forum is kind of dead
Posts made by Mius
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RE: Mana overflow
@spoletta said in Mana overflow:
Then add to both INT and CHA, 3 mana regen per second out of combat.
Why not adding flat 50 mana/sec when out of combat. (not depending on attributes)
Another suggestion would be to move the mana-reg (and a minor part of the mana-capacity) into an new attribute.
Many ppl might hit me now, but I think 30 attribute-points flat to distribute when creating a char is a bit too much at the moment... it allows too many mixed/hybrid builds that can do too many things good at the same time.. -
RE: Ability Variation and Restriction
@spoletta said in Ability Variation and Restriction:
Elemental staffs gave 20% increased damage with that element
I wouldn't buff the dmg again after this round of rebalancing.. I'd rather decrease the overall dmg/utility when using the wrong staff or make the elemental-staffs required for these elemental-magic-schools.. Also we would then need primitive version of the elementa-staffs but that shouldn't be that hard to implement.
The dev's could actually use the effects that already are used for the mobs..
Fire-Staff: Ice/Energy/Poison/Acid Damage Increase -20% -
RE: Building Jail 3th stage finished (floor) - cart inside is now forever embedded in the floor
Minor inconvenience.. please put it at the end of the TODO list.
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RE: Ability Variation and Restriction
I agree to MidniteArrow.. for me it doesn't make much sense to deactivate mace-abilities for sword users while mages with fire-staffs can cast ice-magic.. I'd give other (incompatible) schools a dmg/utility debuff when wearing the wrong staff or deactivate some school-abilities completely for them.. E.g. mages with fire-staffs would only do 75% of the dmg/effect-time when casting ice-abilities.
We need more fairness between melee-builds and mage-builds.
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RE: Let's talk Armor Sets
I'd like to see more flexibility.. maybe add an extra enchanting-slot to the T2 clothes and only specific effects can be used there. E.g. this would allow to craft light/medium T2 sets with the slayer set bonus. Given that this is supposed to be a sandbox-game and we have no fixed classes.. consequently we should also be allowed to craft T2 armor sets in a more flexible way.
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RE: Land / Plot Upkeep
@spoletta 10x recurring costs would be bit hard.. twice for second house, and 4x for third house would be ok imho..
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RE: Land / Plot Upkeep
I think in ether case i would store all the items the player had within his chests. Houses can be rebuilt but the stuff one owned is more difficult.. I like @Nordwulf 's idea to make this then accessible somewhere else.. maybe as chest's within the starter-town which are reserved for such use and only present the stuff the player actually had.. similar to the current bank.
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RE: Mana for physical toggle skills?
@greyfang you can enchant mana-on-hit onto your weapon, lol
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RE: Deactivate enchanting effects of the off-hand
As long as there are only 'small' tweaks and balancing-changes there is still room for new problems in the future once enchantings get re-balanced for whatever reason or (maybe not planned atm but still possible) off-hand weapons appear and then 2x weapon-enchantings might again be an issue...
I think we should focus on simple solutions that directly fix the basal problem and don't create new downstream problems.. 2 enchantable items (x+shield) are more than 1 item
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Deactivate enchanting effects of the off-hand
Archers/Single-Weapon/Mages/2H-Weapon players can't wear shields and therefore have fewer enchanting slots.
The shield(or any other off-hand item) should not add any enchantings.
This would probably solve the problem, that weapon+shield-players have more enchanting slots than all other builds.Hopefully easy enough to implement to solve the problem in no time.
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RE: Move unclaimed plot graphics into separate map mode
Agree. I'd hide the visuals of the plot-borders and the markings on the maps per default and only show them when activating a house-mode or such thing.
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RE: Mandrake Elixir suggestion
I agree with everything that has been said.