Demonspawn's Suggestions - Including an alternate deathknight (Full Version)

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demonspawn -> Demonspawn's Suggestions - Including an alternate deathknight (2/28/2022 2:13:07)

While the official stance is you cannot combine to top tier classes - like paladin and necromancer - instead how about a compromise ?

Instead of making the death knight a separate class, make it an alternate version of the necromancer class.

The obvious changes would be where intelligence is the main stat strength becomes the main stat but still requires charisma as a secondary attribute but only for the death knight variant.

Change the defense focus from magic > ranged > melee to melee > ranged > magic.

Reduce the MP costs of skills but increase and/or add a SP cost to make up the difference to make it somewhat usable by beat warrior builds but a beast mage is naturally going to have an
easier time training it.

Could ave alternate artwork for the death knight version of the class armor - add some plate armor that looks like bones to fit the theme.

To keep the three variants a little bit distinct the spellslinger variant could have the highest damage but worst defense, the death knight variant has the highest defense but worst damage and the commander
could be the middle ground between offense and defense - not full offensive / Neutral / full defense leaning but along those lines.

Some of the suggestion are based on a best guess on my part about the armor stats - yet to find an up to date forum post on the armor, only a screen shot somewhere showing a 'spellslinger'
version which I'm guessing is focused on spell casting and a 'commander' version which I'm guessing is focused on pets.




demonspawn -> RE: Alternate deathknight suggestion (3/1/2022 5:33:53)

A couple of additional suggestions:

Increased temporary potion cap.

Each character has a maximum number of potions they can carry and that amount is saved when a battle is one.

If the characters potions are below a given number when logging in the potions are increased to the minimum level.

The suggestion here is being able to carry an additional 5 of each type of potion above the cap but any potions above the cap are lost when logging out or logging in -
the extra potions are temporary so use them or loose them.

Elemental atunement for adventurer characters as a value added feature for guardian accounts.

Requirements: Must have a guardian character.

How: Via the account management system.

Price: 10% higher then the guardian tower service.

Effect: Adventure equipment remains functionally the same quality but weapon element changes (does not gain extra bonus to hit or damage unlike guardians) and armor and shield take on resists along the lines of the elemental plate armors in
yulgars shop but scaled down appropriately for adventurer no drop equipment.

Allows an adventure character to have equipment of all elements in active inventory but costs more to change element, Only available to accounts with a guardian character and the equipment remains adventurer no drop quality.




demonspawn -> RE: Alternate deathknight suggestion (3/3/2022 23:29:12)

Another suggestion:

Berserker Orb

"This orb appears to contain a fraction of Eselgee's berserker fury."

Misc item that can be purchased after completing the berserker class special mission.

Increases all damage by 25% - both outgoing and incoming.

Level 75.

SP cost: [Standard SP cost]

Price: 25% higher then expected gold cost.

No other effects - no increases resistance, no increased melee/range/magic, no increased accuracy, no increased stats, etc.

Intended as a powerful but completely optional item that works best at maximum level after getting all the supporting equipment but is available earlier.




demonspawn -> RE: Alternate deathknight suggestion (3/4/2022 21:09:13)

Another suggestion, this time for spellcasters:

Uber Charge Crystal

"Amplify spell cost and power dramatically but needs to recharge afterwards"

Misc item that can be purchased after completing the wizard class special mission

Causes the first spell cast after equipping to deal 4x damage and cost minimum 4x Mana cost however
it only works once per battle and automatically unequips itself after use (like how the sword
master emblem acts when equipping a non sword weapon) and becomes unavailable to
equip (like how pests become unavailable from being washed away for by one of the Celtic
set bosses) until the start of the next battle.

While the effect requires a minimum mp cost of 4x it uses 100% of the casters available MP - all or nothing.

Only affects spells - not any other form of magic attacks, including but limited to, weapons and skills.

No other bonuses - no int boost, no mp recharge, no resistances, no defenses, no extra bonus to hit, etc.

Only works on attack spells and spells that use MP exclusively.

Level 75.

Price: 50% higher then expected gold cost.

Powerful and works something like the kindred sets 'prepare a powerful attack but you can still miss' - great if you want to try
and spell nuke from round one but it only boosts the damage of the spell not the accuracy of the spell and uses up 100% of the
characters MP to attempt it (as mentioned previously it requires a minimum of 4x the MP cost to use - compresses 4 casts into
one with the trade off of less overall bonus to hit and additional MP cost).




demonspawn -> RE: Alternate deathknight suggestion (3/8/2022 18:19:11)

Armor tokens suggestion:

As an additional bonus for armor tokens (example the paw print tokens from neko armor) give an additional bonus for every 10 saved related to the intended use of the armor.

In the case of the neko armor, specifically the sol variant (the one focused on improving pets and guests) for every 10 tokens the armor could buff pet and guest damage and accuracy by 1%.

Pretty sure the armors have a token cap of around 130 so maximum bonus in that case would be +13% damage and +13% accuracy - a nice little bonus but the tokens could be put to use with skills for a greater effect so a have to pick betwenn using skills or a decent passive bonus.

EDIT: seeing as the example armor provided does not appear to have a token cap have the bonus effect cap at character level divided by 10 so at level 150 the bonus is 15% and requires 150 tokens saved for maximum bonus.




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