Class Suggestions

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Class Suggestions

Postby Ezekiel » Tue Nov 15, 2005 8:30 pm

Hey, Ezekiel here. I know it’s time consuming coming up with ideas and such on top of what you imms already do and it has been repeated that player input and suggestions are welcome. Here are some ideas that I had for each classo. While some may be moot or unusable or even rehashed, others may be useful either in the construct of a different implement or the exact implement itself. If everyone just took a little time to post some of their own, the imms could draw the best from all of them and come up with some kick ass stuff. Give your criticisms or input if you like, these are simply ideas people. Thanks for your time, and I least I tried, even if none of this ever gets implemented.

Thief-
Skill: Rope
Effects: A skill to snare four logged opponents. Two legged opponents can be effected by snare just at a lesser rate or possibly escape quicker from it. This skill could be much like the trip effect but maybe have a slightly higher chance of staying snared than staying down from trip. A char could have to have some type of rope/twine in inventory for this to work.

Warrior-
Skill: Lunge
Effects: Skill in which the user lunges at target with a nonstab weapon. Possibly, there would be no cost to movement but a failed attack can either have no effect or leave the warrior stunned for one round. Higher hitroll rather than damage would increase efficiency. Possibly good for low lev warriors who don’t have many mv and would like to start trying out some skills in rounds.

Bard-
Song: Song of the Sea
Effects: This song might be low cost mana wise and it would cut a lot of mv it takes to move in water while also boosting mv regen while submerged. Song of the Ocean could be an enhanced avatar version which could either improve the initial spell or make it group. May not have to even be a song, possibly a spell.

Monk-
Skill: Weightshift
Effects: Not as useful as counterattack but possibly a pre-emptive skill in which you size up the weight and agility of the mob by entering the command, and, if within range, when bashed tripped, kicked, or other fighting type proc, there could be a chance to shift weight automatically and instead send some of that damage back at the mob. i.e. on mob kicks, chance to grab his ankle and sprain by twisting, snap one of his shoulders on a missed bash, etc. (could hinder the mob’s ability to execute in later rounds). Can vary depending on what lev the skill would be or what lev the user is.

Druid-
Spell: Mask of the Nymph
Effects: Seeing as how druids have an extreme connection to nature, in forestry and woodlands, druids could falsely take the appearance of a wood nymph and blend into their surroundings. I’d imagine this to have a higher mana cost, being a mix of urban stealth and perception for a small period of time, being unnoticeable to even aggros. Maybe with this spell up, druids would be able to see inventory also, saving them from switching to ferret in their most comfortable environments.

Mage-
Skill: Perception
Effects: This is already a spell but I believe that with perception up, a character should have a much lower percent chance of having something stolen from them no matter how hidden the pthief. All senses are heightened, so why wouldn’t it make sense? Also, seeing perception’s mana cost, I believe it should be more like 4 ticks (or lower the mana just a bit) but that’s just my opinion though I have spoken to many who have agreed.

Skill: Blaze (prime possibly)
Effects: Due to a mage’s strong connection with fire, blaze (maybe roughly costing half the mana of magic rope) sets a small subtle fire as a light for the character to change equipment in even the darkest of rooms without his light being held. Beware, if wandering mobs that cannot see invis, and the mage is relying on that for protection, if the mob spots the flame, it’s perception of the room may become much keener.

Cleric-
Spell: Midnight Mace (avatar prime)
Effect: Avatar prime cleric upgrade of dark mace having a better proc rate or better overall dam. Possibly an implement to add to it would be that not only would it be a sanc buster but have a high chance to automatically bust a mob’s self-casted spell shields in rounds.

Necromancer-
Spell: Deathwalk
Effects: A necromancer can smell the inkling of death in the air only in the last two or three ticks before those lying dead actually corpse (before that the dead are still to fresh). Must be same area as the dead though to detect the scent.

Spell: Death pact
Effects: Just a suggestion about this existing spell. Possibly, due to it draining much of your remaining mana and hp, on a successful pact, have the mob wipe the Necromancer from its hate list. I know there is a slight delay after the pact. It’s just a suggestion.


Thanks again mud,
Ezekiel
Note: whoever added that clan talk channel feature a while back…rock on. It really is a good one in many instances.
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Postby Weasel » Tue Nov 15, 2005 10:04 pm

Good on ya Eze for having a go at suggesting some ideas. I can't comment on the newer classo's since I don't play them much (if at all) ..in fact I don't even play much anymore at all after the bollocking I got the last few times I tried to make any constructive suggestions, so best of luck with your efforts. Perhaps suggestions ARE welcome from some, but certainly not from everyone.
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Postby Krok » Wed Nov 16, 2005 12:20 am

I like the idea about the dark mace really, because now I think it's useless to use our prime ability - hidden mace of underworld rocks much more.
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Postby Vixn » Wed Nov 16, 2005 4:14 am

As it seems to me I like song of the sea/ocean idea though last time i've tried to sing being underwater I start to drown. Weightshift is good idea too. Why shouldn't it be initial ability? And I like midnight mace idea very much. There should be some features to improve clerics' solo runs.

Perception costs a lot but it's ok. And you can reequip yourself in dark room, you just need to chage light source first. You can do it in even in darkness if you know keyword for you light source and container.

Imho reflection have to be changed. Hermetic resonance seems much better and it isn't prime spell. And resonance with spell shield do much more protection from spells. So I don't see any advantages of using reflection. I'd prefer to have spectral shield as prime mage spell cause as it seems to me mages are more qualified in draining mana from different spells instead of necroses.
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Postby Blackguard » Wed Nov 16, 2005 7:39 am

[quote:2d0uikbw]a character should have a much lower percent chance of having something stolen from them no matter how hidden the pthief.[/quote:2d0uikbw]

haha comedy gold
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Postby Falsra » Wed Nov 16, 2005 10:12 am

LET MAGES STAB WITH MIRRORS! :twisted:
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Postby Ezekiel » Wed Nov 16, 2005 10:22 am

heh...i like how blackguard picks and chooses the parts of the sentences he like to follow up on...yes...discredit the reason behind the claim that perception heightens overall awareness...then again...i wouldn't expect a pthief who does nothing but sit at the inn all day to know anything about real aspects of the game.

Cheers,
Ezekiel
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Postby brand » Wed Nov 16, 2005 2:23 pm

not a bad little wish list there E. imho adding new prime only skills is not only a waste of time for immortals but for players as well, spending time to put in something that is limited to a very few characters is nice, but not as cool as a new skill available to multiple classes (warcry and crip strike for example). that said putting (prime only) after a skill does give you power to let the mind roam. why clerics say dark mace not so good it just got a really nice upgrade some time ago and procs a ton(DARKMACE RULES THE MIDNIGHT AIR). although i dream about the possible thor hammer upgrade that allows a thrown weapon to return to wielders hand next round. it would be great if blaze could ignite webs, then we could finally have those great moments i remember when a mage casts fire in hallway containing his webbed party. don't you do that. I"LL JUST HIT THE MOB. don't you do that. IT WILL WORK. don't do it. WHO MADE YOU LEADER. don't do it... then the party dies. anyhow lunch time.

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Postby blackmore » Wed Nov 16, 2005 2:34 pm

[quote="Vixn":31aifaif]Imho reflection have to be changed. Hermetic resonance seems much better and it isn't prime spell. And resonance with spell shield do much more protection from spells. So I don't see any advantages of using reflection. [/quote:31aifaif]

There are basically 2 advantages to reflection. The main one is that to have up hermetic resonance, you have to specify the spell that it reflects, whereas reflection will basically reflect anything specifically targeted at the caster that spellshield blocks, including procs - so from that perspective, reflection is much more versatile. Also, against a good number of blasting mobs, they won't even try to blast if you have reflection up, making it a pretty cheap defense to prevent being blasted.

The advantage to hermetic resonance is it almost never fails, making it much more powerful if you are using it against a one mob or a series of mobs that all have 1 predictable blast spell.

I do agree that with changes over the years, reflection has become much less useful, but it does still have advantages.
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Postby Alberich » Wed Nov 16, 2005 2:48 pm

I've gotta agree with blackmore... reflection might leave a bit to be desired, but I still use it far more often than say spellshield (or I use them together). Haven't gotten motivated enough to go pop that hermetic resonance book yet though, so cannot really make an intelligent comparison there, but from what I've seen/heard, it won't be replacing reflection for any of my runs.

that said...

i second falsra, let us stab with our mirrors up!
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Postby kjartan » Wed Nov 16, 2005 3:42 pm

Theoretically most caster mobs (the ones that are supposed to be smart, but not necessarily other proc mobs that also blast) will realize you have hermetic resonance up and switch to another blast spell after getting one reflected back at them. (Actually, sometimes it might make sense for it to bounce a few spells to try to bring down the resonance, but they aren't that smart right now).

Because sloth has been around so long, we have accumulated half a dozen different procs that can be used for casters. I may have missed one (or more) when I set this logic up, or screwed up the implementation in some of them.

I had really figured hermetic resonance would mostly be useful for things like blocking webs or other stuff that isn't affected by spell shield or reflection. The intent is that you're better off using spell shield / reflection for general blast stoppage.
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Postby Weasel » Wed Nov 16, 2005 4:52 pm

[quote="brand":1g251c8n]..although i dream about the possible thor hammer upgrade that allows a thrown weapon to return to wielders hand next round.. [/quote:1g251c8n]
Nods, I put that suggestion forward a while ago (with more details about loss conc equivalencies etc), except called it a boomerang. Of course the suggestion never went anywhere. Maybe you'll have more luck with it than I did.
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Postby Blackguard » Thu Nov 17, 2005 7:50 am

[quote="Ezekiel":3n3zmdjq]heh...i like how blackguard picks and chooses the parts of the sentences he like to follow up on...yes...discredit the reason behind the claim that perception heightens overall awareness...then again...i wouldn't expect a pthief who does nothing but sit at the inn all day to know anything about real aspects of the game.

Cheers,
Ezekiel[/quote:3n3zmdjq]

ahh, the good ole "realism" argument.
alrighty,
why is stab damage not multiplied 2x,3x,4x when you have mirrors up?
why can you not stab wounded mobs? if anything, you would be LESS aware of whats going on if someone just stabbed you in the back
how come theres only 2 slots for fingers? last i checked i had 10

i didnt mean to discredit the reason behind the claim btw, i just dislike the idea.
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Postby Vixn » Thu Nov 17, 2005 9:23 am

[quote="Blackguard":2acdr3sd] how come theres only 2 slots for fingers? last i checked i had 10.[/quote:2acdr3sd]

could you wear rings on your toes??
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Stance System

Postby jezer » Thu Nov 17, 2005 10:17 pm

Hmm, On other muds I have played they have had a stance system which essentially effects how much damage you infflict vs how much you take (proportionally).

A tiger or dragon stance typically allows you to do more damage, but when you get hit, you get hit harder.

A bull stance typically allows you to get hit less but inflicts less damage.

It basically allows you to set your hit/dam balance bias. This system could be applied to all classes.

Hence - say a thief wearing lots of dam eq can't splork a big mob, may be able to just make it if switches to an aggressive stance... but to bad if his stab misses... R.I.P vicious massacre bleh!

Can use your imagination... all its doing is instead of having dam at 50% and hit at 50% effectively allowing you to have a choice and set it at 60%/40% or even 70%/30%!

Hmm, confused? :shock:

Its an idea... I know these things take time to implement etc... just chucking it out there :D
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