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Posted: Sun Sep 23, 2007 7:28 pm
by DW_WailofSuicide
ACY wrote:Okay Medics sound like they get a big boost, but with the addition of certain mosters and a few things taken away adren masters have been toned down quit a bit. Lets just also say Weapons masters have yet to be given anything worth while to add to the mix. So what about balance issues? Maybe we need to rethink the whole balance issue! Just a thought, Wail lords being immune to vorp, Mega sliths absorb energy have made it end game for adren masters who don't play smarter. :D I'm still learning how to play smarter with the changes :colors:.
I just want to let you know that balance issues are definitely an issue I'm concerned with as well, and it's not my goal to play favorites. The trick is -- What do WMs/AMs want, what can I do, and does it step on anyone else's toes?
Adding an artifact to create a specific weapon is a reasonably simple task because it's something that already exists. Making a new magic weapon type, as long as the effect isn't too unusual also seems like it'll be pretty easy.
Things like new weapon types and new artifacts are things that, generally speaking, are going to be a benefit to WM/AMs. They don't generally affect Medics, or at least not until you're high enough level that you're throwing points into adrenaline and ammo bonus just because you can.
Posted: Sun Sep 23, 2007 7:36 pm
by Zax_Gentoo_Box
"of Luck" weapons changed to have a chance to spawn various magic artifacts
That's all I saw and that's all I need to see. DO IT!
Posted: Sun Sep 23, 2007 7:52 pm
by Steel
i think Wail has the right idea about lvls.
but Desko. think about the lower lvl medics. like the ones under 100. maybe lower the levels just a bit... and then go from there. not trying to sound negitive but the lvls u got there are pretty much for people that are DW (really good) or people that play the server almost continusly. unlike me (not trying to steal the moment) who isnt DW or cant really play all that much. im only like lvl 60 for my medic. so think of us lowers. this might give us a chance.. insted of dying like all the time..
also. points that are needed is really too high to because even the higher levels are going to have to spend rediculus points on getting those abilities. im sure lots of people would agree.. and i kno this is just a thought... so im inputing my say... lower the lvls required and lower the points needed... like 200 points to do that at lvl 100 is just a bit much.
oh yeah. and for the warding weapon, would that have an inf. too it?? every other one did. pointless sitting there and getting ammo then running out again.
Posted: Sun Sep 23, 2007 7:59 pm
by Desko
How about for Weapon Masters a skill that gives them a Artifact that can create a weapon "of Smiting" to replace Vorpal. Smiting would only be usable on Shock Rifles and Lightning Guns, (and Sniper Rifles) and would give each shot a small chance to create a Redeemer Explosion.
Posted: Sun Sep 23, 2007 8:03 pm
by Ph0b0s
Dont forget about FrankyTheFly's idea about artifact denial, although i would make a couple of tweaks to it, including a name change:
Artifact Retention
This ability allows both the medics and the weapon masters to keep artifacts that they have picked up after they die. that does not mean, however, that the artifacts are infinite, as in the case of the Magic Weapon Maker, it just means they get to keep them, just like denial.
There will only be 2 lvls to this ability, and can be purchased only after reaching lvl 70.
Lvl 1: Cost 15, allows the current artifact selected to be kept after your death, but does not keep the other artifacts collected, until the map is over.
Lvl 2: Cost 20, allows the individual to keep all artifacts collected during their lifetime, permanently or until broken, until the map is over.
This is not originally my idea, but franky's, I've only made some improvements to it. :)
Posted: Sun Sep 23, 2007 8:13 pm
by Desko
Steel wrote:i think Wail has the right idea about lvls.
but Desko. think about the lower lvl medics. like the ones under 100. maybe lower the levels just a bit... and then go from there. not trying to sound negitive but the lvls u got there are pretty much for people that are DW (really good) or people that play the server almost continusly. unlike me (not trying to steal the moment) who isnt DW or cant really play all that much. im only like lvl 60 for my medic. so think of us lowers. this might give us a chance.. insted of dying like all the time..
also. points that are needed is really too high to because even the higher levels are going to have to spend rediculus points on getting those abilities. im sure lots of people would agree.. and i kno this is just a thought... so im inputing my say... lower the lvls required and lower the points needed... like 200 points to do that at lvl 100 is just a bit much.
oh yeah. and for the warding weapon, would that have an inf. too it?? every other one did. pointless sitting there and getting ammo then running out again.
Here goes:
Observe, right off the bat I give you "Protection Weapon Maker." Level 70, only 10 levels above your level 60. When I was level 60 I was able to level up once per map, so it shouldn't be that hard to get this. You can get your protection weapons to other people, and they're happy. Five levels later you get the Protecter's Weapon of Infinity to add to your Medical Arsenal. So you see, I did give some stuff to lower levels with my ideas.
Second of all, I have put in nothing that costs 200 points at level 100. Restoration Weapon costs 10, then 15; and Warding Weapon costs 20
10+15+20=45
45≠200
Then you have twenty more levels to get 30 points, leaving you to spend 170 points in anything else you wish. Also, let me clear up the mistake I made, Warding would be Infinity, and would give a 10% damage bonus. I forgot to add that.
Also, the reason I made that Portable Shield's level requirement so high is because there aren't many 200+ medics. The Portable Shield is obviously a boon for your entire team, it would be dumb to have 10 Portable Shield's sitting around the map.
Plus, Medics run out of stuff to put points into fast. These skills with high costs give them something to want to level up for even past level 200. Also, low level Medics have enough stuff to put their points in (Damage Bonus, Damage Reduction, Ghost and so on.)
I wasn't trying to sound like a dick or anything, just thought I'd give you my reasons before I go amending my ideas. I will edit in the Infinity in the Warding Weapon paragraph. Thanks for your input.
Posted: Sun Sep 23, 2007 8:28 pm
by Desko
Ph0b0s wrote:Dont forget about FrankyTheFly's idea about artifact denial, although i would make a couple of tweaks to it, including a name change:
Artifact Retention
This ability allows both the medics and the weapon masters to keep artifacts that they have picked up after they die. that does not mean, however, that the artifacts are infinite, as in the case of the Magic Weapon Maker, it just means they get to keep them, just like denial.
There will only be 2 lvls to this ability, and can be purchased only after reaching lvl 70.
Lvl 1: Cost 15, allows the current artifact selected to be kept after your death, but does not keep the other artifacts collected, until the map is over.
Lvl 2: Cost 20, allows the individual to keep all artifacts collected during their lifetime, permanently or until broken, until the map is over.
This is not originally my idea, but franky's, I've only made some improvements to it. :)
I have a few problems with this skill.
1) If you keep your artifacts, then you don't drop them, meaning that other people couldn't pick yours up.
2) If you kept your artifacts, that would mean that you are overpowered, miniature Adrenaline masters. Which is dumb.
I just think WMs and Medics should have to fight for their artifacts, instead of spawning with them.
Posted: Sun Sep 23, 2007 9:13 pm
by Flak_Monkey
Yes i think that keeping your artifacts would not be good because then i would not get them.
Posted: Sun Sep 23, 2007 9:14 pm
by Zax_Gentoo_Box
How bout just spawning with an MWM? Please?
Re: Invasion Proposed Changes
Posted: Mon Sep 24, 2007 1:43 am
by WHIPperSNAPper
[quote="WailofSuicide"]Proposed Changes, Abilities
Proposed Changes, Weapons
"of Rage" weapons renamed to "of Immolation"
"Null Entropy" weapons renamed to "of Petrification"
"of Luck" weapons changed to have a chance to spawn various magic artifacts
"of Force" and "of Knockback" combined. Renamed to "of Wind"[quote]
Change "of Rage" to "of Whoopass". I'd rather the weapons remain "of Rage" rather than their being changed to "of Immolation".
Changing the Null Entropy name is a good idea.
I like the idea of Lucky weapons also spawning artifacts, but would that reduce the number that pop out of monsters? If so then it's probably best not to do it since it's liable to strengthen Weapons Masters (with Loaded Weapons 5).
Combining Force and Knockback isn't a bad idea.