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6/8/2020 6:30:36   
Cookie Mom
Member

Note that I have no idea if these ideas were already suggested. If they were, I'd be happy to edit this — not only to make you happy, but to also add new suggestions in its place!

1) Having an option to reallocate your stats ONLY when fighting against the Combat Practice Trainer.
Being able to see the effectiveness of different stat combinations would be a great thing in this game, but having to spend all the gold, time, and effort to do so wouldn't make it a worthy venture. However, if you could do so when facing the Combat Practice Trainer (and only during fights with him, obviously), you could see whether certain builds are worth building for your character.
Now, I know this is obvious, but when I say "reallocate" I don't mean permanent reallocation. I mean temporary, and only when fighting against the CPT. After the fight, your stats would be reset back to what they were before you changed them. You'd still need to fight the Stat Trainers/Untrainer to permanently alter your stats.
I also feel this could go unsaid, but the stat "reallocation" should also be limited to your own level (even if, and especially if, you haven't spent the gold to increase your stat(s) yet). Training like you're Level 150 should only be for those that are already Level 150. Training like you're Level 70 when you're Level 70, though, make things easier to understand than if you trained a Level 70 like they were 150.

2) Having a Godmother for each of the 8 elements.
I realized this was a pretty dumb idea, as they're mainly focused on healing HP or MP; making variations of them for their offense doesn't really matter in the long run.

3) Introduce a Status Effect that slowly steals a small amount of SP from the monster, rather than damaging its HP.
A Status Effect that could steal your opponent's SP would help certain builds thrive. And the SP siphoning wouldn't have to be much; perhaps enough to allow you to equip a low-cost Misc while you have an SP-reliant Guest with you, without having a net loss of SP (or at least having a smaller loss). Against the opponent, it could potentially be enough for certain monsters to have to spend 1 extra turn gathering SP for their special attack.
Such a Status Effect would work well with both defensive and offensive builds. For defensive, gathering a little more SP over time would help them with their goals (activating certain spells, being able to go on the offensive more often, being able to activate certain "skill spells" more often). For offensive, they would be able to more reliably use SP-reliant tools (Pets/Guests, miscs, spells, etc) while keeping up their damage output.
And monsters could be thought up with this Status Effect in mind. Clones of existing monsters, as well as completely original concepts, would stem from their new ability to siphon the player's SP. And these certain monsters would have their own niche: being effective threats to Beastmasters and other SP-reliant builds/classes. These monsters would teach players how to better use their SP when in a tough spot where they can't use much of it. Nekos would be a bit less affected due to Feline Fine, but other classes would feel it more.

4) There should be an easy place to find out what exactly Momentum does for you in wars, both in-game and in the forums.
I managed to find the Momentum bar after it was pointed out to me. I still think there should be a notification that tells you where the Momentum bar is, but it's not totally a big deal.

5) Create a Mastercraft set with an MC effect that that has a chance of granting your Pet and/or Guest "Celerity" while the monster has a non-damaging Status Effect (like Paralysis, Disease, etc.).
Such a set would open the door for more offensive Beastmaster builds, allowing for the player's pets to have a more dominant offensive role while the player (and/or pet or guest) goes about inflicting said Status Effects. Said set could also allow for a player with an offensive build to have an even stronger front, giving their Status-inflicting pets more chances to inflict/worsen them on the monster.

NEW - 6) Create a mounted armor that can effectively use 100-proc weapons (bows, wands, etc.)
I happen to particularly enjoy AQ's mounted classes a lot. But my inner Fire Emblem enthusiast finds the thought of using a bow or tome on a horse awfully appealing. And while I know I can technically equip my character with such a weapon while using an existing mounted armor, it's pretty lackluster in practice right now because 100-proc weapons work in a way that goes against how mounted classes typically function. A mounted armor (preferably a horse or similar, but a mounted flying armor would do just as well too) that functions in a friendly manner with 100-proc weapons would be plain awesome.

NEW - 7) Make an Ally Assist of Twilly where he heals you and slightly boosts the power of your Pets and/or Guests for the rest of the battle, with diminishing returns the higher your Level is and the Pet and/or Guest boost only happening once per instance of battle.
Making an Ally Assist tailored specifically to casual Adventurers who're just trying to gain a few levels, or for more hard-core adventurers who're having trouble with a particular boss monster, would be pretty nice. The pet boost would help Beastmasters out the most, but everyone can benefit.

NEW - 8) There should be a Misc with an effect that refunds double its SP cost if your turn was skipped by a Status Effect like Paralysis or Afraid).
Idk, just thought the idea would be cool. Maybe make the overall Misc item work best with a FD playstyle. I bet the Nekos would get a kick out of being able to take advantage of Afraid and the like.

I hope my suggestions are to your liking! I'd love your feedback and criticisms on each of my ideas up there. Thanks for reading~

< Message edited by Cookie Mom -- 12/2/2020 3:08:29 >
AQ  Post #: 1
6/8/2020 6:45:05   
joac1144
Member

quote:

2) Having a Godmother for each of the 8 elements.

The Frosty Godmother was introduced on Mother's Day last year (I think), while the Umbral Godmother came on Mother's Day this year. We are pretty sure that we are going to see a Godmother for each element, but only 1 new each year.

quote:

4) There should be an easy place to find out what exactly Momentum does for you in wars, both in-game and in the forums.

Try clicking on the "Momentum: xxx" text in the lower right-hand corner.
AQ  Post #: 2
6/8/2020 8:43:45   
Primate Murder
Member

quote:

1) Having an option to reallocate your stats ONLY when fighting against the Combat Practice Trainer.

A very worthwhile idea that allows the players to experience and try out different builds before dedicating themselves to lengthy and expensive training/retraining process. I wholeheartedly appove.

quote:

2) Having a Godmother for each of the 8 elements.

Hmm, why? You can use the Godmother's (any godmother's) mp and hp heal against monsters of any element. The only thing that changes between Umbral/Frosty/etc is the regular pet attack - and you can attack with pretty much any other pet.

quote:

3) Introduce a Status Effect that slowly steals a small amount of SP from the monster, rather than damaging its HP.


Interesting but very situational. If you want to damage monster sp, we already have Underwyrmling pet, Burning Question spell and even the Chrono Dagger calendar weapons (though options for other elements would certainly not be remiss). If you want to regain sp, we have several armors, weapons and shields with that effect. Combining the two could be interesting for role-playing, but given that you'd have to sacrifice damage (or pay an mp/hp cost) for the effect, I don't see it being very popular.

quote:

4) There should be an easy place to find out what exactly Momentum does for you in wars, both in-game and in the forums.


As pointed out by joac, it's already implemented.

quote:

5) Create a Mastercraft set with an MC effect that that has a chance of granting your Pet and/or Guest "Celerity" while the monster has a non-damaging Status Effect (like Paralysis, Disease, etc.).


Don't know about making an entire set, but I fully support gaining more beastmaster options. A trigger-based beast celerity certainly seems like an interesting and unique idea, and I'd love to see something with that effect.
AQ DF  Post #: 3
6/8/2020 15:09:41   
Cookie Mom
Member

quote:

The Frosty Godmother was introduced on Mother's Day last year (I think), while the Umbral Godmother came on Mother's Day this year. We are pretty sure that we are going to see a Godmother for each element, but only 1 new each year.

I thought it might've been something like that, but I wasn't sure. I remember having the original Fairy Godmother as a Pet in a previous account a long time ago, but I thought it was weird that there weren't more copies of it. And only seeing a couple clones out since then left me unsatisfied with the lack of varied copies. But if it's just a yearly thing, then I understand why copies of it are so slow to release.

quote:

Try clicking on the "Momentum: xxx" text in the lower right-hand corner.

See, I never would have known that without having seen this or doing so on accident. Having "Momentum: (number)" in the bottom left corner doesn't really lead me to assume the text is able to be interacted with. Perhaps having a notice or something when you enter the war that tells you to click on "Momentum" to see what it offers you would be nice, I guess.
I suppose the fault is also mine, I've never been great with assuming things.

quote:

Hmm, why? You can use the Godmother's (any godmother's) mp and hp heal against monsters of any element. The only thing that changes between Umbral/Frosty/etc is the regular pet attack - and you can attack with pretty much any other pet.

That's the thing. While there's no real difference between their respective HP-healing and MP-healing forms, their respective attacking forms have their difference in the form of a separate element. Due to this, they have separate degrees of competition with other Pets of the same element as each form, and because of this they have varying likelihoods of being picked over other Pets. It just feels like the lack of varied choices between their different elements makes choosing the Godmothers (or at least one of them) less of an option and more of a compromise.

quote:

Interesting but very situational. If you want to damage monster sp, we already have Underwyrmling pet, Burning Question spell and even the Chrono Dagger calendar weapons (though options for other elements would certainly not be remiss). If you want to regain sp, we have several armors, weapons and shields with that effect. Combining the two could be interesting for role-playing, but given that you'd have to sacrifice damage (or pay an mp/hp cost) for the effect, I don't see it being very popular.

The reason I wanted for the SP-stealing (soulstealing/skillstealing/etc?) to be smaller was because of these items. If the amount siphoned was too large, it could be abused with certain strategies.
The purpose of such a Status Effect would be less about immediate gain or immediate disruption, but rather a balanced combination of the two that works in tandem with SP-reliant strategies (a bit more for defensive builds, I suppose). And the nature of it being an inflicted Status Effect frees up your following turns to do other things, such as use powerful attacks/spells or even use one of the SP-destroying/-restoring attacks.

quote:

Don't know about making an entire set, but I fully support gaining more beastmaster options. A trigger-based beast celerity certainly seems like an interesting and unique idea, and I'd love to see something with that effect.

True, on further thought I think making it a MC effect would be a bit much. I came up with something of an idea to make it work...I think? I'd like input on it lol
Instead of it being MC, it would be devoted to two classes. These classes would be representative of a Shaman and Healer/Cleric respectively, depending on the player's choice. Both classes would have their own skill that grants their Pet/Guest "Celerity", but in their own fashion.
The Shaman-like class would be more reliant on SP, and would work together with their monsters to inflict as much combined disruption and damage as possible to achieve victory. It would have a skill that inflicts the user with a minor penalty (increased damage to the player, SP usage for the skill, or maybe even an HP cost?), but in return makes their attacks with certain weapons have a likelihood of inflicting a non-damaging Status Effect (either random or specific, depending on what AE wants). This would make them somewhat similar to the Neko class, but instead of inflicting bleeds/burns they'd instead inflict...well, non-damaging SEs, like Paralysis or Disease. Perhaps the class could also have an SP-reliant skill that makes the player's attacks do more damage when the monster has a non-damaging SE on them, giving the class an offensive structure under its conditions.
The Cleric-like class would be more reliant on MP, and would be more defensive than the Shaman. They would have a skill that allows them to convert damaging SEs on the monster into non-damaging ones. These non-damaging SEs could be "Offbalance" and the like; it would make the Cleric less focused on direct battle disruption, and more focused on stat debuffing to allow the Cleric to better sustain themselves as much as possible while supporting their allies in drawn-out battles. In that case, the Cleric would be more capable of waging battles of attrition on their enemies than the Shaman. Unlike the Shaman who would more likely use powerful Pets/Guests to inflict a lot of damage in combination with disruption, the Cleric would be better off using less-powerful allies that can reliably inflict damaging SEs on the opponent to convert into non-damaging ones (or use both in combination for an even more effective attrition-based playstyle).
Like said in the first part of this quote, both classes would have their own skill that grants their allies "Celerity". In combination with this, the Shaman could have a passive skill that makes their SEs harder to save against, while the Cleric's passive skill would extend the duration of their own.
I'd like to mention that my class suggestions aren't based on any classes that are in other AQ games (I know there's a Shaman class in AQW). So...how does it look?

< Message edited by Cookie Mom -- 6/8/2020 16:19:08 >
AQ  Post #: 4
12/2/2020 3:09:54   
Cookie Mom
Member

EDIT: 2 and 4 have been crossed out, and 6 through 8 have been added :)
AQ  Post #: 5
12/2/2020 10:23:06   
battlesiege15
Member

quote:

NEW - 6) Create a mounted armor that can effectively use 100-proc weapons (bows, wands, etc.)
This would be neat. We do already have a few monsters that are "riders" that use spell damage for damage. I think it could work thematically in 2 ways:

1) Have a flying rider armor (Cyclone Wyvern like) that gives a defensive boost when using a 100-proc weapon (you can battle from further if using boys hence the mount can dodge whenever it wants, etc)

2) Have a mystical rider beast (unicorns, etc) that give a boost to spells/SPells like maybe with a toggle. Better yet, bring back the spellcaster leans and give it to one of these beasts.

quote:

NEW - 7) Make an Ally Assist of Twilly where he heals you and slightly boosts the power of your Pets and/or Guests for the rest of the battle, with diminishing returns the higher your Level is and the Pet and/or Guest boost only happening once per instance of battle.
I'm not sure about the increased power of Pets/Guests but I whole heartedly agree about the Twilly assist. There are so many times in battle I wish I had an ally Twilly to give me a heal. Maybe it could have a passive healing for X turns after it's cast? (Twilly's potent healing magic leaves a residual healing aura around you).

Well, I could see a boost working too, similar to maybe a morale booster. (Twilly cheers you on and wishes you best of luck for your battle!)
AQ AQW  Post #: 6
5/20/2021 21:54:43   
Mr. Roguish
Banned


1. Totally agree for the same reasons everyone else has expressed.

3. Currently exists with the Famine Rapier. Unfortunately, that's one one weapon with 1 element and its only accessible during harvest fest or if you have the holiday painting.
Post #: 7
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