shy of Buff

Even if there were issues in the power of the items, they are exactly as you say - occupying a vital slot for vials and limited in duration of use. A well-timed one would only be good for a single set of monsters or a short period of a boss fight. A poorly-timed one or one used to free a slot wouldn't even be good for that.

The only effects we have right now are negative ones. Why not add some positive?

Sun, 06/19/2011 - 10:31
#3
Mohandar's picture
Mohandar
I like this a lot!

Normal remedy- cure any current status effect, has 5 second buff period where no additional status can be acquired.
Super remedy- same, but 10 second period
Ultra remedy- 15 or 20 second

This is an AWESOME idea, right now even in T3 more often than not remedy capsules are the ones I discard. I'm not so much in support of the charge capsule, because the damage and defense boosts would be minimal anyhow.

Sun, 06/19/2011 - 11:13
#4
Xhosant
Legacy Username
Great ideas!

These are some good ideas. How's adding a Healing capsule that heals over time (like 1 life-piece-thingy-whatever) every 5 seconds for some seconds, or give an instant heal of smaller value than equal-rank normal ones, but add the heal-over-time (HoT) element? By the same idea, a durational remedy capsule could work by healing status effects every x seconds over the duration. Plus, all these could be implemented as "status effects" to be somewhat supported by the current mechanics. This would require some tweaking to prevent remedy capsules from "curing" buffs (or even themselves XD), or alternatively be a limitation (e.g. after having used a HoT capsule, you can "remedy" the status you got, but that would cost you the HoT).

Sun, 06/19/2011 - 23:25
#5
Fraxur's picture
Fraxur
1. Great Idea. 2. There

1. Great Idea.
2. There should really be a level to this like a Normal Charge Capsule and a Super Charge Capsule. Normal temporarily boosts your weapon attack to lv5 and Super temporarily boosts your weapon attack to lv10. Although this would be useless for players who already got 10* gear.

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