Amulets/Rings (Full Version)

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goldslayer1 -> Amulets/Rings (11/25/2011 5:12:40)

here are some suggestions i am making for epicduel. and i would like some feedback on what u guys think about it.
what Amulet/Rings are, is its basically a small boost on things and doesn't need to be activated, but rather just be equiped.

Sleight of hand - reduce Sidearm cool down by 1 turn

Tactical Mask - poison has no effect on you

HardLine - reduce Auxiliary cool down by 1 turn

Hacker - Increase connect chance by 5% on all attacks.

Scout - Increase block chance by 5%

Hardened - 5% of damage u deal turns to HP (for all attacks, also stacks with bloodlust, super charge, surgical strike, and frenzy)

Steady Aim - increase damage of unblock-able attacks by 10% (does not include massacare, super charge, or surgical strike)

Ninja - Increase agility by 10 points

War Medic - Reduces cool down of field medic by 1 turn

Real Steel - Reduce cool down of robot by 1 turn

there are many more amulet/rings abilities that can be made aside from this list.
these amulets/rings can be put ingame thru, shops (both varium and non var depending on how important and how big the affect of the ability is) for example war medic would be varium. along with real steel, hardline, and sleight of hand. and steady aim.
some would be credit only while some varium.
another great way to implement these are thru quests. that required a certain amount of battles (say 500-1000 battles? not the challenge version but just random battles), or a certain amount of tokens.

so tell me, what do u think about this suggestion?
do u see this as something good? explain why.
what else could u suggest to add more amulet/rings abilities?




Retrosaur -> RE: Amulets/Rings (11/25/2011 5:16:29)

Nice job GS1, you ripped off everything from CoD. Please don't do this, or Activision will come around to your house with a subpoena.

Personally, Amulets and Rings are un needed. This isn't DF, where there are huge stat boosts (lulz). We don't need more varium advantage (at least I feel that way )




goldslayer1 -> RE: Amulets/Rings (11/25/2011 5:19:42)

quote:

Nice job GS1, you ripped off everything from CoD.

how did i rip off everything from COD?

these are just sample names. the names can be different if u want.
heck why dont we rename ninja into Banana.
do u like that better?

quote:

Personally, Amulets and Rings are un needed. This isn't DF, where there are huge stat boosts (lulz). We don't need more varium advantage (at least I feel that way )

if u read the whole thing, only the ones with the most crucial effects would cost varium. (such as war medic)
most of these would still be credit only and available as quest drops.




Retrosaur -> RE: Amulets/Rings (11/25/2011 5:25:36)

Mebbe.....just mebbe


quote:

Sleight of hand - reduce Sidearm cool down by 1 turn

CoD: Increases Reload Speed


quote:

Tactical Mask - poison has no effect on you

CoD: Reduces Flashbang and Stun grenade effects.

quote:

HardLine - reduce Auxiliary cool down by 1 turn

CoD: Reduces killstreak requirements by one.

quote:

Hacker - Increase connect chance by 5% on all attacks.

CoD: Gives you free wep.

quote:

Ninja - Increase agility by 10 points

CoD: Makes it faster to knife others.




goldslayer1 -> RE: Amulets/Rings (11/25/2011 5:28:16)

@hyped
i know they are. that doesn't mean that COD completely owns those names.

what name aside from ninja makes more sense to increase agility? OOOO i know agility increaser >.> (so creative *not*)

the point is the name shouldn't matter. they can be changed or made into something better.

feel free to suggest any changes to the names.

ok i see u edited ur post.
but tell me, right those names make sense for the effect they have? (im talking about mines not COD's)




Gepard Acht -> RE: Amulets/Rings (11/25/2011 5:37:33)

that should help though one of the amulet is a name of a movie lol




Remorse -> RE: Amulets/Rings (11/25/2011 5:38:35)

I agree with hyperdex lord,

No more purchasable things, this game is expensive enough as it is!


And goldslayer I Know what you are trying to do dont try to hide it, You are making a bunch of posts each trying to get luck reduced.

I would be fine with it, if you werent the biggest hypocrit ever and shut me down whenever I try all I can to get TLMs changed.

You can yell at me for being off topic if you won't because I dont care as this is meant to be In SUEGESTIONS anyway.


If something like this were ever to be Made I would hope it be More ABILATIES rather then equipable items so then at least people can gain these things without buying them rathe rleveling up say 1 abailty every 5 levels.




goldslayer1 -> RE: Amulets/Rings (11/25/2011 5:38:45)

@lyn
Real steel.
i know i named it that because its related with robots ingame.

@remorse
i guess u didn't read the whole topic either.
only like 2-3 of these would be varium. the rest are credit only and quest drops.

the chances of this being implemented without any type of profit would be like 2%
if they had an item or 2 thats good and sells for varium then people will buy it.
but theres still a large selection of items out there that are for free to plays.

how am i the biggest hypocrite ever anyways?




Gepard Acht -> RE: Amulets/Rings (11/25/2011 5:41:02)

is it just me or should bike give a slight effect, you know it cost a lot and all it can do is make you move faster....




Remorse -> RE: Amulets/Rings (11/25/2011 5:44:20)

Doesnt matter if they are varium or credit!


The point is people will abuse their power to get as much varium as they desire and gian a further unfair advanatge over non varium players or players who dont want to spend their varium in 2 seconds.

Plus extra problems on inventory etc.

My segestion would be to allow these things to be abaialties and you can have 1 abailaty every 5 levels you level up. SO you can change them as much as you wont with retrains.




goldslayer1 -> RE: Amulets/Rings (11/25/2011 5:49:45)

@remorse
ur denying a whole new feature that would be 90% free to play only because 10% is varium?
that makes no sense what so ever.
this would actually help free to plays in battles.
the quest drops could vary from turning in other ittems, to turning in tokens, or getting a large amount of battles done.
for something that helps them in battle. and varium players who want those abilities would have to do the same as these non vars.




Remorse -> RE: Amulets/Rings (11/25/2011 5:53:39)

Im denying a feature because yes only 10% may be varium,


BUT THAT 10% IS OPED!

It will be abused their is no doubt about it, take enhacments for example, HOW MANY non varium users are able to have all their wepons upgraded? and how many of them would be able to sustain a set of fresh non varium wepons ENHANCED!

Not many!

Same goes with this, VAIRUMS dont need another advanatge, either you open it up for all levels classes and people regardless if they have varium or not or you dont opein it up at all!






goldslayer1 -> RE: Amulets/Rings (11/25/2011 5:58:35)

@remorse
ok we will flip it around then.
we will make the less effective amulets/rings cost varium.
and make the so called "OPed" amulets/rings cost credit or quest drop.
how about that?




Remorse -> RE: Amulets/Rings (11/25/2011 6:05:13)

Better,
But still doesnt open it up easily to all levels.

At lower levels it can be extremely hard to gain credits etc.

I supose it could be all down to quests but then agian lower levels may not be at a full undertsanding of quests were as if a level up with a bonus abilaty at lvl5 slapped them in the face Im sure this way the feature could be enjoyed for everyone.




goldslayer1 -> RE: Amulets/Rings (11/25/2011 6:17:10)

@remorse
would u like the amulet to explain everything about the game to the low lvl? and give him 1 billion credits along with 100k varium?
that stuff that have to do on their own. and if i remember low lvls gain as much credits as high lvls do from fights.




Fay Beeee -> RE: Amulets/Rings (11/25/2011 6:18:15)

Sounds good but how about we have to earn skills? and they only last 1 fight?




goldslayer1 -> RE: Amulets/Rings (11/25/2011 6:21:59)

@fay beee
no technically its a boost. (it last forever)
think of it like equipping health boosters. except when ur in battle. its like a passive, it doesn't need to be activated.
so its constantly giving u an extra help. sorta like a mini-mini passive.

NOTE: only a certain amount can be equiped at once.
im thinking atleast 2 at a time




Fay Beeee -> RE: Amulets/Rings (11/25/2011 6:26:41)

OK
so boosters to buy like brainwash?
and lesser ones for credits?

But we should have limited slots in fight for them.




goldslayer1 -> RE: Amulets/Rings (11/25/2011 6:34:13)

@fay beee
well i explain it better.
for example sleight of hand which reduces ur gun cooldown by 1 turn can be equipped on one slot.

what happens in the fight is. when ever i use my gun, it will have a 1 turn cooldown. and not 2.
i dont need to activate this amulet/ring in order for the effect to work.
u just have it equipped and it supplies ur boost during battle.

and it doesn't just work once. it would work thru out the whole battle.




Remorse -> RE: Amulets/Rings (11/25/2011 6:43:41)

Its a good idea in theory,

But the bulk of you ideas ar far to Oped,
And could easily worsen balance.

I would much rather this feature is the effects were alot less impactin, the luck changing ones are fine, good infact.

but mesing with cool downs in not so sure of.

I have idea for one though.

- Multieffector- Has the abailty to grant its user the abialty to use either, strike, gun or aux to cast the debuffs (smoke,intim,malf).

Maybe things like this should be made rather then messing with balance sensitive cooldowns.




goldslayer1 -> RE: Amulets/Rings (11/25/2011 6:45:35)

@remorse
seeing how there is a robot that already messed with the cooldown theres nothing wrong with an amulet decreasing cooldown.
also the robot would bypass the amulet cooldown reducer.




supermasivo -> RE: Amulets/Rings (11/25/2011 6:49:18)

Seriously? i think they wont do this nevah. Those rings will do some builds too way OP. Unballance rings.




BlueKatz -> RE: Amulets/Rings (11/25/2011 6:53:13)

Some of them are... insanely OP




goldslayer1 -> RE: Amulets/Rings (11/25/2011 6:56:17)

@blue
most of them help solve balance problems we currently have.
such as over blocks. agility. cooldowns for aux for example (since everyone complains how UP support is becoming)
steady aim for example is mostly a buff at caster mages and BH unblockables. (like multishot and stun grenade)

ill explain some of these and how it would affect in the game.

sleight of hand - helps u use an unblockable attack a turn faster.
hardline (thinking of a new name atm) reduces cooldown of aux. so it technically buffs support build a little bit after the nerf of field medic and the release of yeti bot.

hacker - helps u not get randomly blocked. (specially if u have more dex than the enemy..... alot more)

scout - increase block chance by 5%. it is technically having 10 dex more than ur opponent but in block % (so it wouldn't apply to defense)

hardened - this is more a tiny mini passive. which should only give like 2 health return if u hit a 40 damage on a single turn. so it would mostly be 1-2 health return at the most from this (not counting other skills)

Steady aim - extra damage for unblockables skills such as plasma bolt, plasma rain, overload, multishot, stun grenade, EMP, artillery (which previously already had a %10 defense ignore), fireball, plasma cannon, bunker buster.

u may say this is OP but this affects TLMs the least. because most of tlm skill tree is filled with blockables aside from artillery.

ninja - increases agility by 10. so u would be able to have 109 hp while keeping 100 agility and getting the +1 des/res boost.
and if u already have 95 hp while using this then the boost becomes +2 def/res (maybe +3)

war medic - reduces cooldown of field medic. buffs tech mage and cyber hunters and help them heal loop.

real steel - reduces cooldown of robot by 1. so when u use robot once, both robot attacks go into 2 cooldown instead of 3.

notice the trend in these things?
tlms get affected the least




BlueKatz -> RE: Amulets/Rings (11/25/2011 7:43:07)

It's not a bad idea, in fact I like it. However it gonna require a lot more balance than what you just posted (of course they are just example)
The main issue with those thing that some of them are way too "specific" counter some build like:

quote:

Tactical Mask - poison has no effect on you


And of course some of them are not mathematically balanced




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