#Unpopular Blessings Revamp

9 messages · Page 1 of 1 (latest)

neon pelican
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The blessing system in this game is amazing: unique mechanic, huge for the game’s replay value, lets people play the game in their own way(arguably the most important trait for a good MMO). Everything positive about the system gets amplified when the blessings are all equally good, and conversely, gets diminished when there are blessings that are better than others. We are seeing this now with Dragon or Yak being objectively better than elephant or toad. The cost of the bad blessings’ respective gems plummets, builds become static. Bad blessings are bad for the game, and here are my suggestions on how to fix them:

Elephant 🐘: The food system is linear: apples<berries<bananas<mangoes. The blessing should work with this hierarchy, by providing more bonuses for higher tiered foods. For example, apples could give just increased healing, berries could do that plus give a speed buff, bananas could do both of those as well as a strength buff, and mangoes could do all of the above but for a longer duration. To solve the problem of food being scarce, the elephant blessing could spawn a banana into an empty food slot(NOT inventory or ground) for the player every(40-20) seconds.

Panda 🐼 - Let’s kill two birds with one stone here. Many people(myself included) are having issues with the game crashing. The blessing should retain its current function, but also provide a one-time save when fully maxed with gems, teleporting you to nexus when your character reaches 15%hp, but resetting back to base in the process(0/20 def gems). This would allow players suffering from disconnects to have a safety net. Players could still die with it on, for example by taking a hit for 20% damage while sitting at 16%.

Toad 🐸- “On-enemy-kill” should not be the proc condition for this blessing, instead, it should proc when the player receives damage. Instead of healing for a flat amount, the blessing should provide a healing-over-time buff that simply resets duration on getting hit again.

digital swift
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First of all, I completely agree with your points. To be honest dragon and yak just have too powerful of an effect. Fully blocking an attack is just too much. Damage reduction on the other hand is reasonable. Critical chance is usually beneficial for every class. More damage on a critical hit is more class dependent. Blessings should have a focus on the classes themselves and their future builds in mind and not just straight up apply buffs. We need archetypes to emerge, not classes with more damage, classes with healing and damage and classes with less damage. They don't have enough character at one point.

rose ginkgo
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Elephant: That is a great idea, having each food also give a specific buff. Not only it encourages the use of the blessing but also the use of different fruits rather than just stacking mangoes. As for the fruit spawning mechanic, I think it could work but only if it had a max amount of "spawned" food of 1, and for it to be random. If there is no limit you can just be a food factory and if they aren't random, you'll be stuck getting the same kind over and over again while needing a different one depending on which class you are playing and what you already have available
Edit: As a sidenote, although not currently available, the game had in its beta testing stage(and might have in the future) party potions consumables, that provide those buffs you are familiar with, potions of defense(that apply armored) , potions of speed(that apply speedy) etc.

Panda: A blessing rework shouldn't be a fix for a connection issue and end up being a requirement for those that disconnect, but the idea of it having a further safety net is not bad. However, the safety net should have a long cooldown rather than having the blessing reset to 0. People with an abundant amount of crystals could just keep recharging it while those that struggled to get it to full would just have all their progress reset.

Toad: Toad blessing works as a method to maintain someone healthy while fighting big mob groups that keep increasing as they get slain, it is not at the best spot atm but its not as useless as it may seen, especially when encounters get buffed. The healing over time when hit idea is not bad, but it should also be on a cooldown rather than resetting when hit again, classes with high defense can get hit by something small like once in a flurry of projectiles (like many encounters have, or by a straggler mob around a boss) for uptime and be topped up constantly without any help in that case.

neon pelican
neon pelican
kind sky
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Love the Elephant idea, my main gripe with Elephant is that it sounds super inconvenient to have to grab food off the ground constantly just to upkeep buffs. Having food spawn in your inventory would help. However I think it should give different buffs so that it can be used alongside snake and fox to full effect.

Not a fan of the Panda idea, you shouldnt balance the game around something like disconnects. Also having autonexus on a blessing sounds lame, I'd rather see it give consistent tank stats more along the lines of Yak to help fulfill the tank archetype..

I agree the on kill should be removed for Toad but I prefer a flat heal over HP regen that doesnt stack. Flat heal on taking damage would be good for both tanks and squishies.

dull wadi
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the toad change is very unnecesary. Personally I already use it and I find it very useful, and giving a heal effect every time you take damage would be ridiculously strong

neon pelican