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Bobbity

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Everything posted by Bobbity

  1. *nods at Chomper and mount uniqueness* Dunno if doing anything about the clipping would ever be priority but it does add to QoL a tiny bit. Better question, where are the muse-only magic carpets? Warpportal would never okay something like that as it was all about da munni. (Would a magic carpet be a mount, PAT or something inbetween?) And the surfboards too.
  2. Unclear, please clarify. Any particular downsides to an auction house you can think of?
  3. I'd support this if it was the result of a true sight skill from a dealer or muse. Otherwise no.
  4. I just realized this is a partial answer to the GA energy consumption issue. I reckon if people want to do a SC run without spending GA energy, they can wade through Prison and get to SC that way. Anyway, I think we should make some world bosses harder to get to physically AND allow for a GA option so people can teleport to them directly (in their own instance? maybe.)
  5. You do realize why people mount their mounts and AFK, right? This applies even moreso to Castle Gear.
  6. You can put whatever you want on a costume. It won't do anything unless you wear that costume as armor in your Avatar tab. Nothing has changed in this regard.
  7. After the first time I handed in the quest and got that cosmetic equipment, I never again handed it in, even up until the end of NARose. I considered the quest occupying space in my quest log to be overhead for low-cost renewable teleportation. If we make the skill permanent once the quest is submitted, we'll have to have a conversation about teleportation and its uses for PvM and PvP, which will inevitably lead to the dead-ended Fortified Mana Shield discussion. I doubt the dev team is ready to implement teleportation of this sort widely throughout the game.
  8. I've suggested a few things in this thread with little to no feedback on those proposals. I'll suggest once more but this time I won't expect anything from you lot; I feel like you're just here to see your text in a public space. There's not much actual discussion going on. Leave Mana Shield, the common skill as it is. Adjust Fortified Mana Shield so it's a very short cd (15/11/7/3.5 sec cd) skill that still has the same damage absorption capacity and mana consumption as it currently does but its duration is only 1.2 sec. In other words, Fortified Mana Shield is an additional layer of just-in-time shielding cast on demand. Leave room for mages to add an additional effect to their Fortified Mana Shield; one out of a long list of possible options such that attackers won't know ahead of time unless the mage comfortably spams this effect instead of using it as a trump card. (It doesn't need to be something as hardcore as Path of Exile CWDT combos etc. but mages aren't left-clicking battleclerics; they must have something interesting up their sleeves, something they can spend time working on to perfect.) EDIT: Use the shortest, simplest cast animation possible. No jumping in the air. Refer to the video linked in the suggestion:
  9. Your argument is easy to counter: only a fraction of players play for PvP and only a fraction of PvPers like pretending they're Gandalf. They prefer shooting arrows like Legolas, melee range attack or stealth, something other than whatever it is mages are now. They have personal preference, much like you. But I get what you're saying (for once). For rational min-maxers trying to get the most Honor for their GA energy and time, surely mages would be the go-to class? The truth is, post-session leaderboards show a preponderance of mages, and most of those mages have high kill counts and scores for 'Damage Absorbed' - and are rewarded for them. While PvP is at the level it is and mages aren't being quickly assassinated, the game is stultified and dead-ass slow. We don't need radical changes. Give katars a more streamlined means to take out mages, give mages a better true sight ability and a more interesting shield/damage mitigation skill, adjust the gameplay for CD and possibly also AA a bit so it's faster. It's just two steps above fighting in TG/JC right now.
  10. We don't need to have some 3-laned hero+tower defense setup / Rose rip-off of Dota or Smite but we do need more reasons for conflict. More, varied and granular. Maybe add some timed powerups spawning in (quad damage/skill power, team stealth, true sight of enemy etc.), more objectives and more counters. Definitely anti-Taunt-lock mechanisms, tauntlock enables the badness in PVP overall, just pew-pew. EDIT: There might be value in different PvP versions of Taunt and Sacri. We could add some features that would force momentum, if not snowballing, for successful teamfight wins. Kills done under PvP Taunt could add incrementing skill power or AP (only lasting for t minutes / the duration of the PvP arena session). Kills done under PvP Sacrifice could add stacking DEF and/or MDEF for a similar duration. In other words, teams are encouraged to win and learn to fear losing, or losing momentum after winning teamfights. No more huddling under the crystal.
  11. I vaguely recalled this defensive suggestion for dealers, I had to look it up for the details though: Nano-composite Shield [Artisan] - Proposals & Suggestions - WarpPortal Community Forums Mechanically, this or something similar could be implemented right now, from what I've heard. I'm not sure who gets to use the craftable item; it might be artisan-only or dealer-only. I feel it's still a Band-aid though. Mages have been and still are critical to endgame PvP. As such, these discussions can't be perfectly siloed from each other. I recommend discussing these topics together, actually. There's currently a forced PVP meta of mages + clerics + taunt + cannon fodder vs mages + clerics + taunt + cannon fodder. Anyone who's out of position is off looking for a solo pickoff of someone else who's out of position. It's boring and it's bad and it's causing ridiculous things like the current mage situation.
  12. If possible, can we avoid the easiest solution (40 sec cd) and be more creative? If there really isn't a better option, sure, go ahead. Remember, there's a massive SP investment required to have a decent mana shield. Having it be just a panic button on the same level as Jury Rigging etc. is a pretty bad return on investment. We'd just force another meta where mages skip mana shield and focus on cast range and skill power. We need Fortified Mana Shield (or its successor) to be feasible so skill builds can be diverse so the game will survive.
  13. Could just build a vending machine like they do in TF2... TAKE ME TO YOUR DEALER. This isn't like buying wards in Dota. Anybody can buy and place wards, not just supports. But only dealers have Discount and Merchandise. If I'm in a stable regular party or clan I'm not gonna burden our AOE / Sacri / lure with duties I can do better myself. I'll buy some food and drinks on the cheap, make some pots and craft arrows, shells and bullets if I can. Honestly, I'd like it if we could box up existing (NPC) ammo, that'd be a lovely recipe. Failing that, more ways of crafting crates of ammo. If I'm in a solo queue or a quick pickup dungeon those obligations fall away. Everyone sorts themselves out.
  14. ... but resource management is your dealer's job... Do you not have a dealer in your group?
  15. Axe disagrees. There's a mechanic ingame that can be adapted for this; just give Taunted players massive resistance against being Taunted again in the next t seconds. This is not rocket science, you guys. Or make it so every revival before t seconds has elapsed lowers your combat stats cumulatively. At some point there won't be enough of you to revive.
  16. You guys do know you can alt-click to get to the NPC, right? EDIT: Well, it's a CG mount in this case anyway.
  17. Please review the post linked above. It helps a lot when posting in the Suggestions subforum and can help everyone, especially the dev team consider your points.
  18. We don't pay them anymore anyway; they now work for free. Which is a bit sus to me, tbh.
  19. This is why I say to add more obvious weaknesses and strengths to Fortified Mana Shield. The investment is HUGE to get what they have - and still a decent raider with good timing can pop up behind you and burst that little bubble a few times. When I say obvious weaknesses, I mean that anyone with patience and a good eye will know what to do to take you down 1v1. Honestly, I'm more in favor of mechanics we don't have (yet?) like short-range teleportation or summoning party members to your position. But it's as if people are obsessed with finding an easy way out. This is actually starting to get even more annoying than the cleric / buff discussion (which I note has died down.... interesting, no?) The whole point of being a mage is having a bag of tricks to do what needs doing and cover your butt. If you don't understand how that works, easy examples are Merlin, Harry Dresden or Alex Verus. A trick up your sleeve for every occasion. I suggest the community start THINKING OUTSIDE THE BOX FOR A CHANGE. (In light of the last statement, I suggest an ability called Spell Steal that allows the mage to learn and use 1-2 skill(s) from another class if used in the last 120 seconds. No, I have no idea how that'd work. Just throwing that out there into the universe.)
  20. Maybe we'll end up with 3 different versions of Mana Shield: Common, Holy and Elemental. Common is the one from the Common Muse tab, no changes done to it. Consumes up to 50% of max MP to absorb damage. Holy Shield: Active: Consumes up to 70% of max MP and reduces damage taken from Neutral, Fire, Wind and Ghost attacks and skills. The shield takes increased damage from Earth and poison-element damage. Passive: The cleric gains 2 HP recovery per 2 character levels for 2/4/6/8/10 seconds after the shield was cast. (The passive component can of course be implemented as a separate skill.) Elemental Shield: Active: Consumes up to 50% of max MP to manifest a layer of shielding that absorbs damage. Passive: Adds an additional layer of mana shielding for each elemental mastery achieved equal to 2/4/6/8/10% of max MP (at no cost). Each layer also absorbs 15% of the elements against which it is strong and takes 15% additional damage from elements against which it is weak. Layers collapse when taking damage greater than their 10% max MP. They regenerate in t seconds if they do not take elemental damage of the type against which they are weak. Additional layers do not regenerate if the mage has no mana. In the latter case, a storm mage might have mastered Wind and Water elements, thus having a base shield equal to the regular Mana Shield PLUS a Wind Shield and a Water Shield. The Water Shield will be strong vs Sorcery and Fire attacks and reduce them significantly. However, it will be weak to enemy Wind, Poison and Ghost attacks and collapse after taking damage >= 10% max MP. It will regenerate in t sec if the mage doesn't take Wind damage again; if they do within this period, the Wind Shield does not regenerate. Damage can continue to pierce through into the base Mana Shield AND the elemental layer beneath. The mage is now left with a Wind Shield layered on the base Mana Shield. This will act like the Water Shield, in that it's strong against Water and Poison attacks and weak against Sorcery, Earth and Holy attacks. Damage taken will have filtered through from the now-defunct top layer of Water shielding, impacting the integrity of the Wind Shield. However, the Wind Shield is strong or neutral vs some of the elements against which the Water Shield was weak.
  21. Thanks to the repeatables-dominated meta, only a few zones on each planet are being used. I reckon it'd be more polite of the high-level players to do what they need to do in the emptier maps. What could be done to make going there easier and more attractive? We'd need drawcards for that as well as very subtle penalties for being in a populated low-level map.
  22. I get paid for it. Like Reddit mods, however, sometimes I DO IT FOR FREE!
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