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Post by Son_Of_Satan on Jun 1, 2014 0:39:32 GMT -8
One more thing. Back in the old days in 2004, when there wasn't second rebirth yet, Pure Blood characters got the unique skill you all know. Pure bloods are always harder to level, and harder to play, because you don't get ANY mixed skill advantages. That got me thinking. Now that we have secibd rebirth, there is no advantage of being a pure blood 3 times. Why not, make new, preferably passive, or it could be active skills for pure bloods? I don't know, people could make suggestions, War-War-War's could have higher reflect rate, Water-Water-Water could MASS REVIVE, I don't know, but there could be done something to BALANCE again the disadvantage of a pure blood of getting no mixed skills, and being harder to lvl because of this. Back in CO a pure blood receives more points, more atk and more def, but here you can buy max points with DB's so that advantage flied out the window. Mage suggestions people, of what BALANCED (not too powerful, but still worth it) skills would you like on pure blood characters:) I would prefer PASSIVE skills, or improvement or existing skill, like better reflect, or area revive, because chars have enough active skills as it, and it would maybe get too confusing to use one more, but who knows, maybe it would not:)
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Post by Huntress on Jun 2, 2014 12:43:02 GMT -8
no prue blood skills it ruinedf noraml co i think
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Post by DevilsChurro on Jun 2, 2014 13:20:25 GMT -8
I honestly don't even like second rebirth, its one of the many things that ruined CO for me. But, people seem to like that blue aura thingy so I don't think it'll be removed. With this in mind I like your idea about having pure blood passive skills, because really people have no reason whatsoever to go pure in this server. If they do, its just for the hell of it.
While we're on this topic, a little side note, there's never been a reason to go pure blood fire, the dodge skill is only good when you're fighting archers, but if you're going to get a skill that kinda helps one would rather get reflect, so people would go fire-war-fire or war-war-fire.
So yeah I agree that if we're going to have second rebirth, pure blood skills should be worked on. Not some godly skill that gives you super perks, cuz thats just TQing on the server, but just some sort of insentive for keeping it in the fam you know.
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Post by AcidRayne on Jun 3, 2014 6:15:48 GMT -8
I agree with coming up with pure skills to mix up the monotony, however it would take a lot of time and effort just coming up with a balanced set of skills to implement.
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Post by DevilsChurro on Jun 3, 2014 8:51:51 GMT -8
I agree with coming up with pure skills to mix up the monotony, however it would take a lot of time and effort just coming up with a balanced set of skills to implement. I don't get what the point of your post is, are you just stating that it would take a lot of time or what?
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Post by AcidRayne on Jun 3, 2014 9:44:35 GMT -8
I don't get what the point of your post is, are you just stating that it would take a lot of time or what? Yes, it would take a lot of time and effort.
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Post by DevilsChurro on Jun 3, 2014 9:55:14 GMT -8
I don't get what the point of your post is, are you just stating that it would take a lot of time or what? Yes, it would take a lot of time and effort. Yeah I got that lol, but are you just stating that or do you mean we should work on other things first or what...
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Post by AcidRayne on Jun 3, 2014 12:46:08 GMT -8
I've been thinking about this a lot today and I've come up with some ideas. Let me know what you think, or ask if something seems unclear:
Pure Warrior
Will of the Warrior
Range: Self
Cost: 100 Stamina (full bar)
Effect: Recovers HP, as well as grants a 60 second boost to attack, defence and accuracy
Essentially combined effects of spirit heal, magic shield, stigma and star of accuracy, from a skill used like spirit heal and meditation. Gives the warrior a much needed healing spell, as well as a personal boost to attack and defence.
Could have multiple levels, just as all four skills it’s comprised of do, with increasing effectiveness. Because it’s used like spirit heal/meditation, the boosts can only be granted to the user, not to others.
Pure Trojan
Battle Cry
Range: Full Screen
Cost: XP Skill
Effect: Cancels fly for all players in target area, and blocks the use of the fly skill for 60 seconds
The one Achilles’ heel of the trojan is it’s inability to take out a flying archer. Because this ability is very powerful in the right hands, it has been made an XP skill. Similarly to Roar, this skill would likely be subject to “friendly fire” meaning it must be used in PK mode and thus would ground all archers in the area, both enemy and ally. Again, could have different levels to determine the length of the grounding period, or the level of archer effected.
Pure Archer
Bomb Arrows
Access to Bomb Arrows
Bomb (or Fire) Arrows were an alternate type of arrow pack available for purchase in Original Conquer. For those who don’t know/remember, they were arrows that came in small packs (1-3 arrows per pack) and had a chance to cause an aoe explosion for added damage. (see video link below) Because they were not widely used, I believe they should be strengthened in the following way: Damage done should be calculated using Archer’s phys attack, and the target’s magic defense. This in effect gives the archer a magic attack that may better penetrate the defenses of trojans and warriors.
Pure Fire
Fire Bolt
Range: Point and click (single target)
Cost: MP
Effect: Applies magic attack as physical damage
Essentially an alternative nado, that calculates damage based on the magic attack of the user and the physical defence of the target. Good for taking out enemies who would normally resist the magic damage from nado due to high m-def (ie. other taos, archers, robe wearing trojans such as myself)
Potency
Range: Point and click (single target)
Cost: MP (400 for fixed)
Effect: Provides a boost to the target’s magic attack for a set period of time.
This is literally just a clone of stig, but for taos rather than melee classes. While buff spells tend to be reserved for water taos, it follows the trend of allowing fires to buff players (fire>fire skill, dodge) and this skill is really only useful for buffing other taos, allowing water taos to remain the major support class.
Pure Water
Heaven’s Blessing
Range: All team members
Cost: Large amount of MP (2000 or so)
Effect: Restores a large amount of HP, as well as provides a major boost to target’s attack and defence.
Combines effects of nectar, xp shield and stigma, cast in the same way as nectar. Essentially an all-in-one water tao skill giving major stat boosts for a large mp price.
Revitalize
Range: Point and click (single target)
Cost: 1000 MP
Effect: Restores 100 stamina and 500 MP
A skill that restores probably the most crucial thing needed in the heat of battle, stamina. Would allow a water tao to play a major role in the ss/fb battles of trojans and warriors. Would also allow the water tao to assist fire taos in battle by replenishing their MP. While 500 MP may not seem to be much, the amount replenished must be less than the cost of the skill to prevent self use for infinite MP and stamina.
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shadowdancer
New Member
Welcome to SerenityCo fourms, enjoy your stay with us :)
Posts: 4
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Post by shadowdancer on Jun 3, 2014 13:38:53 GMT -8
Wow I completely agree with this... Except the "Pure Trojan battle cry part" and i already told Xeomera(acid) this... I feel it should be 100pct stamina just as the warrior, because even if u take the archer down, you will still have to sit for stam to kill it... so it would be Balanced and not too OP...This must have taken a lot of time to think of, thanks Xeo, ill be sure to have Saturn read this.
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Post by DevilsChurro on Jun 3, 2014 15:48:42 GMT -8
On the warrior pure blood skill, I think if we eliminate the element of increased damage it can be a viable option. Why? Well, trojans are so widely used because of their damage, warriors are also a popular choice because people like the idea of having that extra defense and a shield that blocks a lot of archer's attacks. If you add too much damage warriors will overshadow trojans and if you add too little people's choice of class won't be affected much, if affected at all. With that said, I like the concept of a timed buff, but why not maybe make it so it buffs your defenses (mdef and pdef) to emphasize more on the whole tankesque feel a warrior is supposed to have. And instead of making it a minute, maybe lower it to a 30 seconds or maybe even 15 seconds (we could test it out and see if 15 secs is good enough).
For the archers, I was thinking of some sort of passive in which armor is penetrated for one attack something called like Marksmanship or something to emphasize precision. I mean, have like a 10/5 percent chance of penetrating armor, an attack that ignores armor completely making this one attack to cause a lot of damage. Or maybe even have a stackable bleeding effect for every penetration (that last part sounds dirty), of course the stacks would have a limit. I like more the idea of low chance high damage armor penetration shot, no cost just a passive. This might incentivize people more to get a combo of fury gems and dragon gems rather than the barely effective pure dragon gem. Just throwing ideas out there.
The water tao skill Heavens Blessing, maybe make it use stamina, people can just spam pots and use the skill a bunch of times. Thats my only problem with it. There should have to be a heavy dependency on magic atk for its effects so melee water taos don't buff a lot, y'know to incentivize people to go pure water tao with tao gear, supa healers. Don't like the second one though, would kill the current awesome dueling style we have.
I like both fire tao skills, nothing really to say about them. Props.
I know it might come as biased that I'm not all for the trojan pure skill, as I am an archer, but if you do that there's really no point in being an archer. Yeah it might not matter as much in 1 vs 1's, but during GW, which is to my knowledge why most people work so hard leveling and getting gear, there's going to be plenty of trojans, warriors and melee warriors around that will target the archers once one of the trojans brings down the archer. Gotta stop for a second and think about the big picture. Personally I think trojans are a pretty strong and balanced class as it is, I think we have to first determine the other classes pure blood skills, see how this will disadvantage the tros and work on something based on this.
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Post by AcidRayne on Jun 3, 2014 18:52:10 GMT -8
The boost in damage for the warrior isn't to overcome the attack advantage of a trojan so much as it makes the pure warrior comparable to a water>warrior or a warrior>water. The large lack of damage potential is why the warrior is the least used class in conquer. Warrior's already have xp shield that grant a major boost to defense and for a "tankesque feel a warrior is supposed to have" the trojan>warrior skill Iron Shirt makes a character nearly invincible for about 15 seconds or so.
As far as I know, archers only have 4 active skills, I don't think that's too much burden to warrant that the archer bonus must be a passive ability. I'm not sure what you mean by "10/5 percent chance", but ignoring armor completely would likely be a massive hit, maybe even a 1 hit kill depending on the target, and with archers able to buff their already fast attack speeds even with a very small effect chance archers could easily mow down melee classes with just a click of the mouse, while flying having nothing to fear but maybe other archers.
"stackable bleeding effect" sounds a lot like poison arrows, which I would like very much to stay away from.
All potions have a cooldown, making spamming impossible, and the effects of the Heavens Blessing buffs, just like any other buff skills, wouldn't be stackable anyway. That being said, 2000 MP is alot, especially a melee tao. From what I can gather, I have more points in my spirit than most other melee waters, and I still top out at 3200. Thirdly on the water tao concerns, a water tao with high m-atk is just as much of a corruption of the class as a melee water is.
As far as your concern with downing archers, I decided the Battle Cry skill should be an XP skill for just that reason. It can only be used at a specific time, and has a very small window of opportunity.
Other things I feel should be said; I only really intended for each class to receive one pure skill. I struggled to come up with solid skills for the tao classes, and that's why I had multiple ideas almost as options to choose from.
"I think we have to first determine the other classes pure blood skills, see how this will disadvantage the tros and work on something based on this." This should never happen. If pure skills were to be introduced, no class should be left out. While yes, there are many people playing as trojans right now, there are just as many pure trojans as there are pure archers and pure water taos (namely 0)
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Post by DevilsChurro on Jun 3, 2014 20:18:14 GMT -8
I'd say archers are the least used class in conquer as a main, most people have archers for hunting purposes, but I digress. The Iron Shirt XP skill is pretty sucky, you have to stand still for it to stay active, that seems to me like it would only be useful against a horde of mobs stronger that you and you want to attack a few. Not that anyone does that, which is why you don't really hear much about Iron Shirt. I still believe the tankesque feel of a warrior should be emphasized, warriors weren't meant to dish out large amounts of damage, a warrior>waters high pdmg advantage comes with a low pdef disadvantage that more or less balances it out, or in theory should. I can see the problem with water>warriors, this is definitely something that should be pondered. I personally always found it kind of lame that water-reborns could just stig themselves, that sort of responsibility should all fall onto the support character, ze water tao.
Never did I say it was a burden or anything of that sort to add a skill to archers, I just had an idea for a skill and it works better as a passive. I meant 10 or 5 percent chance of hitting, or maybe even lower than that if the damage is going to be exponentially high, maybe even 1-2-3 percent as it levels up? (Can be made very difficult to level up/not via TG) I should've specified also on the fact that it would literally penetrate your armor, as in the defense that your body equipment brings, not ignoring your necky/headgear. Which I guess would still be a lot of damage, its just something to think about and if OK'd, worked on so its not an OP skill. I just don't think having access to bomb arrows to be much of a perk of a pure blood; we have to think of both functionality and in keeping with the tone of the essence of the character. Yeah I wasn't too hyped about the stackable bleeding effect, it was just something that popped up in my mind whilst thinking about what sort of skill would fit an archer (you get stabbed with a high speed pointy steel head, you bleed) and I thought I should put it into words regardless of the fact that I didn't really like the idea, maybe someone would see something different.
I didn't raise concern because it would be stackable, I raised concern because it would be repeatably used by melee water taos that shouldn't be able to. A water tao with high m-atk is a corruption of the class? Then what do you suggest water taos use? The reason this server made it so those stats increase your healing effects was so people would go back to the essence of the character, supporting/healing. If one goes that path and becomes as I said, a supa healer, that is staying pure to what the class was intended for.
My feelings stay the same on this regard...
I didn't suggest we release the other pure skills and see what happens, you quoted me yourself, I simply said determine what the other pure blood skills are going to be and see (rhetorical see) how this change will effect the tros and come up with something that might put them back in the ball game.
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Post by Son_Of_Satan on Jun 6, 2014 10:47:23 GMT -8
Interesting ideas, i throw in a few myself when i can think of some:D
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