#Semi Rambling List of Suggestions

12 messages · Page 1 of 1 (latest)

spring solstice
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Just a list of ideas that I think would make the game better after putting in some time and grinding it out for a bit. Hopefully some of them are good.

  • Shadow Curse applied from enemy attacks degrade over time, shadow curse resistance increases the rate that they drop off

  • Mana cost reduction also applies to trinkets that have a mana activation cost

  • Passives that deal damage or have cooldowns should have the Spell tag to have Spell Cooldown and show how they scale

  • Trinkets scale with spell power and spell damage

  • Equipment slots for a main and offhand swap

  • Tower shield and buckler variants

  • Two handed sword ‘strength weapons’, and spear and polearm ‘dexterity weapons’ added in at some point.

  • Blocked damage scales with item level

  • One additional skill orb through the magic shop for starting a run at level 4

  • Experience gained in a run and at exp cap can award a skill orb and health/mana/potion refill, ng+ dependent on the rate

  • Thorns scales with item level

  • Epic equipment, these have one more prefix and suffix slots to roll enchantments and have a generated name

  • Tailor or Illusionist NPC that can change the look and color of equipment (maybe even rename)

  • AoE Increase and Duration increase added into enchantment and trinket pools

  • A town portal that opens after every boss kill to end a run early without the revival penalty

  • Every new quest should have a town we can build up at the quest entrance. Portals connect all the quest towns.

Smuggler and starting the run with trinkets
A Smuggler NPC that unlocks a Vault building

In a run you can get the smuggler NPC that will let you give up a trinket to unlock it to use when starting a new run. Player stash moves into the vault once it’s built so it’s not outside.
A huge investment of iron bars and a lot of stone to upgrade.

Vault Level 1: store common trinkets, take 1 uncommon trinket at the start
Vault Level 2: store uncommon trinkets, take 1 uncommon trinket at the start
Vault Level 3: store rare trinkets, take 1 rare trinket at the start

These trinkets aren't collected as materials at the end of a run

dusty bay
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smuggler is cool, but it basically becomes "start with either markham's wand, markham's mace, or crowning achievement" depending on choice. pretty much every other trinket is inferior.

spring solstice
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I can definitely see that for Crowning Achievement. I think I'd go more for the Mana Crystallizer or Sacred Cross. I was also thinking along the lines of 1 common, 1 uncommon, and 1 rare so 3 total for starting.

dusty bay
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when you get high enough level (and level sorc enough) your mana regen should be pretty fine, and there are usually enough mana pickups around that mana isnt really an issue. sacred cross, while cool, really doesnt do much, ESPECIALLY compared to the massive amount of stats that other things can give you.

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and if we can take 1 each, then im probably taking 3 markham's every time for that sweet set bonus. although i might be convinced to go for crowning achievement and something else like crit chance items if somebody presented compelling math for value.

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also crowning achievement is 40 in both weapon and spell power at level 20 (matching codex of power) and it only increases in power/value with every level. AND it can be attuned.

shell blade
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Good idea

I also like the idea of getting skills orbs for XP on a run of at max level. Having XP be pointless and encourage speed run through levels after max lvl is unfortunate. Also adding material / equipment drops from elites would be nice, even if it's a rare chance

lavish galleon
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"A town portal that opens after every boss kill to end a run early without revival penalty."

This feature would have made HoH1 Mercenary much more enjoyable, and I think it would really work for this game, too. You only get to send back half your gold and mats with the bird otherwise. I'd rather have the ability to stop early or lose everything I didn't send back if I die.

spring solstice
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Edit: Adding some more rambley points to the list but the massage was too long

-Strength stat also increases Weapon Power

-A change to Armor to make it a general damage reduction that stacks multiplicatively with resistances and isn't affected by shadow curse or NG+, with Physical Resistance being introduced (Upgraded with the Athlete and included in All Resistance) that is affected by shadow curse and ng+. (A buff to survivability for tanky classes and armor equipment without the potential of eating two negative damage multipliers)

Character Traits
Up to two optional character modifying traits to change a character up, some can change the character model scale and hitbox. This is set at character creation but can be changed at the Apothecary with a new potion seller NPC

Some Trait Examples

Giant: Double weapon reach and AoE, but a giant sized hitbox and Evasion is set to 0
Imp: An imp sized hitbox and imps give an additional reward and appear more often, but 1/2 the weapon reach and AoE
Rotund: Can eat two additional foods at the start of a run and food has +50% more effect, but Dash distance is halved and movement speed bonuses are halved
Lanky: +25% evasion, but melee and projectile hits have a knockback effect on the player
Light Footed: Gives 50% trap resistance and reduced enemy aggro range, but reduces the player’s friction to the ground
Brawny: Two handed weapons (minus bows and dual daggers) can be used with an offhand (disables secondary attack using offhands offhands) and 25% reduced disarm duration, but halves Intelligence and %increased spell damage modifiers
Agile: +90 degree blocking and parrying angle and gain evasion equal to movement speed bonuses, but Armor and Strength are halved
Four Eyes: +25% spell damage, but taking melee damage has a chance to apply Blind to the player, visible thick rimmed glasses
Undead: No revival penalty and Shadow Curse is ignored, but potions and wells dont restore health and mana, visible black smokey eyes
Vampyr: Leach health at 2% Weapon Damage, but food and mana pickups cannot be consumed, visible red dripping eyes

Giant and Imp traits are incompatible with each other:

Some Potion Examples

Potion Seller’s potions:
Elixir of Restoration: removes a trait
Elixir of Giant Size: replaces a trait with Giant
Elixir of Trickery: replaces a trait with Imp
Elixir of Dwarvenkind: replaces a trait with Rotund
Elixir of Elvenkind: replaces a trait with Lanky
Elixir of Half-footkind: replaces a trait with Light Footed
Elixir of Might: replaces a trait with Brawny
Elixir of Swiftness: replaces a trait with agile
Elixir of Arcane Power: replaces a trait with Four Eyes
Elixir of Necromancy: replaces a trait with Undead
Elixir of Bloodlust: replaces a trait with Vampyr
(could have blueprints for each)

Expanding on Tower Shields and bucklers

Tower Shields
Blocks both melee and projectiles in a 180 degree arc, movement speed penalty
Special Attack Shove: Knockback all enemies around you to your front and apply slow to them,

Bucklers
Increases parry chance by 25% and parry can apply to projectile attacks in a 180 degree arc,
Special Attack Counter: A brief iframe window that has flat % melee reflect damage and projectile reflection

timid wing
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"Passives that deal damage or have cooldowns should have the Spell tag to help them scale"
This is already in the game btw. Everything in the game that isn't a direct weapon attack scales with spell power, including summon damage as well as proc on attack, like Wind Weaver. Only exception atm is trinkets (but that's supposedly gonna change soon)

spring solstice
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Ah good to know, I still think passives could benefit from spell cooldown. Tremors dps starts varying depending on attack speed and it becomes a parity gating-ish thing where I can loose dps and it was irking me.

Do they scale with % increases to spell damage too or just the Spell Power. In my cases playing tremors vs totems and animated sword vs hydra, my spells always won out by a longshot at the endscreen breakdown.

Edit: it looks like they do scale with % increases to spell damage too, changed up that bullet point

timid wing
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I haven't tested, but I don't see why they wouldn't. Clearly the game counts them as spells if they scale with spell power