rpg skill idea
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- DW Clan Member
- Posts: 381
- Joined: Fri Mar 24, 2006 12:00 am
Enhanced booster, anyone?
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- Posts: 6
- Joined: Wed Apr 04, 2007 11:00 pm
How bout...
"Weapon" realted artifacts should have been a wm thing.
like magic "weapon" maker.
Cause as it stands now AM = Medic and WM.
AM can make a vamp/healing gun and heal himself.
Denial 3 is like having loaded weapons, plus has advantage to making them the best types too. Not just luck of the draw.
Add triple damage and double magic modifier to the mix.
Plus its easy getting adren from most maps secret spots.
Dont have much input on medics cause i never been one.
"Weapon" realted artifacts should have been a wm thing.
like magic "weapon" maker.
Cause as it stands now AM = Medic and WM.
AM can make a vamp/healing gun and heal himself.
Denial 3 is like having loaded weapons, plus has advantage to making them the best types too. Not just luck of the draw.
Add triple damage and double magic modifier to the mix.
Plus its easy getting adren from most maps secret spots.
Dont have much input on medics cause i never been one.
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- Posts: 6
- Joined: Wed Apr 04, 2007 11:00 pm
magic weapon maker gives am too much control over weapons though.
wm should be weapon specialists.
and the advance damage bonus is nothing compared to triple damage.
its like 10% right. Should have been25% or so.
wm should be weapon specialists.
and the advance damage bonus is nothing compared to triple damage.
its like 10% right. Should have been25% or so.
The artifacts only make the AM incredibly strong if he has the adrenaline to constantly use them. That only happens if the AM is either a really high level, or if the map has lots of adrenaline. That sounds like an issue with the maps, not a problem with the class.
Advanced damage bonus should be higher though.
Advanced damage bonus should be higher though.
I've been looking at the coding for the druids rpg and I know I can make some changes to the mod. I'm not sure if it is wanted or needed, and I see some people have good ideas for what things should be at. With that in mind, I know I can easily do changes such as how much adren a healer needs to make a healing weapon which is currently at 10. Lowering the amount of the advanced damage bonus from 4% per level to 3% per level etc. Things such as this is easily doable. The single biggest concern I would have is all the screaming, yelling, and complaining that probably would happen if any changes were made. If there were some sort of "committee" to decide what and how much of a change should be done, could this possibly happen in a civil manner. Would someone care to create a committee of reasonable adults who can calmly and rationally ratify any changes wanted and some method for others to protest said changes posted and a means to overturn proposed changes for the betterment of the rpg mod?
Some things I would like to see are players who depend on other classes a bit more than they currently do. Or should they depend less on players and just have advantages depending on their style of play?
Should we be able to toss negative weapons?
Should we depend more on getting lucky enough to get the magic weapon maker by not allowing adren master to make us better weapons?
Should a magic weapon maker always be good for X amount of uses or single use only?
-what about magic weapon makers (MWM) that can possibly make a negative weapon?
What about costs for the abilities? make it higher?, lower?
What about the number of levels needed to be able to buy the second level of some of the things, such as advanced damage bonuses etc?
I'm just going to throw this out in the wind, see what happens, not expecting anything, just the thought that I know I can make changes to the mutator if we had some some civilized method of doing this. At the first sign of all hell breaking loose and or the sky is falling, then the chance for change will be lost as I won't do it.
The only reason I bring this up is cranking the monster to be ever harder is becoming fruitless, and newbies have an awful hard time now as it stands, while high level players such as RM (not meaning to pick on you personally) can be nearly invincible while being under a 300 level. While I want the players to eventually become nearly invincible, I didn't think that could happen so fast. I don't like the idea of redeemer creatures either, as its too hard on the newbies and its just unfair.
DW>Wraith
Some things I would like to see are players who depend on other classes a bit more than they currently do. Or should they depend less on players and just have advantages depending on their style of play?
Should we be able to toss negative weapons?
Should we depend more on getting lucky enough to get the magic weapon maker by not allowing adren master to make us better weapons?
Should a magic weapon maker always be good for X amount of uses or single use only?
-what about magic weapon makers (MWM) that can possibly make a negative weapon?
What about costs for the abilities? make it higher?, lower?
What about the number of levels needed to be able to buy the second level of some of the things, such as advanced damage bonuses etc?
I'm just going to throw this out in the wind, see what happens, not expecting anything, just the thought that I know I can make changes to the mutator if we had some some civilized method of doing this. At the first sign of all hell breaking loose and or the sky is falling, then the chance for change will be lost as I won't do it.
The only reason I bring this up is cranking the monster to be ever harder is becoming fruitless, and newbies have an awful hard time now as it stands, while high level players such as RM (not meaning to pick on you personally) can be nearly invincible while being under a 300 level. While I want the players to eventually become nearly invincible, I didn't think that could happen so fast. I don't like the idea of redeemer creatures either, as its too hard on the newbies and its just unfair.
DW>Wraith
It depends on how minor or major the change would be.
AMs to me atleast are overpowered and too useful. No need to modify to make stronger.
Meds have to spend way to many stat points to get the monster ability, and for the investment i'm not sure its worth it. Which is why i stated we need to overhaul the monster spawning system.
WMs are just killers, they have very little to contribute (maybe a minelayer) ideally all three classes would work together. WM can't heal, can't up weapons, can't give out ammo. They are sort of just sitting there and freeloading off the other two.
Yes karma i called you a freeloader.
AMs to me atleast are overpowered and too useful. No need to modify to make stronger.
Meds have to spend way to many stat points to get the monster ability, and for the investment i'm not sure its worth it. Which is why i stated we need to overhaul the monster spawning system.
WMs are just killers, they have very little to contribute (maybe a minelayer) ideally all three classes would work together. WM can't heal, can't up weapons, can't give out ammo. They are sort of just sitting there and freeloading off the other two.
Yes karma i called you a freeloader.