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lore

Lord of Knowledge
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  1. Thanks
    lore got a reaction from Khrone in Which skills of the Chief gets into resistance   
    ok, as start the bleed is one of the few effects wich ingores the resistances, then there is trashing wich can be resisted.
    as expert skills we have, the rat's effect (-accu and skill cooldown) wich can e resisted as same for sweeping's dodge reduction, but both will still be able to deal damage to the mage
  2. Like
    lore reacted to Hourai in Raid boss changes   
    Im proposing the following changes to the raid bosses (see: bosses that have a respawn timer larger than 12hrs) in order to make them potentially better than what they are now;
     
    -Change the drop/achievement from a single party which dealt the most damage to guild who did the most damage, therefore anyone in the area who participated for an x amount of time can be eligible for a drop, thus allowing for more guild-related events (raiding bosses) as well as solving the achievement issue some players stumble on
    -A lot of powercreep has been introduced, raid bosses could do with a little more scaling to still be considered guild-wise events instead of 1-2 parties effort
     
    I know the first point might make you think that it can be abused by people with low level alts afking for award, as well as rapidly increasing the amount of books/costumes coming in the game, but limits can be introduced as well as drop rates can be reworked in accordance to a lot of things, such as members of winning guild currently present in area, lv24+ plus to be eligible for a drop scaling from t3 (Black elm), to lv26 (Engineer) going up till 30/32 (Orcinus and Octopus), these are all just example values
     
    Typically, people who monopolise raid bosses with their friends are definitely going to be against this, since it will cut down the control of who's eligible for a drop and profits, but im open to criticism either way
  3. Like
    lore reacted to Luan Borges in Leggendary mode in dungeons   
    I Love the idea of really hard and variable content in endgame.
    And it is an idea that works, as for example MYTHIC+ on wow, and rifts on POE.
     
    The problem i see with your idea are the rewards.
    Your rewards would be game breaking, and would create a crater between players.
     
    The strong ones , would just get 50x stronger, and the weak would feel weaker and weaker as time passes.
     
    I think if that idea was implemented, the rewards would have to be achievements and cosmetics ( outfits and weapon skins).
    Anything more would probably create outrage from the community.
     

  4. Like
    lore got a reaction from Imaybepro in Leggendary mode in dungeons   
    i tought of a suggession for make the other dungeons a bit more played and add something really hard in the game as pve that can keep almost always the pepole on guard
    *sorry for bad grammar n typo... also before u ask yes maybe im a bit crazy but im bored of the diffuculty that the dungeons are having
    topic title: legendary mode for dungeons and a bit of other stuff
     
    Esentialy this mode will make the dungeons way more harder in multple way and make it for level 32
    how to unlock it: the player has to complete all difficulties of the dungeon, and if exists, the time achivements, the difficulties in leggendary will have to be done again from easy to hero for be unlocked too, as example for enter normal (legendary) the player has to have sucessfully completed easy (legendary) and so on
    what it will do: all creatures in the dungeon will be taken to the maximun acutal level (32)and make em gain modifiers apart increase thier rank to the next and by so increasing thier stats further more (possibily add more skills too?) and always give loot at all levels, , the entrance will use 2 seeker stanimas each run
    modifiers:
    *the time for do the dungeon will be also increased by 100-130-160-210-260% due the insane difficulty scale
    the modifiers will be random all the time and the amount depends on the dungeon's difficulty and mob's rank
    amount of modifiers added (from difficulty, easy to mythical):
    0-1-2-4-8
    amount of modifiers added (from creature rank, from weak to raidboss):
    1-2-4-6-10
    the same modifier can be applied multiple times wich will make it increase in level, (up to 5 stacks), some modifiers will only be avaible in certain difficulties
    modifiers ideas (with each level of power)
    physical resistance: decrease damage recived from physical attack by 20-25-30-35-40%
    magical resistance: decrease damage recive from magical attacks by 20-25-30-35-40%
    vitality: increases health by 10-15-20-25-30%
    energetic: increaseses energy by 20-30-40-50-60%
    attack power: increases the damge done by autoattacks by 15-25-35-45-55%
    skilled: increases damage done by skills by 10-15-20-25-30%
    | the bellow are only avaible from normal and higher
    increases power: magical and physical attack increased by 10-13-16-19-22%
    rapid: increases attack speed by 20-30-40-50-60%
    focused: increases skill cooldown by 40-60-80-100-120%
    resilient: increase resilience by 10-15-20-25-30%
    | hard and above
    lethal: increases critical hit chance by 5-7-9-11-13%
    deadly: increases critical damage by 10-15-20-25-30%
    | heroic and above
    regenerative (excluded boss and raidboss rank): heals 1-1.5-2-2.5-3% of maximun health each 5 scconds
    recharging: regenerates 1-1.5-2-2.5-3% of maximun energy each 2.5 secconds
    explosive (can only be applied to strong and elite rank): upon 3 seconds from its  death it deals 20-30-40-50-60% of thier pysical and magical attack in a 2 yard range to anything (included other creatures)
    illusory: increases dodge by 20-25-30-35-40%
    accurate: increase accuracy by 10-20-30-40-50%
    | mythical and above(in this difficulty evrything inside will have one level of the easy difficulty modifiers forcively added and one of them randomly at the maximun level, them wont occupy any modifer slot too)
    vampiric: heals by 20-25-30-45-50% of damage done
    leader(miniboss rank or higher): when its alive all mobs in a range of 3 yard will have all thier modifiers increased by 0-0-1-2-3 levels and thier physical and magical attack and also physical and magical deffence is increased by 10-15-20-25-30%
    immortal (cannot be applied on dungeon targets and its not affected by leader effect) it will revie afther 5 seconds its death up to 1-2-3-4-5 times and each time is 50-40-30-20-10% weaker on point of health, energy, physical and magical deffence and attack, and with one level lower (or removed) modifiers
    guardian (miniboss and boss rank only): transferes 20-30-40-50-60% of the damage done to any creature in a 3 yard range to it self preventing the target to gain it, health increased by 30-40-50-60-70%
    swift: increases dodge, attack speed, skillcooldown and movement speed by 10-15-20-25-30%
    *the modifiers will be applied randomly as long it respects the requirement to be applied
    essentialy this will make the difficulty of the dungeons ramp up to insanity and even possibily become impossible to complete
    rewards:
    all items of the dungeon of its difficulty level and lower with drop chance multiplied by 2-3-4-5-6 
    chance to loot empowered version of the maximun level with the statistics inceased by 1-2-3-4-5 levels depending on the difficulty and with one random statistic (not physcial/magical attack/deffence) doubled of all items of the dungeon difficulty level and lower with a drop chance of 1-1.5-2-2.5-3% (drop will be showed in the worldchat) and that can be aplified up to +12-14-16-20 depending on the difficulty it was looted and allowing to be also amped to +2-3-4-5-6 with a 100% chance of success
    2-3-4-5-6 times more guildpoints from the dungeon than its normal version
    2-3-4-5-6 garanteed item rewards from the dungeon chest
    1-2-3-4-5 times more castle simbols from the boss (if it does drop em)
    special runes wich can only be used on gear of the actual level cap and gives and enchant of 1-2-3-4-5 levels higher, and can be combined with miracole runes to add chance to great charm
    minions of unique rank
    when dropped 2-3-4-5-6 of a crafting resource of common and amplified rank and 0-2-2-3-4 of a crafting resource of energy and ethereal rank
    skill empowering books basic ones from all the native island dungeons and expert ones from heroic and mytical difficulty in avyondill
     
    this will make the game more replayable and way more challenging with equal rewards, atleast for me(what i am saying?? with all the pain probaly its not even worth half of the effort)
    pros: all the dungeon can be done again for gain new loot that will give opportunity to new gearsets and builds, since the players will use more stam, upon spamming the increased stamina use will cause a higher use of seeker stamina elisir and by so more cashmoney to the developers
    cons: its not for casuals, at all and probaly some can turn out to be vitualy impossible to beat in one time cycle or even complete it
     
    rune and crystal crafting
    basicaly the ability of use the existing crystals/runes (common and miracole ones) to create new ones that have multiple or stronger statistics
     
    skill empowering books
    these skill books wont occupy any skill slot but instantly permamently increase the study level of a skill by one, each book can be used 3 time but the third instead of increase the skill by one level will add an extra slot for all typed of relics and increase the chance of them to work by 5%, allowing a better chance inside the legendary dungeons
  5. Thanks
    lore got a reaction from Khrone in Leggendary mode in dungeons   
    i tought of a suggession for make the other dungeons a bit more played and add something really hard in the game as pve that can keep almost always the pepole on guard
    *sorry for bad grammar n typo... also before u ask yes maybe im a bit crazy but im bored of the diffuculty that the dungeons are having
    topic title: legendary mode for dungeons and a bit of other stuff
     
    Esentialy this mode will make the dungeons way more harder in multple way and make it for level 32
    how to unlock it: the player has to complete all difficulties of the dungeon, and if exists, the time achivements, the difficulties in leggendary will have to be done again from easy to hero for be unlocked too, as example for enter normal (legendary) the player has to have sucessfully completed easy (legendary) and so on
    what it will do: all creatures in the dungeon will be taken to the maximun acutal level (32)and make em gain modifiers apart increase thier rank to the next and by so increasing thier stats further more (possibily add more skills too?) and always give loot at all levels, , the entrance will use 2 seeker stanimas each run
    modifiers:
    *the time for do the dungeon will be also increased by 100-130-160-210-260% due the insane difficulty scale
    the modifiers will be random all the time and the amount depends on the dungeon's difficulty and mob's rank
    amount of modifiers added (from difficulty, easy to mythical):
    0-1-2-4-8
    amount of modifiers added (from creature rank, from weak to raidboss):
    1-2-4-6-10
    the same modifier can be applied multiple times wich will make it increase in level, (up to 5 stacks), some modifiers will only be avaible in certain difficulties
    modifiers ideas (with each level of power)
    physical resistance: decrease damage recived from physical attack by 20-25-30-35-40%
    magical resistance: decrease damage recive from magical attacks by 20-25-30-35-40%
    vitality: increases health by 10-15-20-25-30%
    energetic: increaseses energy by 20-30-40-50-60%
    attack power: increases the damge done by autoattacks by 15-25-35-45-55%
    skilled: increases damage done by skills by 10-15-20-25-30%
    | the bellow are only avaible from normal and higher
    increases power: magical and physical attack increased by 10-13-16-19-22%
    rapid: increases attack speed by 20-30-40-50-60%
    focused: increases skill cooldown by 40-60-80-100-120%
    resilient: increase resilience by 10-15-20-25-30%
    | hard and above
    lethal: increases critical hit chance by 5-7-9-11-13%
    deadly: increases critical damage by 10-15-20-25-30%
    | heroic and above
    regenerative (excluded boss and raidboss rank): heals 1-1.5-2-2.5-3% of maximun health each 5 scconds
    recharging: regenerates 1-1.5-2-2.5-3% of maximun energy each 2.5 secconds
    explosive (can only be applied to strong and elite rank): upon 3 seconds from its  death it deals 20-30-40-50-60% of thier pysical and magical attack in a 2 yard range to anything (included other creatures)
    illusory: increases dodge by 20-25-30-35-40%
    accurate: increase accuracy by 10-20-30-40-50%
    | mythical and above(in this difficulty evrything inside will have one level of the easy difficulty modifiers forcively added and one of them randomly at the maximun level, them wont occupy any modifer slot too)
    vampiric: heals by 20-25-30-45-50% of damage done
    leader(miniboss rank or higher): when its alive all mobs in a range of 3 yard will have all thier modifiers increased by 0-0-1-2-3 levels and thier physical and magical attack and also physical and magical deffence is increased by 10-15-20-25-30%
    immortal (cannot be applied on dungeon targets and its not affected by leader effect) it will revie afther 5 seconds its death up to 1-2-3-4-5 times and each time is 50-40-30-20-10% weaker on point of health, energy, physical and magical deffence and attack, and with one level lower (or removed) modifiers
    guardian (miniboss and boss rank only): transferes 20-30-40-50-60% of the damage done to any creature in a 3 yard range to it self preventing the target to gain it, health increased by 30-40-50-60-70%
    swift: increases dodge, attack speed, skillcooldown and movement speed by 10-15-20-25-30%
    *the modifiers will be applied randomly as long it respects the requirement to be applied
    essentialy this will make the difficulty of the dungeons ramp up to insanity and even possibily become impossible to complete
    rewards:
    all items of the dungeon of its difficulty level and lower with drop chance multiplied by 2-3-4-5-6 
    chance to loot empowered version of the maximun level with the statistics inceased by 1-2-3-4-5 levels depending on the difficulty and with one random statistic (not physcial/magical attack/deffence) doubled of all items of the dungeon difficulty level and lower with a drop chance of 1-1.5-2-2.5-3% (drop will be showed in the worldchat) and that can be aplified up to +12-14-16-20 depending on the difficulty it was looted and allowing to be also amped to +2-3-4-5-6 with a 100% chance of success
    2-3-4-5-6 times more guildpoints from the dungeon than its normal version
    2-3-4-5-6 garanteed item rewards from the dungeon chest
    1-2-3-4-5 times more castle simbols from the boss (if it does drop em)
    special runes wich can only be used on gear of the actual level cap and gives and enchant of 1-2-3-4-5 levels higher, and can be combined with miracole runes to add chance to great charm
    minions of unique rank
    when dropped 2-3-4-5-6 of a crafting resource of common and amplified rank and 0-2-2-3-4 of a crafting resource of energy and ethereal rank
    skill empowering books basic ones from all the native island dungeons and expert ones from heroic and mytical difficulty in avyondill
     
    this will make the game more replayable and way more challenging with equal rewards, atleast for me(what i am saying?? with all the pain probaly its not even worth half of the effort)
    pros: all the dungeon can be done again for gain new loot that will give opportunity to new gearsets and builds, since the players will use more stam, upon spamming the increased stamina use will cause a higher use of seeker stamina elisir and by so more cashmoney to the developers
    cons: its not for casuals, at all and probaly some can turn out to be vitualy impossible to beat in one time cycle or even complete it
     
    rune and crystal crafting
    basicaly the ability of use the existing crystals/runes (common and miracole ones) to create new ones that have multiple or stronger statistics
     
    skill empowering books
    these skill books wont occupy any skill slot but instantly permamently increase the study level of a skill by one, each book can be used 3 time but the third instead of increase the skill by one level will add an extra slot for all typed of relics and increase the chance of them to work by 5%, allowing a better chance inside the legendary dungeons
  6. Haha
    lore got a reaction from Khrone in i want become a crab and rave   
    no screw u
    crab rave or nothing
  7. Like
    lore reacted to Baphomet in Next Forsaken Class: The Shadowblade   
    Shadow blade 
    Weapons: Daggers, Swords and Axes
    Armor: Heavy or Light Armor
    Role: Assassin, tank and off-tank
     
    Abilities:
     
    1: Melee attack that causes increased physical damage
    2: Makes incoming heals and shields stronger (Equivalent to the BD parry buff)
    3: Single target aggression skill 
    4: Free of target 4 yards teleport with a 3×3 radius that heavily slows and silences enemies (Equivalent to the BD hamstring)
    5: Steals a portion of the enemy energy and transforms it into a shield (Equivalent to the BD Sap)
     
    First 5 Expert skills:
     
    1: Attack that deals increased damage based on the enemies missing energy (Combo with the energy steal base skill)
    2: Increase auto attack damage and speed
    3: Creates a shadow of himself with 3 attack range that deals a percentage of the Shadow blade damage to nearby enemies and also has the same offensive attributes as the Shadow blade.
    4: Strongly increase the shadow blade movement speed for a short time and while the speed buff is active nearby enemies will be forced to attack the shadow blade. (Equivalent to the BD Run skill, but without need to select an area)
    5: For a short period the shadow blade ignores 100% of incoming damage and resist to all rebuffs (Really short period and moderate cooldown in order to be balanced. Putting points on this skill only increase the time of the effect like 2-3-4-5)
     
    I really just want the legion to have a class that is able to wear heavy armor and two 1h weapons like the Blade Dancer, it's what the Legion lacks. You guys take care of the thematic and lore wise aspects of it. I just think it needs to be more magical than the BD since we're talking about a Forsaken class. 
     
  8. Haha
    lore got a reaction from Khrone in New player - Looking for tips   
    the truth is, warden is like obsidian blocks, tanky as hell but cant do any proper damage
    i use to call them rocks and ingore them like them are scenario pieces
  9. Haha
    lore got a reaction from Khrone in Skill Suggestions   
    the ultimate uno reverse card
  10. Like
    lore got a reaction from Drakoslayd in Weapon   
    better wand and tome
    the tome would have skillcooldown as main stat
  11. Thanks
    lore got a reaction from Khrone in Weapon   
    yea each one would bring specializzation on some part, as exampleone of em can bring healing boosts or one of em skill damage boost, or even the skills react differently on wich one ur using
  12. Like
    lore got a reaction from Khrone in Weapon   
    better wand and tome
    the tome would have skillcooldown as main stat
  13. Like
    lore got a reaction from TheCaster in Weapon   
    better wand and tome
    the tome would have skillcooldown as main stat
  14. Haha
    lore got a reaction from Khrone in Unpopular Opinion: Ability to self-cast Sacred Shield   
    priests: i am a joke to you?
  15. Haha
    lore got a reaction from Sigma in Unpopular Opinion: Ability to self-cast Sacred Shield   
    priests: i am a joke to you?
  16. Like
    lore got a reaction from Higgings in Unpopular Opinion: Ability to self-cast Sacred Shield   
    priests: i am a joke to you?
  17. Haha
    lore got a reaction from Khrone in Chieftain - Builds   
    but can make that amount dmg each 5 seconds instead of each 12
    where does it matter?
    lifesteal.exe
  18. Haha
    lore got a reaction from Cloudy podyshka in Chieftain - Builds   
    but can make that amount dmg each 5 seconds instead of each 12
    where does it matter?
    lifesteal.exe
  19. Like
    lore got a reaction from Mercurry in Chieftain - Builds   
    but can make that amount dmg each 5 seconds instead of each 12
    where does it matter?
    lifesteal.exe
  20. Haha
    lore got a reaction from Khrone in New Expert Skill For Chieftain: Chieftain's Call (Suggestion)   
    maybe ill jump on the skill suggestion vagon too
  21. Confused
    lore got a reaction from Khrone in Chieftain - Builds   
    i attualy used it....
  22. Like
    lore got a reaction from Speedom in [2020.09.29] Templar and Chieftain: guide for beginners and plans for improving the classes.   
    ok explain how templar is good in pve 
  23. Like
    lore got a reaction from TheCaster in Barbarian PvE+PvP Best   
    idk what u are meaning but roar 5/5 its really effective for help surviving (35% damage reduction, 50%if you are in a full party and u have the castle relic) and the effectiveness of it can be noticed, and can also lowkey help with team pvp fight by debuffing multiple enemies at once unless resisted (out of that it helps in cases of aoe that can hit ur allies, double win with the issue of it can be resisted but its rare in most cases). 
    in pve stonekins is MUST, u cant give it up  unless u want use a high amp gear with max block/parry for damn 
    then as aggro yea, but in pve u can just do 5/5 strongblow 5/5 roar 3/5 taunt and 2/4 warcry 3/4 combat fury 4/4 stoneksin for then have 4/4 bersekerfury (or scream of fury if u want suviving power) u can an pve build that is capable to hold basicaly evrywhere even with strong damagers. (u need the +60% aggro relic on taunt))
    if u want an hybrid build u can build it that u moove the points in aggro to stuns but u will need to rely on aggressionboost pots for maintain the aggro, on any point use an hybrid build is HEAVLY not suggested due to huge drawbacks in both scenarios (will ask u better gear in both scenarios)
    as pvp i never focused on that ground, but with that build? do pve? no
  24. Like
    lore got a reaction from Higgings in Barbarian PvE+PvP Best   
    idk what u are meaning but roar 5/5 its really effective for help surviving (35% damage reduction, 50%if you are in a full party and u have the castle relic) and the effectiveness of it can be noticed, and can also lowkey help with team pvp fight by debuffing multiple enemies at once unless resisted (out of that it helps in cases of aoe that can hit ur allies, double win with the issue of it can be resisted but its rare in most cases). 
    in pve stonekins is MUST, u cant give it up  unless u want use a high amp gear with max block/parry for damn 
    then as aggro yea, but in pve u can just do 5/5 strongblow 5/5 roar 3/5 taunt and 2/4 warcry 3/4 combat fury 4/4 stoneksin for then have 4/4 bersekerfury (or scream of fury if u want suviving power) u can an pve build that is capable to hold basicaly evrywhere even with strong damagers. (u need the +60% aggro relic on taunt))
    if u want an hybrid build u can build it that u moove the points in aggro to stuns but u will need to rely on aggressionboost pots for maintain the aggro, on any point use an hybrid build is HEAVLY not suggested due to huge drawbacks in both scenarios (will ask u better gear in both scenarios)
    as pvp i never focused on that ground, but with that build? do pve? no
  25. Thanks
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