Here some ideas for new skills :
Weapon Master:
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1. A Loaded Weapon level 6 that could cost 100 stats pts that will give WM 1 enhanced redeamer and 1 gravity gun / Map (no ammo regen on wave).
2. The damage sphere was never glitch and was working properly, why not puting it back.
Adrenaline Master:
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1. The elemental artifact could be available for everyone, never was broken like the remote max, and very usefull for energy weapon.
Medic/Monster Master:
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1. A medic recall skill for the medic weapon on respawn (since medic can +1 weapon with the enhanced weapon charm, a medic recall could be usefull for not losing the added +1).
New classes skills ideas
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- DW Clan Member
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I got the reflex of the fly, now catch me if you can!
I really would like to see an artifact for weaponmasters that can increase the amount of experience they are getting.
AM's have triple / rods at all times which gives a nice boost to their xp. I know WM's can get those aswell but have to look for them or beg for it:P.
Medics have pets and they get the medic lots of xp
But weaponmasters dont have any artifact that gives them xp.
sometimes its really hard to find any artifact and as a wm you are just stuck with alot of adren but nothing to spend it on.
But I dont really know what kind of artifact would be fair and balanced. Hope someone can come up with reasonable ideas
AM's have triple / rods at all times which gives a nice boost to their xp. I know WM's can get those aswell but have to look for them or beg for it:P.
Medics have pets and they get the medic lots of xp
But weaponmasters dont have any artifact that gives them xp.
sometimes its really hard to find any artifact and as a wm you are just stuck with alot of adren but nothing to spend it on.
But I dont really know what kind of artifact would be fair and balanced. Hope someone can come up with reasonable ideas
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- DW Clan Member
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WM
1. I don't think there's a way to do this that wouldn't involve restoring ammo each time a player respawned. I also don't want to incorporate either of these weapons into DWRPG if at all possible since they were not created for it and I am not sure about the permissions to do so.
2. Couple of things here:
#1. I would personally like to see some growth to new abilities that are added and the Damage Sphere doesn't currently allow for that. What I mean by growth is that you buy 1 level and the item can boost your damage by 25%. Buy level 2 and it increases your damage by 50%. Level 3, 75%, Level 4, 100%.
#2. The Sphere is a location dependent item, and I'm not quite sure how I would want that to fit into a progression of WM abilities. On the one hand, being able to apply the bonus to many people is quite useful. On the other hand, because it is locational it is not as good as an item like Triple.
#3. If I were to add a nonlocational but self-only counterpart to the Damage Sphere (kind of how Medics get two artifacts with their artifact skill), what exactly would differentiate it from Triple Damage? 'Cause at the moment it would be exactly identical to the Triple. And I made a post not too long ago asking whether people would support giving Triple and Globe to WMs and Medics and the general consensus on this was no. I would like this to happen but I don't want to step on toes.
AMs
1. The Elemental Weapon Maker was introduced specifically to counteract the effects of adding new modifiers into the general weapon pool. Ex. In DruidsRPG200, using a MWM the chances rolling an Energy weapon were 1/21 or so. By adding new weapon modifiers into the mix, the chances of rolling an Energy weapon with a MWM now about 1/30.* However, one of the things I have been working on is a way to allow players to utilize DruidsRPG200 style functionality regardless of how many weapons arre added into the general weapon pool. This is incorporated directly into the MWM and will be available for all players. This is actually completed, and works, but there is another minor bug that is holding up things.
So at some point the Elemental maker will probably be going away and players can instead simply use the MWM with the same effect as they always used to do. Note that this doesn't mean the EWM will not show up again later, but it is not nearly "done" for the simple fact that there are many new weapon types I would like for it to create that do not exist currently. Adding even more new weapon types without also bringing in a generalized solution to the overall problem with adding new weapon types does not seem that appropriate to me.
* Note, these numbers are not actually correct since there has been some adjustment to frequency of weapons by Wraith, but I'm not going to sit down and calculate it out right now.
Medics
1. The potential to lose the enhancement is supposed to be an incentive to stay alive.
1. I don't think there's a way to do this that wouldn't involve restoring ammo each time a player respawned. I also don't want to incorporate either of these weapons into DWRPG if at all possible since they were not created for it and I am not sure about the permissions to do so.
2. Couple of things here:
#1. I would personally like to see some growth to new abilities that are added and the Damage Sphere doesn't currently allow for that. What I mean by growth is that you buy 1 level and the item can boost your damage by 25%. Buy level 2 and it increases your damage by 50%. Level 3, 75%, Level 4, 100%.
#2. The Sphere is a location dependent item, and I'm not quite sure how I would want that to fit into a progression of WM abilities. On the one hand, being able to apply the bonus to many people is quite useful. On the other hand, because it is locational it is not as good as an item like Triple.
#3. If I were to add a nonlocational but self-only counterpart to the Damage Sphere (kind of how Medics get two artifacts with their artifact skill), what exactly would differentiate it from Triple Damage? 'Cause at the moment it would be exactly identical to the Triple. And I made a post not too long ago asking whether people would support giving Triple and Globe to WMs and Medics and the general consensus on this was no. I would like this to happen but I don't want to step on toes.
AMs
1. The Elemental Weapon Maker was introduced specifically to counteract the effects of adding new modifiers into the general weapon pool. Ex. In DruidsRPG200, using a MWM the chances rolling an Energy weapon were 1/21 or so. By adding new weapon modifiers into the mix, the chances of rolling an Energy weapon with a MWM now about 1/30.* However, one of the things I have been working on is a way to allow players to utilize DruidsRPG200 style functionality regardless of how many weapons arre added into the general weapon pool. This is incorporated directly into the MWM and will be available for all players. This is actually completed, and works, but there is another minor bug that is holding up things.
So at some point the Elemental maker will probably be going away and players can instead simply use the MWM with the same effect as they always used to do. Note that this doesn't mean the EWM will not show up again later, but it is not nearly "done" for the simple fact that there are many new weapon types I would like for it to create that do not exist currently. Adding even more new weapon types without also bringing in a generalized solution to the overall problem with adding new weapon types does not seem that appropriate to me.
* Note, these numbers are not actually correct since there has been some adjustment to frequency of weapons by Wraith, but I'm not going to sit down and calculate it out right now.
Medics
1. The potential to lose the enhancement is supposed to be an incentive to stay alive.
I have an idea for medics. how about an advanced regen skill. it can either increase the normal 5 regen to say say like 10 or increase the pace in which health/shield is regenerated. it'll be like a WMs vamp or AMs globe. helps keep the medics alive during waves 13+
http://clandw.org/forums/11/2248?start=10DW_Mobius wrote:Also, the number of kills with one weapon can't be considered an exploit. There is no rule stating you have to use x amount of weapons in a game.
maybe an idea for WM's
Something like the healing blast for medics but with ammo.
I guess it should use up a little more adren and not that much ammo to prevent people having inf ammo. or a bigger cooldown then 4 seconds.
And maybe some xp per ammo regenerated or per player who received the regeneration. I think per player would be more balanced else it can be abused so people would just empty their guns.
I really like your idea corky that really would help the medics on the higher waves because right now they really have to struggle.
Something like the healing blast for medics but with ammo.
I guess it should use up a little more adren and not that much ammo to prevent people having inf ammo. or a bigger cooldown then 4 seconds.
And maybe some xp per ammo regenerated or per player who received the regeneration. I think per player would be more balanced else it can be abused so people would just empty their guns.
I really like your idea corky that really would help the medics on the higher waves because right now they really have to struggle.
Last edited by Nizelt on Tue Jun 09, 2009 12:56 pm, edited 1 time in total.
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- Killer in Training
- Posts: 38
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- Location: Buffalo, WY
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So what about this for WM then?
Adren Cost: All adren available.
Effect: A explosion around the character that does some damage and maybe nulls enemies for a second or two? Maybe some kind of petrification effect, or freezing effect. Depending on the adren used it could scale? or make it a baseline adren cost?
I dunno, just an idea. :)
Adren Cost: All adren available.
Effect: A explosion around the character that does some damage and maybe nulls enemies for a second or two? Maybe some kind of petrification effect, or freezing effect. Depending on the adren used it could scale? or make it a baseline adren cost?
I dunno, just an idea. :)
Server 1:
MMA>Kyomaa - WM (in progress)
Server 2:
MMA>Kyomaa - AM (110 -- retired for now.)
MMA>Kyoma - WM (135 and rising...)
MMA>Kyomaa - WM (in progress)
Server 2:
MMA>Kyomaa - AM (110 -- retired for now.)
MMA>Kyoma - WM (135 and rising...)
I like that aswell kyomaa. I think a baseline adren cost would be better. And a cooldown. so you cant use it too fast in a row.
To prevent you taking all the kills. I think this should cost alot of adren since it can be strong but you can also ofcouse adjust the damage.
To prevent you taking all the kills. I think this should cost alot of adren since it can be strong but you can also ofcouse adjust the damage.
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- Killer in Training
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- Joined: Sat Feb 16, 2008 12:00 am
- Location: Buffalo, WY
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It could work like that Cry of Repulsion thing. Just a radius around your character, effects all enemies, does some damage, and a petrification or freeze effect. I think that'd be way pimp. It wouldn't be too imba, and it would give us WMs a lil more something to play with.
Server 1:
MMA>Kyomaa - WM (in progress)
Server 2:
MMA>Kyomaa - AM (110 -- retired for now.)
MMA>Kyoma - WM (135 and rising...)
MMA>Kyomaa - WM (in progress)
Server 2:
MMA>Kyomaa - AM (110 -- retired for now.)
MMA>Kyoma - WM (135 and rising...)
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- 1337 Haxor
- Posts: 321
- Joined: Wed Jul 09, 2008 11:00 pm
While it would be nice for WMs to have an adren consuming skill especially if they have no artifacts, is there really a need for an ammo regeneration skill? (I'm not saying there isn't, hence why it's a question.) Medics have their infs and high levels never run out of ammo. I just started a new AM with resupply 2 and while I run out of ammo quickly, switching between several weapons and camping near a locker or ammo spawns is sufficient.
For a new WM skill, how about a poison blast which poisons monsters in a certain radius of the player? However I don't how effective the poison effect is considering how quickly monsters are killed.
Or maybe a blast of confusion which disorients the/some monsters and they temporarily ignore the blaster?
Or instead of yet another monster damaging ability, how about a vampire blast for WMs? It would work like a medic's healing blast except it grants players within the receiving radius temporary vampire capability based on the giver's vamp level. If a WM with a lower vamp level receives the blast, their vamp is temporarily increased. Other WMs with equal or higher vamp would not be affected.
There should be an XP reward perhaps based on how many players are affected and how much their vamp increases. E.g. if a vamp 10 WM blasts a medic, AM, vamp 0 WM, vamp 5 WM, and vamp 10 WM, then the blaster would get, respectively, 10 + 10 + 10 + 5 + 0 = 35 XP or some multiple of 35. The effect could last something like 5-10-15 seconds with a cool down of maybe 30 seconds before being able to use it again.
For a new WM skill, how about a poison blast which poisons monsters in a certain radius of the player? However I don't how effective the poison effect is considering how quickly monsters are killed.
Or maybe a blast of confusion which disorients the/some monsters and they temporarily ignore the blaster?
Or instead of yet another monster damaging ability, how about a vampire blast for WMs? It would work like a medic's healing blast except it grants players within the receiving radius temporary vampire capability based on the giver's vamp level. If a WM with a lower vamp level receives the blast, their vamp is temporarily increased. Other WMs with equal or higher vamp would not be affected.
There should be an XP reward perhaps based on how many players are affected and how much their vamp increases. E.g. if a vamp 10 WM blasts a medic, AM, vamp 0 WM, vamp 5 WM, and vamp 10 WM, then the blaster would get, respectively, 10 + 10 + 10 + 5 + 0 = 35 XP or some multiple of 35. The effect could last something like 5-10-15 seconds with a cool down of maybe 30 seconds before being able to use it again.
Both ideas directing at loaded weapons level 6 and vampire blast are cool, but add this into loaded weapons level 6. All weapons magic modifier at maxed. Hence, save the troubles from begging adren master. Haha.
[font=fantasy]A true weapons master.[/font]