Cookie Mom -> Suggestions from Cookie Mom (6/8/2020 6:30:36)
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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~
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