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Re: New classes skills ideas
Posted: Wed Jun 10, 2009 10:46 am
by Kyomaa
Poison is near worthless imo, and I don't think WMs need anymore vamp tbh. I hardly see the higher levels ones die. My reasoning for another ability to deal damage, is that a lower level (100 and under) are very very hard to level. That's my reasoning behind dealing more dmg as a WM.
Re: New classes skills ideas
Posted: Wed Jun 10, 2009 1:48 pm
by DW_WailofSuicide
I would like to completely redo the poison effect for poison weapons. The way it works currently means it's only worthwhile on a low damage, fast-firing weapon like the Minigun, and even that won't actually get you any kills because poison damage is based on the monster's current health (so the more damage they take, the less damage poison does).
Re: New classes skills ideas
Posted: Wed Jun 10, 2009 1:54 pm
by Kyomaa
Well if poison were actually useful. I'd say a poison blast would be cool.
Re: New classes skills ideas
Posted: Wed Jun 10, 2009 3:10 pm
by Seven_of_69
Kyomaa wrote:... I don't think WMs need anymore vamp tbh. I hardly see the higher levels ones die....
The idea of the WM's vampire blast is to give
other players like medics, AMs, and
lower level WM's
temporary vamp ability equal to the WM
giving the blast.
High level WMs die all the time. Maybe not so much on lower waves but titan rocks and raptors are often instantly lethal. And last night I was out on waves 4 and 7 when there were no low levels around.
From my perspective, vampire blast gives WMs a unique skill to benefit teammates just like medics provide healing blasts and spheres. I disagree that WMs need skills to do more damage. IMO we already do enough. Is it tough for lowbies to level? Maybe so but put in the time like all the other high levels did to get where they are.
Sorry tasty, I don't think we need to spawn with always maxed weapons. :p For me part of the challenge is getting a vorpal shock +6 and making it +10 with +1 enhancements instead of begging for an AM. :faroah:
Re: New classes skills ideas
Posted: Wed Jun 10, 2009 5:32 pm
by Watty
Seven_of_69 wrote:Kyomaa wrote:... I don't think WMs need anymore vamp tbh. I hardly see the higher levels ones die....
The idea of the WM's vampire blast is to give
other players like medics, AMs, and
lower level WM's
temporary vamp ability equal to the WM
giving the blast.
High level WMs die all the time. Maybe not so much on lower waves but titan rocks and raptors are often instantly lethal. And last night I was out on waves 4 and 7 when there were no low levels around.
From my perspective, vampire blast gives WMs a unique skill to benefit teammates just like medics provide healing blasts and spheres. I disagree that WMs need skills to do more damage. IMO we already do enough. Is it tough for lowbies to level? Maybe so but put in the time like all the other high levels did to get where they are.
Sorry tasty, I don't think we need to spawn with always maxed weapons. :p For me part of the challenge is getting a vorpal shock +6 and making it +10 with +1 enhancements instead of begging for an AM. :faroah:
Frankly, I see no incentive for a WM to use something like this. What will they get out of it?
Re: New classes skills ideas
Posted: Wed Jun 10, 2009 5:50 pm
by DW_WailofSuicide
Watty wrote:Seven_of_69 wrote:Kyomaa wrote:... I don't think WMs need anymore vamp tbh. I hardly see the higher levels ones die....
The idea of the WM's vampire blast is to give
other players like medics, AMs, and
lower level WM's
temporary vamp ability equal to the WM
giving the blast.
High level WMs die all the time. Maybe not so much on lower waves but titan rocks and raptors are often instantly lethal. And last night I was out on waves 4 and 7 when there were no low levels around.
From my perspective, vampire blast gives WMs a unique skill to benefit teammates just like medics provide healing blasts and spheres. I disagree that WMs need skills to do more damage. IMO we already do enough. Is it tough for lowbies to level? Maybe so but put in the time like all the other high levels did to get where they are.
Sorry tasty, I don't think we need to spawn with always maxed weapons. :p For me part of the challenge is getting a vorpal shock +6 and making it +10 with +1 enhancements instead of begging for an AM. :faroah:
Frankly, I see no incentive for a WM to use something like this. What will they get out of it?
I do like this idea Seven but I would probably want to implement it using a mechanic similar to how I want Ammo Invocation to work. Which is to say, you look at an ally, use the skill and the effect applies to the ally as long as you continue to use it. The problem with a blast would be that you'd have to set the duration based on some initial factor that wouldn't give you control over how long it would last. Unfortunately I have not had all that much time to look at making that mechanic work.
Although, on the other hand, I have concerns over anything that is duration based since this server runs so many maps with so much adren on them. Having a bunch of people sitting back in a safe room sitting on a pill and running boosts on Franky is not exactly the scenario I would prefer to see.
Watty your point is also valid. Most everything team-based ought to give some benefit to the owner, even if it's subtle.
Re: New classes skills ideas
Posted: Wed Jun 10, 2009 6:59 pm
by Seven_of_69
Reward? Who said anything about a reward? Oh wait. :p
Seven_of_69 wrote: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....
I do like this idea Seven but I would probably want to implement it using a mechanic similar to how I want Ammo Invocation to work. Which is to say, you look at an ally, use the skill and the effect applies to the ally as long as you continue to use it. The problem with a blast would be that you'd have to set the duration based on some initial factor that wouldn't give you control over how long it would last. Unfortunately I have not had all that much time to look at making that mechanic work.
My idea of a blast would be more like the medic blast i.e. it instantly applies to players within a certain radius. The timer(s) could be attached to the player(s) who received the blast just like there is a player based timer for the double damage pickups. That would be the basis for giving you control over the timer and its duration. I'm just trying to think of options without knowing the inner workings. :-D
Finally as for skill levels, there could be 3 or 4 such that Vamp Boost 1 gives receiving players 25% of the host WM's vamp ability for 5 seconds, level 2 gives 50% for 10 seconds, etc. The XP gained for using the blast could be multiplied by the level so that Vamp Boost 4 gives 4x XP as level 1. These numbers are for illustration only but I hope it demonstrates my idea.
Re: New classes skills ideas
Posted: Wed Jun 10, 2009 7:00 pm
by DW_FrankyTheFly
I realy like the idea of a vampire blast, but what could be realy usefull is that the blast should drain the hp from the nerby monsters and give the hp to the players inside the blast, that way the monsters while "lose some hp" and it while help the team at the same time.
I'm also thinking about a damage blast insteed of a damage sphere that could be as powerfull as Ultima (or less).
The weapon mastery skill seem pretty interresting btw. I can't wait to use it :)
Re: New classes skills ideas
Posted: Thu Jun 11, 2009 2:16 pm
by Kyomaa
I agree, I want to see Weapon Mastery too!! By the description, it sounds very very cool. :) Now that you've explained more in depth, the Vampire Blast does seem cool. I guess I didn't understand how you meant it to be used. I like the idea franky had too. Here's another one, how about instead of a triple damage, you could have an increased firing rate activation? Like double speed or something. You could move and shoot faster, or just shoot faster. That'd be pretty cool too imo.
Re: New classes skills ideas
Posted: Thu Jun 11, 2009 5:36 pm
by Seven_of_69
I hadn't thought of Vampire Blast working that way Franky but I like the idea. My idea was that players would still have to shoot monsters (like with the vamp skill or using a vamp weapon) to get the benefit of the vampire blast but having the blast simply drain the health from nearby monsters to heal players sounds cool too.
Another idea for healing would be to have a personal medkit skill. It would use some adren so the player could heal themselves. It would probably be for AMs only since medics and WMs have self healing skills. Or maybe medkits could be a new monster drop artifact for a single use or 33% chance to break.