#Long list of various suggestions

1 messages · Page 1 of 1 (latest)

vale pecan
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I have quite a few ideas that I'd like to dump somewhere, so this thread is that. I'm aware many of these are likely unbalanced and won't make it into the game, I am simply suggesting what I think would make the game more fun for me, and seeing what the community says about it.

If mods would prefer a separate thread for each category of suggestions, no problem, I can delete and split this thread.

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Description Reworks: Some weapon/artifact descriptions confused me, so I had to either ask #qna what they do, or test it myself. As a native english speaker, here is how I would rephrase some of them.

  • Ballista Sword: "Artifact Mini Ballista's arrows pierce walls and home in on enemies. Upon successful Block, Mini Ballista immediately fires, not interfering with it's normal cooldown."
  • Viduka: "Artifact Electro Chakram deals 20% more direct (non-debuff) damage, and now orbits you with the same distance as your crosshair."
  • Protection of the Fuzz: "The MP cost of Block is reduced by 50%."
  • Sheet Music "The Typhoon": Current description incorrectly states that the artifact scales based on attack speed. It is actually based on extra attack speed. (I think, from testing.)
  • Cloud Seed Arrowhead: "x% chance for enhanced Storm Cloud lightning bolts. Enhanced lightning bolts deal double damage. If you have multiple of this artifact, the chance stacks additively."
  • Barrier (Grimoire): Needs to explain what Barrier (buff) does. I'm guessing it functions like the shields you get from certain other guardian items?
  • Broken Sapphire: "The next hit you take is a guaranteed evasion, x second cooldown. Evasion +x. Defense +x."
  • Shimmering Eyes: "Gain 1 stack of Mirage upon critical hits. When you are hit with max stacks (15), consume all stacks to evade the attack unconditionally, and deal Chaos damage to nearby enemies equal to x% of Evasion. "
  • Smoke Screen: "Summons a smokescreen that guarantees you evade hits while inside it. It disappears after triggering 3 evasions."
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Description Reworks (continued due to discord character limit per message)

  • Beast Marks Sword 'Hou': "The base attack speed of Special Attack: Heavy Slash is reduced by 24%, but it is changed to attack in an area around the crosshair instead of around you. Damage increases by 1% for every 2 evasion."
  • Plasma (Debuff): "Behaves like both Burn and Electrocution, and benefits from boosts to either. Deals Fire damage over time and Lightning damage when it expires. Stacking does not refresh timer. Damage amount is based on the average between Fire and Lightning damage attributes."
  • Dash Attack - Throw Cloud Bottle: "Throws 1 cloud bottle at the crosshair for every Artifact Cloud Bottle in your inventory (minimum of 1 projectile). Directly deals 40% Lightning damage, and also triggers Storm Cloud on the target for 70% of its normal damage."
  • Golden Needle of the North: Only needs the following line added: "If pointed towards a duplicate of itself, the damage amplification stacks additively"
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Mechanic - Weapon Link Artifact Drop Bonus: If your weapon directly interacts with a specific artifact, that artifact gains a flat +200% drop rate bonus. (Flat so that it can drop even if you ban it's combo, for some reason.) Does not apply if the player already has the artifact. (Wisdom 10 talent milestone)
Here are some examples, in case my explanation is ambiguous:

  • Ballista Sword increases Mini Ballista drop chance
  • Viduka increases Electro Chakram drop chance
  • Ilonica's Spirit Staff increases Bolt Grimoire drop chance, but less than the other examples
  • Nephorhax increases Cloud Bottle drop chance, even if you already have one
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Combo - Vitality: Currently, healing items belong to seemingly random combos. Blood Stone Ring is a healing item in the miscellaneous combo (Mystic). Vital Touch is a healing item in the weapon attack / physical damage combo (Sturdy). Bloodstone Earrings is a healing item that has no combo. So i am suggesting a combo specifically for items like these, and Keel Fragment (please buff that one i hate it)

Combo effects:
(2) +10% healing from all sources, +5 max health
(4) +15% healing from all sources, +10 max health
(6) +1 lifesteal

Artifact concepts:

  • Gain health regen, but only during boss battles
  • Regenerate 1 hp/s when below a certain threshold. If combined with the Endure 10 talent, the thresholds stack, but the health regen doesn't. (actually this sounds too strong, but i'll leave it in case someone likes it)
  • Heal a flat amount of health when you drink any potion (halved effect for sample potions)
  • When below 30% health, gain lifesteal
  • (Multiplayer exclusive) Reduce health lost from reviving teammates. Increase health given to revived teammates. Reduce revive time.
  • Heal a large percentage of max health when moving between places
  • Heal a small percentage of max health every time combat ends
  • If the post boss battle healer overheals you, you gain up to 15 max health based on what percentage of the healing was not used
  • Gain a large amount of lifesteal, but also negative health regen during battle that scales based on your remaining health
  • When any source of healing (besides lifesteal) overheals you, gain a shield based on x% of the overheal amount for 15 seconds
  • (Multiplayer exclusive) Spell: Transfer 15 health to the player nearest to your crosshair. Can store multiple charges, like bolt magic. Cannot be used if below 40 health (endure talent regen cheese)
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Max Health Boost Rework: Currently, +15 max health places are one of my lowest priorities. I find healing, defense and artifacts much more important than max health. When using the Skeleton or Scholar Lizard skin, max health boosts do literally nothing.

So here's my proposal: instead of always giving +15 max health, you instead are presented with 3 randomly picked stats, and get to choose which one gets boosted. Imagine the Obelisk, but you choose what it gives you, similar to an anvil. These may be rerolled with dice.

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Potion Concepts: These should probably not benefit from White Cape

  • Gain +100 defense for 20 seconds
  • Temporarily gain a small amount of all of these: health regen, MP regen, defense, and universal damage boost
  • Temporarily reduce defense and evasion, but increase universal damage boost. Can be stacked. Weakened upside if combined with other potion effects.
  • Temporarily gain +15 Lifesteal, but -50 defense. Gets weaker over time, fully decaying over 10 seconds
  • Guarantee you evade the next 2 hits you take. Effect expires after 30 seconds
  • Temporarily reduce evasion, but increase dash recovery rate
  • The next artifact/tablet you obtain has dramatically increased luck. Slightly reduced effect on boss drops (i've been told they already have increased luck)
  • Immediately take 25 damage upon drinking (ignores defense/evasion), then regenerate 100 health over 20 seconds. Cannot be used if it would be fatal.
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Smaller suggestions

  • Make combos in the training grounds inventory collapsible (clicking on a button next to the combo name hides all of the arts in that combo)
  • Option to choose your ping color in multiplayer (cannot choose colors being used by other players)
  • Allow Bond artifacts to be equipped in the wishing fountain, but their capacity cost is 1 higher than other artifacts of the same rarity
  • Glowing Hourglass: Maybe buff so that putting multiple in a line makes their effects stack onto one grimoire, like Golden Needle. Be warned i haven't used grims much yet, let alone this, so this might be unnecessary
  • Viduka should probably be buffed. I tried one run with it, it was usable but unimpressive. Several ideas I have: raise chakram damage boost to +50%, increase chakram count by 1, dash attack is changed to function like the 4th attack in normal attack combo
  • In multiplayer, when a player disconnects, automatically drop their items on the ground so remaining players may use them (ive seen this being done manually)