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Thinslayer's List of Suggestions

7 replies [Last post]
Mon, 04/08/2013 - 01:13
Thinslayer's picture
Thinslayer

I'm terrible at introductions, so I'll just hop to it. They are numbered for your convenience.

1. Give Almirian Crusader helm/armor max fire and shock resistances (and remove curse resistance) to make the set more useful. Normal+shadow+shock armor is nonexistent, and normal+shadow+fire armor does not exist without penalty (namely, Fallen). Yes, this armor will be powerful, but it did come from a Shadow Lair, after all.

2. Remove the shock weakness from Heavenly Iron. It really, really doesn't need that crippling penalty when fighting fiends.

3. Give Plate-series armor a low universal charge time reduction. A weapon's charges are surprisingly useful defensively, and can be used to protect teammates, emphasizing the guardian-like nature of the armor. It will work particularly well with Troika-line swords, Calibur-line swords, knockback-oriented guns (like Blaster and Pulsar), and bombs.

4. Give Cobalt-series armor equal resistance to all four damage types to emphasize its general-purpose nature. The strength of each defense is about half what it would be for any other armor. It would have roughly the same resistance strength as a hybrid set, though without the statuses.

5. Give the Scarlet Shield and Vitasuit armors poison resistance. It only makes sense that health-oriented armors be resistant to the status that prevents health restoration.

6. Give regular Wolvers their tracking back, and give Alpha Wolvers tracking only on the first bite.

7. Some slimes (mostly in T1) lunge backwards when attacking. This is weird and unnecessarily crippling to them; make them lunge forward instead.

8. Give Ironclaw Thwackers a breakable battlepod-style shield on their backs (This is not my idea; kudos to whoever came up with it first). The goal of this is to train players how to fight Darkfang Thwackers without making Ironclaw Thwackers too difficult.

9. Give T1 gremlin thwackers a rare, random chance to perform a second normal swing. New players need to be trained to watch out for that killer second swing in T2.

10. Nerf T3 gun puppy danger rooms a little, please. They are made exponentially more difficult than their prior-tier cousins by the additional shots fired per puppy, and I personally believe they are unfairly harder than any other type of danger room. I want a challenge, but not one so hard that the party wipes too often on it.

11. Put the average mission payout in the mission rewards and then remove them from the mission levels (this, also, is not my idea. Kudos to its original conceiver). This allows the missions to be replayed at our leisure while making boss farming impossible outside the Arcade (and thereby revive the Arcade).

12. Slightly reduce the time period between when a retrode fires its laser and when the explosions follow. It's currently too slow to be a serious threat.

13. Return some level of tracking to retrode and zombie swipes.

14. Give the Sudaruska its stun back on the normal swings.

15. Give the Iron Slug the same status abilities as the Callahan.

16. Fix the problem of charge attacks disappearing when you step back into a wall.

17. Increase the number of brandish charge explosions by tier, not by star (so they have about 3-4 explosions at 5*)

18. Make the brandish charges only inflict status when the charge attack has finished (like, status only on the last explosion).

19. Buff the status strength of haze bombs a tad so that they are more effective in Lockdown.

20. Nerf the damage of the Blitz Needle's charge attack a little.

21. Give Chaos maximum status penalties against fire, shock, freeze, and poison. Remove the curse penalty (so we can use GF with it).

That's it for now. Got any ideas you'd like to add to the list, or criticisms of what's already on there?

Mon, 04/08/2013 - 13:24
#1
Aureate's picture
Aureate

Iron Slug stun status
Slightly more intelligent Gun Puppy aiming (it's possible for them to miss you whilst you're standing still)
Fix mysteriously disappearing astral blades (edit: those flying swords on the charge of Sealed lines)
Reduce status weakness of Mad Bomber/Decrease health bonus of Chaos to be in line with 4* armour?
Allow Catalyzer explosions to set off other charges on separate enemies
Decrease damage and either status strength or proc rate on elemental brandishes (base damage without status is on par with the Acheron, which gets no status whatsoever)
Increase status strength of the 4* and/or 5* haze bombs? (Skolvers currently able to obtain immunity to haze bombs in PvP)
Decrease Blitz damage

Mon, 04/08/2013 - 05:04
#2
Thunder-The-Bright's picture
Thunder-The-Bright
answer:

1 shock? why shock? it comes from dark firestorm. keep curse and add fire. stop.
2 see the angelic line. they all have weaknesses. find another to replace or rescale.
3 ok, fine.
4 it seems a little bit OP to me.
5 ok, fine.
6 complete agreement.
7 it's called "dodge before the counter attack" and it teaches to lounge.
8 ok, fine.
9 ok, fine.
10 get a polaris and a strategy.
11 it was oatmonster's idea, btw. agree.
12 ok, fine.
13 agree.
14 ok, fine.

@ aureate:
1 and then what would be the propouse of callahan?
2 agree.
3 what astral blades?
4 ok, fine.
5 bullet chain is like summoning. given enough time you can kill everyone.
6 ok, fine.
7 ok, fine.
8 ok, fine.

Mon, 04/08/2013 - 13:08
#3
Aureate's picture
Aureate
@Thunder

Callahan is a piercing gun. Iron Slug isn't.
(Maybe also give Callahan enemy penetration while we're at it...)

Astral blades are what you get from the Sealed evolution charge attacks. They vanish if you charge the weapon with your back too close to the wall, or in LD.

Mon, 04/08/2013 - 13:12
#4
Father-Frost's picture
Father-Frost
what i think

@Thin 1.yes
2. not all fiends shock so no
3. YES
4. everything but shadow defense
5. they are fine as they are
6. sure wolvers are way to easy
7. it really doesn't matter they are t1 after all
8. this makes perfect sense so yes
9. based on how short t1 is most won't learn of it but why not
10. i'm really not that sure so i said nothing
11. NO! we have a hard enough time as f2p why hinder our ability to move up even more? just make arcade pay more
12. yes
13. yeah they are total fodder as is but it does seem right for zombies doesn't it?
14. sure triglav OP

@aura 1. iron needs more knock down and more damage
2. sure
3. lol wut?
4. yes
5. this would make catta line more powerful and more fun so yes
6. brandishes are fine nightblade needs to have the damage of a caliber
7. i could not agree more. don't like freeze don't walk into the mist silly!
8. yes it is OP it should have a bit less damage but still able to one shot Trojans in a party of 4

Mon, 04/08/2013 - 13:58
#5
Gravelord-Caste's picture
Gravelord-Caste
/reply (in no particular order)

1 shock? why shock?

Better question: why does Crest of Almire have shock?

@OP

1.No: Give Fire resist, and replace CoA's shock with Curse
2.No Comment
3.Makes some sense
4.It might be a bit OP, but it'd make sense (right now, it's not exactly an all-round set as that HoH Knight says). Might need a bit of balancing to get right.
5.Agreed; makes sense.
6.Aye
7.Aye
8.Makes sense. The shields in tier 3 were a nasty surprise.
9.No comment
10.I agree they're harder than the other rooms, due to all of them eventually attacking the players at once. (And saying "Get a Polaris and a plan isn't going to help, Thunder)
11.Assuming the Boss Tokens are untouched, I wouldn't care if the Missions didn't have any money whatsoever (until I find nobody's going to help me beat X mission...)
12.Aye
13.Aye
14.Aye

Aurate:

1.Aye
2.How is that possible? I didn't know gun pups could miss while the player stands still.
3.No comment
4.Aye
5.Wait, they don't do that already? I thought they did.
6.Aye?
7.Aye
8.Aye

Mon, 04/08/2013 - 23:49
#6
Thinslayer's picture
Thinslayer
Thanks for the comments!

I'll parse through the comments in more detail and update my OP when I have more time.

Tentatively...

1. Fire+curse is actually a good idea for that armor (and the shield, for that matter), seeing as that status combo does not currently exist. What do all you readers think about that?

I personally think that replacing Shock with Curse on the Crest of Almire would be a major debuff for the shield, so I don't really care for the idea, but I may just be a lone voice in the woods.

2. Shock fiends are the worst ones, period. When a Trojan buff shocks you, you're *almost* as good as dead. When the greavers shock you, you're never getting out of that alive. When devilites shock you...well, that's a tad more escapable, but not by much.

Normal+shadow+shock+fiend damage bonus armor does not exist. Also...
Normal+shadow+fire+fiend damage bonus armor does not exist either.

Divine Veil takes care of everything but the normal, so maybe we don't need to worry about that. But as far as I know, there is no way to achieve a Very High Fiend Damage bonus with a full bar of shock resistance, trinkets and UVs aside, and I find that rather troubling, considering the unusually high difficulty of shock fiends compared to their cousins of other statuses.

4. It'll still be no match for specialized armor. Like I noted above, it'll be no different from hybrid armor, except that it doesn't have any status resistances. That, I think, is decidedly not OP, unless you consider hybrid sets to be OP as well.

11. The point is to restore the use of the Arcade. Normally, I'd recommend putting the missions in the Arcade itself, but there are issues with that (which I do not recall offhand), so I chose the one that I thought was more moderate.

Tue, 04/09/2013 - 07:50
#7
Gravelord-Caste's picture
Gravelord-Caste
/reply Thinslayer

I personally think that replacing Shock with Curse on the Crest of Almire would be a major debuff for the shield, so I don't really care for the idea, but I may just be a lone voice in the woods.

True, but the Fallen set is a Shadow Defense armour with Damage penalty VS Fiend medium apiece.

...I don't know what my point is supposed to be, I'm just throwing it out there.

Fire and Curse makes sense for the armour. Despite the fact it isn't a unique resistance combo (Divine Veil resists this), as far as I can tell there isn't any armour with these resistances and normal defense. We just need to make sure it isn't going to become a different version of the Divine set.

4. It'll still be no match for specialized armor. Like I noted above, it'll be no different from hybrid armor, except that it doesn't have any status resistances. That, I think, is decidedly not OP, unless you consider hybrid sets to be OP as well.

I don't consider it to be OP period, but it can easily be unbalanced. That said, assuming the entire set gives roughly the same defense as, say, a piece of Royal jelly and a piece of Divine, then it should be OK. The only problem then would be the fact the individual pieces aren't so great, but it's still a "Poor man's" armour anyway.

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