Remorse
Member
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I have thought of many ways in which to reduce lucks anoyence and still keep the game balanced. Some of these idea may be very big but take time to think about them before you flame them. Termanoligy: when the term " To (stun,crit,deflct,block) them" is used it mean to do this on an oppenent eg. 5 % increase to crit the oppenent. When the Term " To GET (stun,crit,deflct,block) ny the oppenet means your oppenet gets you eg. 5% decraese to GET Crit. Idea 1. -Reduce Minumum Means reduce the minumum chance of all luck by 1-2% eg. block rates from 5% minumum to 3-4% minumum. Idea 2- Final Blow Means the final blow on an oppenet is 1-2% less likely to be Bloked, Criticaled or Deflected Idea 3- Shield Effects For BH or TM: Mean whenver energy shield or defnce matrix is cast the chance to be crit is 1-2% less from whatever the shield is enhancing eg. A mage casts DM and is now 2-1% less likely to be crit by a phiscal attack during the shield existance For Mercs: either make it 2-1% less likely to crit when blood shield is active with a resistance attack or just 1-0.5% to not be crit by whatever Hybrid armour is enhancing. Idea 4- Shadow Arts In my opinion SA arts should be shared between luck rates meaning rather than 10% to block an oppenet 5% to block and not be blocked. So shadow arts should improve by 0.5% per level and alos do the same affect with stun. This way classes won't get blocked so much by BH and BH wont have SA nerfed for the third time. Idea 5- Stun without a turn Means stun is 5% less likely to occur if the opponent has not yet had a turn. (yes mercs that build is cheap, not op, just cheap) Support / Don't : please state whether you support or not and il try to keep a talley Suggestion: please feal free to make any suggestion to my ideas or pherhaps add your own. Thank You For reading, Remorse There is already a similar topic. Please use this Luck Discussion instead to prevent multiple similar topics. Locked! ~AVA
< Message edited by AVA -- 3/6/2011 11:26:30 >
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