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More Rarities

4 replies [Last post]
Mon, 06/02/2014 - 18:36
Fangel's picture
Fangel

We have various kinds of rarities as is, but what if we also had special rarities? Rarities rarer than normal ones?

Here are a few suggestions of potential rarities:

  • Revive Buckets
  • Revive buckets are rarities obtained as a bonus from iron and mirrored lockboxes with a 40% spawnrate, and also in the clockworks with the same spawnrate as sparks of life. These buckets revive teammates up to 3/4 of an emergency revive's health restoration.
    These are essentially buckets we dump on other knights to revive them. Revive buckets cannot be used on your own knight. This would bring back a bit of "teamwork" that was lost with the sparks of life, as these "revive buckets" must be used on other party members.
    If need be, put these in the supply depot at a lower cost than sparks of life.

  • Enhanced orbs of alchemy
  • An enhanced orb of alchemy is much rarer than our current orbs. It is more powerful than other orbs, and can be used in place of three orbs of the equivalent star level. These orbs drop in the stratum that follows the drops of the un-enhanced orbs. (I.E., 4* in stratum 6, 3* in stratum 5, etc.)

  • Status evo catalysts
  • Only available very rarely from drops in the clockworks and from mirrored lockboxes, status evo catalysts are evo catalysts that work across all levels of sprites (14-15, 49-50, 50-90, etc.) and align their status type to that evo catalyst. A single status type of evo catalyst MUST be used for ALL levels of the sprite's form changes if players wish to align their sprite's status.
    These rarities would be unbound if found in the clockworks.

  • Forging fire shards
  • Forging fire shards are fire crystals that are made every time the forge is used, and are bound to the player. These shards can be used to create more fire crystals of any star level. Depending how much you wish to gamble you will get 1, 2, or 3 forging fire shards returned, plus an additional amount that is equal to the star level of the crystals you used if you succeed. (A player forging 2* gear who failed a forge at 80% would get 2 fire shards back, whereas a player forging 5* gear at 100% would get 8 fire shards back)
    Each crystal would take their star level * 3 in shards to make. ( You cannot craft 0* fire crystals in this way, sorry. :\ )
    3 shards for 1 dim,
    6 shards for 1 warm,
    9 shards for 1 glowing,
    12 shards for 1 shining,
    15 shards for 1 radiant.

Mon, 06/02/2014 - 19:23
#1
Skepticraven's picture
Skepticraven
↓

+1 to revive bucket concept. Perhaps not the right lore for it though.

If you don't mind me suggesting...
Friendly Surge
[My opinions on balancing]
Current SoL droprate is modified to be 50% SoL and 50% new rarity for reviving allies only.
Revives teammate to 100% health when your knight is currently alive.
Revives teammate to 50% health when your knight is currently dead.
Cost 50% of SoLs in supply depot (only in haven, and cannot purchase to use on dead players).
Added completely bonus reward for certain missions (perhaps in addition to any time we get SoLs we would also get these).
All other SoL only things will remain as they currently exist.

-1 to the other ideas.
[In order]
Crafting is significantly cheaper and faster than before. We don't need more orbs. We need older players to get past the idea of not buying from the supply depot.
What would the evo status do? [Would it make maskeraith's poison useless?] Why have them tied to the evo catalyst? I don't particularly see the purpose.
I don't like the idea of being able to farm radiants by buying 4 proto swords and heating them in a couple depths.

Mon, 06/02/2014 - 19:33
#2
Mrgrey's picture
Mrgrey
Lol Buckets

I can only imagine how funny the animation could look of me dumping hearts over a teammate to revive them. I generally want them to bring back the party revive system, so I'm in support of that part.

Mon, 06/02/2014 - 21:44
#3
Fehzor's picture
Fehzor

@The actual idea

This sounds really complicated and I don't like that about it. If anything, we should simplify the current system down by a bit.

@Skepticraven

"We need to get older players to get past the idea of not buying from the supply depot."

Why? Buying from the supply depot when you can find stuff is basically cheating and paying to win. The game is much more fun to prove wrong and not buy from there- it shouldn't be my mentality that's wrong.

Tue, 06/03/2014 - 00:02
#4
Fangel's picture
Fangel
Sorry about a slow response

Essentially my idea for the teammate revive came when I was talking to Ceecee about how we should dump cold water on knights to revive them. Then I looked at the rest of our rarities and thought "Hey, might as well suggest special kinds of these!"

My idea for the teammate revives is more that the revives are not as powerful as a standard Spark of Life, and can only be applied when standing near the player's body. (Think: health sharing revives) These would be about as common as Sparks of Life, and wouldn't make players feel like they are "losing money" when they revive a party member because it has no monetary value or use to them.

The new orbs I suggest are kind of on the iffy end, I'll agree. However, players have a tendency to complain about never having enough elite orbs of alchemy, so I figured "Hey, why not add a super rare chance for us to find a 4* item in stratum 6?". Perhaps this would only drop in the arcade to encourage more arcade play, or even a treasure vault exclusive item.

The status evo catalysts are sort of like customizing your sprite to follow a certain status. Want your drakon to inflict freeze? Get 5 frozen evo catalysts. They're going to be super rare, so good luck getting those. Perhaps this could be another arcade-ish item and only obtainable from the D28 prize wheel?

The idea behind the fire shards is that we are given a small boost in crystals for taking time to forge. You wouldn't get too many fire shards from proto sword heating as it is. My first idea would be that there would be different star level for the fire shards(Depending on the fire crystals used), but I figured players have wanted an ability to turn their shining fire crystals into radiants, and this is sort of a step towards that. Plus, we need a lot of radiants to even level up one item(if a player were to level up a proto sword to level 10 without any double level ups and using 100% every time, they would be able to make 2 radiant fire crystals. There's a bit of valuing time and the cost of obtaining the cracked fire crystals + proto swords, and an hour of grinding Vanaduke will probably still net you more radiants anyways), and one radiant per 15 shards is going to get cumbersome rather quickly. Perhaps there should be a different multiplier attached to the shards, such as star level * 6? Maybe 9? I'd like to keep it to a multiple of 3.

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