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RE: =AQ= Suggestions Thread 1

 
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11/26/2023 6:38:40   
AlexanderBC
Member
 

Issue / Problem: On new items the flavour text does too little to describe what the items actually do and as such you can't actually know if the item is good for your build, for your loadout, you can test it but even then, you get subjective and RNG-driven information, many of us that play and are actively interested in the game are very min-maxed oriented and I personally would want a little more information about new items yet to get a forum entry.

Suggestion to fix/improve it: Just for new items: in the flavour box, written in plain english, a more detailed explanation of the spell, e.g. for the new "4-metre harvest skeleton attack spell", instead of it's vague flavour have something like this "Standard spell, -20% damage, consumes 1 turn of poison to deal 10% more damage per total turn of poison". (i have no idea of the actual numbers lol) Gives a clearer idea of what it does with or without activating it's trigger (consuming poison) and what type of efficiency the spell has.

In the case above, if the spells actually does -20% damage or more without eating poison i do not want it on my main character's bar instead of a normal standard spell, but if it doesn't have a damage penalty i want it. Until a forum entry is written i do not have an answer for this question.
Post #: 26
12/2/2023 8:18:27   
Zeldax
Member
 

quote:

I think it would be helpful if the information on items in the inventory was more complete. I like the added tabs in shops with additional information on the items to buy, but then when you go to inventory a lot of that information is missing, including item description and type/damage info. The missing information makes it hard to make coherent decisions about what to keep/sell/vault unless you have an extremely good memory.

Would like to support this suggestion from over a year ago. Inventory UI update was good but somehow being able to view owned-item descriptions outside of combat and the vault was left out. Would be nice to know a little of what items in my inventory do without having to search online (which sometimes isn't even available).
Post #: 27
12/13/2023 9:56:23   
  Rorshach

The Question
(AdventureQuest)


http://forums2.battleon.com/f/fb.asp?m=22402766

This makes sense. I can relate to the UX of this being rather confusing too.
AQ DF MQ  Post #: 28
1/24/2024 2:39:46   
AlexanderBC
Member
 

Issue / Problem: In the spirit of the stat rebalance and to keep class identities to themselves, spellslots seem an issue to me, as more guests and utility SP buff 'spells' are released that everyone can use except for mages that would like to spellcast with their spellslots.

Suggestion to fix/improve it: Cut 5 spellslots from the base character, tie them with 50 int each.
Post #: 29
1/26/2024 21:37:56   
  Rorshach

The Question
(AdventureQuest)


I would suggest posting suggestions about the stat rebalance in the thread created specifically for it to be seen by the team looking into it.

Cheers.
AQ DF MQ  Post #: 30
2/2/2024 18:58:09   
Grace Xisthrith
Member
 

Mermazon Champion:

This armor is (allegedly) getting reworked in the near future. The other items might be as well, but I think it's mostly the armor (no source for that). With that being said, I think the pet is good for what it does, the weapons are good for what they do, and the shield is great for what it does, the misc is great for boosting its healing (should heal res affect siphon poisons? Perhaps that could be added, and then the misc would work even better with the set. I'm concerned about adding poison damage to a misc, since we already have it on armors it could stack like nuts. It's also our only Heal Res misc with END at the moment, which makes it the "best").

The set has themes of healing, through poison and regen, and defensive play, through status cleanses, defboost and eleshield (just on the pet), and water freeze (just on the armor). I would love for this FD armor to be competitive with Bard and Neko, so I hope to propose a niche for it that bard and neko don't fill. My goal is to have it play into extreme defensive play (FD lean on top of eleshield from pet on top of new effects), siphon poison, and resource efficiency.
For some base information about the armor, it has 1.56x elecomp, and weapon based skills in it would cost 111 SP.


Skill 1: The Stun: Water locked weapon based skill. Follows weapon type. Pays ~45% damage to inflict 1 Turn of Drowning (Water Freeze), Mainstat/LUK vs END/LUK.
Rationale: This serves as a resource efficient way to stun your foe. Players will not be using this as a damage ability in most situations, but it serves as a cheap stun for stun phase bosses (also the only non seasonal build universal 100% stun option), and can setup other armors. Neko and Bard of War have no generic way to stun foes, and most pet and guest stuns (except Mogdin my beloved and co) are unreliable.

Skill 2: The Cleanse: Spend your player turn to cleanse a negative status and apply a 3 turn ~12% (50/1.4/3) eleshield. If you have no negative status, instead apply a 4 turn power .1065 (50/100/4*.85) regen. This skill has a 3 turn cooldown. (If staff are interested in giving cooldowns valuation, I recommend 5% melee a turn, so boost the power of the eleshield to 65% melee).
Rationale: Cleansing is a powerful mechanic, and the current iteration of the cleanse locks you to the armor anyways, so why not make it super cheap, and not quickcast? This would have some benefits and some detriments compared to the current form of the skill, and I think that's fine. It also applies an eleshield to the player, which is not generally synergetic with FD, because FD already takes low damage, but would cement this armor as the supreme water defensive armor. The reason this skill has a cooldown is firstly, I think cleanses are really strong and need some weaknesses, and secondly, I want the staff to give cooldowns a valuation, since it would be a fun new tradeoff to have.

Skill 3: The Poison: Toggle to pay 25% outgoing weapon damage, 25% melee in HP, and 25% melee in SP. When you attack (also applies to spells, -12.5% damage, but you do have to attack), your pets and guests then inflict a power 3.75 (75 / .5 / 10 / 2 / 2) Siphon poison for 2 turns (worth 37.5% melee) at a 50% save, CHA/LUK vs END/LUK. This is split 60 / 40 guests and pets. Valuations might requires a / .85 for hit accuracy, so they might be just a tiny bit stronger, or they could be auto attempt (your aquatic aura spreads to your companions and washes over your foe).
Rationale: This would give FD Beastmasters an ability to inflict more siphon poison (everyone loves siphon poison ) than they could in Neko or Bard of War, since notably, Neko only does burn and bleed, and Bard of War doesn't have any built in status infliction.

Passives:
Pay 3 MRM: If your foe is poisoned, they deal 7.14% less damage.
Attacks deal 5% less damage: If you have a regen effect, the monster deals 7.14% less damage.
Rationale: This would again cement this armor as the uber defensive water FD armor.

Overall, I think this would make this FD armor suitably different from Neko and Bard of War (actually fully defensive, unique status support in stuns and poison) to see player use, and it would provide new mechanics in an accessible shop that new players can access and use easily. Another thing they could do is drop the fire resistance to 49 (it wouldn't affect elecomp), and make it a useable, but not OP compression armor (other resistances would have to go up to "pay" for it), but that's more an add on idea I had at the end.

I'd love to hear people's thoughts. Most of the math is close to right, if not totally right. Missing some / .85 s in one or two places but I can't be bothered.
AQ  Post #: 31
2/5/2024 1:53:53   
ruleandrew
Member
 

Weapon name: Squid 30

Weapon type: melee
Weapon element: water
Weapon base damage lean: 0.3
Weapon bonus to hit lean: +3

Weapon special type: melee
Weapon special element: water
Weapon special bonus to hit lean: + 3
Weapon special number of hits: 3
Weapon special rate: 30 %

Down trigger: - 5 % weapon damage
Up trigger: + 8.75 % weapon damage
Up trigger condition: character wear neutral armour lean

Squid 30 is a master craft weapon.

---
[easy up trigger condition] + [master craft bonus] + [extra master craft bonus for easy up trigger condition]
2.5 + 5 + (2.5 / 10) * 5 = 8.75
AQ  Post #: 32
3/28/2024 8:28:17   
What did you expect?
Member

Issue / Problem: Nerfbat and its elemental clones have their attacks tied to a 50/50 coinflip, making them a little inconsistent if you're only really wanting one of the attacks to happen.
Suggestion to fix/improve it: Update them to have toggles for each attack, this would make them a lot easier to work with.

This is my first forum post, apologies if I'm doing something wrong. Do tell me if I am, so it can be avoided in the future.

Dev Anim: I shall raise this, and see if there's time to make it a toggle.

< Message edited by AnimalKing -- 4/1/2024 8:15:14 >
Post #: 33
3/28/2024 17:49:00   
Dardiel
Member

I strongly support the toggle suggestion of @What did you expect, it would be great quality of life. I would also like to propose that the Defloss cap be removed or at least made separate per pet, so that one half of the pet doesn't become functionally useless part way into the battle.
Post #: 34
3/28/2024 20:04:45   
Grace Xisthrith
Member
 

I also strongly support the suggestion, it would be fantastic quality of life. I would love Dardiel's additional ideas, but also if you want to just devote the smallest amount of time possible and leave it the exact same but with a toggle I'd still be overjoyed

< Message edited by Grace Xisthrith -- 3/28/2024 20:09:50 >
AQ  Post #: 35
3/30/2024 3:34:39   
1stClassGenesis
Member

Would it be possible to have, in the Item Upgrader, the ability to swap Frostval giftbox items from 0-gold cost to Z-Token costing?

Sadly not. Gold --> Z tokens breaks stuffz. >.<

< Message edited by AnimalKing -- 4/1/2024 8:14:02 >
Post #: 36
4/11/2024 16:22:59   
Grace Xisthrith
Member
 

Suggestion for game difficulty modifier. Rationale at bottom

Lucretia sells Nasty Potion. Accessed by clicking somewhere specific, or new dialogue option. "I'm not sure why you want that potion adventurer, it's been sitting at the back of my shelf since before I got my potionmaking degree (inspired by someone giving me a bottle of carcinogens from 20 years ago one time and saying they had no idea how high the concentration was anymore since it had been 20 years... good times) so who knows what it'll do to you now..."

Nasty potion makes player take 100% increased damage, and applies -20 omni status weakness, and applies a permanent negative power regeneration that deals 50 damage a turn.

Rationale: This should (could be lol idk I don't code) be possible to do with the current code base of Lucretia because Lucretia potions currently apply resistance to a variety of statuses, regeneration, and damage reduction (shining aura). Simply reverse all of those and dial up the numbers, and we should be able to achieve a hard mode AQ.
As for why to make this, some players want extra challenge. AQ can be a little too easy on occasion, even if you make it harder for yourself by limiting your options, so having an option to double damage and or add other debuffs would be fun. Also, would work great for the battle scroll rework if it truly does have achievements planned for monster kills.

PS: Giving the player a +100% increased incoming damage modifier could have some funky interactions with additive or subtractive damage modifiers. It's not a bug it's a feature, it makes it harder to predict what will happen to you, the player.
AQ  Post #: 37
4/26/2024 3:48:00   
Ogma
Member

Goodness, I was feeling very burnout from playing the game, so I didn't bother logging in for days. Then I suddenly thought that Caecus should be coming up, as I was patiently waiting his return. I missed him by a day and now I have to months, it's really annoying to be honest. I propose to lengthen their time to 2 weeks, also have a 2nd void boss rotation.

Warring with necromancer made me realize there are lots of clicking around to use necro skill, would it be possible to have a button to repeat last action (as long as last action can be repeat, ie: not a skill on cooldown/requirements not met).
AQ  Post #: 38
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