Korriban's Suggestion Thread (Full Version)

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Korriban Gaming -> Korriban's Suggestion Thread (6/28/2022 0:34:02)

This will be a place where I curate my suggestions for the game. They will be split into different categories.

QoL

1. A centralized area in-game that allows you to search your items across all characters and Shared Vault. I cannot remember how many times I've mistakenly bought duplicates or was just blind and unable to find my items only to realize it was hidden somewhere all along.

2. Remove the ability to own duplicates of items with the same level. Since trading was never implemented, there's literally no point to this. Also, make Gold Storage Chests a stackable item.

Monsters

1. A Thanos themed monster

HP: ~10k (Titans are durable)

Resistances: 35% for everything including Void and Harm (Titans are durable)

Status Effects: Boss Boost, Immune to Stun effects

Regular attack: Punches with his fists or something. Nothing special, hits for Darkness damage. 2 hits of 200-300 damage per hit at 15% Darkness resist.
Power Stone: Auto inflicts Ele-Vuln (x1.25 for 1 turn inclusive) before doing a Energy nuke. Multi-hit that deals 1.5k-2k damage total if everything connects at 15% Energy resist.
Time Stone: Auto inflicts 1 turn Paralyze (cannot save) on player's entire side including Pets and Guests. 1 hit of 100+ Ice damage at 15% Ice resist. Grants Thanos X turns of Celerity where X equals to how many turns of Celerity player has gained since beginning of battle. Thanos uses only Time Stone on Celerity turns.
Space Stone: 1 turn inclusive +100 MRM buff to Thanos. 1 hit of 100+ Earth damage at 15% Earth resist.
Mind Stone: Auto inflicts Mindlock for 1 turn (similar to Mystic Iron Golem). 1 hit of 100+ Water damage at 15% Water resist.
Soul Stone: Auto inflicts Spiritual Seed for 1 turn. 1 hit of 100+ Light damage at 15% Light resist. Spiritual Seed deals 500+ Harm damage.
Reality Stone: If Thanos is above 20% HP, does 1 autohit of 10k Harm damage, basically a OHKO. If Thanos is below 20% HP, he heals to full.
Rest: Does nothing, no damage.

Rotation: Regular attack -> uses Power, Time, Space, Mind and Soul Stone once each in random order -> Rest -> Rest -> Repeat
After every 2 rotations, he uses Reality Stone once before repeating the rotation

2. A Youtuber/Content Creator themed monster (basically based off my character/spinning Youtube face)

HP: ~3k (sitting in front of a computer all day doesn't make you very fit lol)

Resistances: 120% for everything (sitting in front of a computer all day doesn't make you very fit lol)

Status Effects: Boss Boost, +1000 Initiative

PC Toss: Throws a computer at the enemy for 1 hit of 300-500 Earth damage at 15% Earth resist.
Research: +100 MRM buff for 3 turns inclusive, no damage
Amazing Content: Auto inflicts a 3 turn Paralyze (cannot save) on player's entire side including Pets and Guests. 1 hit of 300-500 Energy damage at 15% Energy resist.

Rotation: Research -> PC Toss -> Amazing Content -> PC Toss -> PC Toss -> PC Toss -> Repeat

Items

1. Zfinity Gauntlet: Reality

Type: Misc Item

Cost: Z Tokens

Location: Shop from beating Thanos monster as suggested above

Upkeep: 0

Effect: You can click on the gauntlet once per battle to fully heal both you and the monster's HP and MP as well as purging all status effects on you and the monster (except permanent status effects like Boss Boost and Damage Caps). Costs all your SP with a minimum of 1000 SP




Korriban Gaming -> RE: Korriban's Suggestion Thread (8/20/2022 21:29:05)

QOL

1. Allow scrolling on the statuses screen. Sometimes we just have too many statuses and some of them gets pushed to the bottom and can't be seen. DF used to have this problem too but got fixed recently, hope we can see the same in AQ

2. Music. I noticed that a music toggle got added to the game with the new engine update but it currently does nothing. It's also bugged (?) to automatically turn off the moment you turn it on. I think the addition of music in quests would really help in the storytelling aspect

3. Tags on monsters. A certain 3rd party launcher already has this. Would be great if the official launcher has it too, makes it easier to know what the monsters are tagged as




Korriban Gaming -> RE: Korriban's Suggestion Thread (9/6/2022 0:20:44)

QOL

1. Give us the option to have saved loadouts like Dragonfable. Saves a lot of clicking and prevents dummies like myself from accidentally equipping the wrong items sometimes lol





Korriban Gaming -> RE: Korriban's Suggestion Thread (9/26/2022 10:58:00)

Monster

1. Increase gold on the treasure chest mobs. They are supposed to give you a large amount of gold but as it currently stands, it's quite a pathetic amount. I think 5m for the level 150 version is a nice, balanced amount. We usually get them as rewards at the end of long quests but they don't seem very "rewarding". Even more ironic is when we can "take what we want" as reward items or are "given" them but we need to actually spend gold/tokens to buy them. It's really not a big deal practically but it doesn't make a lot of sense story-wise




Korriban Gaming -> RE: Korriban's Suggestion Thread (11/3/2022 11:11:59)

This suggestion actually came from one of my Youtube commenters that wished to remain anonymous but has given me permission to post it here on behalf of him

Preface

There are currently no benefits to not having a subrace and no-drop armors are extremely weak and almost never used apart from elemental coverage.

Suggestion
Being pure human buffs your no-drop armor. Whereas sacrificing your humanity and having a subrace gives you an extra no-drop armor with a full set of 10 skills. Sacrificing the subrace and the extra armor and skills gives you a buffed version of your no-drop armor.

Lore-wise, we could say that having a subrace corrupts the true power of the guardian armor weakening it for the power of the abilities gained from the subrace. So its not that the armor is being buffed, more so the subrace was weakening it. Which could be used as justification to explain a sudden mechanical buff to the armor. It also wouldn't make sense for a pure human to have a bunch of powers and skills. Subrace gets a bunch of powers and versatility, and pure human gets simple usefulness, just like any other build.

However, to make the no-drop worth using, it would have to be buffed to a seemingly OP extent but keep in mind that you're sacrificing an entire extra armor with its own resistances and a set of 10 skills.

Some buffs that have been thought of, working off of the armor of Awe and UltraGuardian variants (regular guardian would just be scaled down and non guardian would be unaffected because they don't have the subrace no drop):
• By sacrificing an extra armor and the fact you can never replace the no-drop with a better armor, the no-drop armor should be the best of its element when it comes to damage (without extra effects like bloodzerker or bloodmage), and defense (elemental modifier and combat defenses (55MRM)). Unaligned armors get an extra MRM buff
• Unique combat modifier of taking full defense damage and dealing neutral damage or taking neutral damage and dealing full offensive damage
• greater regen of SP and slight MP regain for ultra guardian plate and Leathers, greater MP regen and slight extra SP regen for Guardian Robes
• maybe- a toggleable STR drive for plate, DEX drive for deft, and INT drive for robes

Lastly, since I dont intend in the guardian/ultraguardian armors having skills, I think the armor should function the same way as the StarSavior armor where each defense modifier is at 55 but the each type gets a boost of MRM for their respective category:
• Plate = 61/55/55
• leathers = 55/61/55
• robes = 55/55/61
• unaligned loses out on literally 29% elemental modifier so MRM should get at least a 7-10 buff




Korriban Gaming -> RE: Korriban's Suggestion Thread (11/28/2022 23:31:09)

Spells

1. Target Lock-On!

Standard costs. Both SP and MP variants available. Spell does no damage and takes a turn. All player, guest and pet attacks/spells/specials autohit on the next turn. Guests and pets do NOT autohit the turn this spell is cast. Possible to use Celerity on next turn for 2 turns of autohit. Celerity turn on the turn this spell is cast does not grant autohit

2. Unstable Fury

Standard costs. Both SP and MP variants available. Spell does no damage and takes a turn. All player attacks/spells/specials do 8 hits on the next turn. Total damage remains the same regardless of whether it's boosted or unboosted. Does not affect pets and guests. Does not stack with Celerity




CH4OT1C! -> RE: Korriban's Suggestion Thread (11/29/2022 12:55:34)

I don't usually interject but I figured you'd want to know: Unstable Fury isn't remotely possible mechanically.




Sapphire -> RE: Korriban's Suggestion Thread (11/29/2022 23:38:33)

Sounds like a spell version (idea-wise) of the Seraphim of Ver skill. That skill's cost is up front, does no damage, and takes a turn, then auto-fires next turn. This mechanic sounds like it's already been done before.




Korriban Gaming -> RE: Korriban's Suggestion Thread (11/29/2022 23:48:11)

quote:

Sounds like a spell version (idea-wise) of the Seraphim of Ver skill. That skill's cost is up front, does no damage, and takes a turn, then auto-fires next turn. This mechanic sounds like it's already been done before.

Interesting, was not aware of that. Just saw your vid on it. The skill is locked to Light though.

quote:

I don't usually interject but I figured you'd want to know: Unstable Fury isn't remotely possible mechanically.

I don't like to limit my ideas because something seems "impossible". What was thought to be impossible years ago is now possible today, unless you have a hand in coding the game don't try to limit the imagination of staff or other players. Furthermore, it's just a suggestion that the staff can consider, doesn't mean they have to do it but I personally feel it's an interesting idea if they can find a way to code it in




Korriban Gaming -> RE: Korriban's Suggestion Thread (11/30/2022 0:37:43)

QOL

1. A new $75 z token package tier that gives 35k tokens

Package items are the Armor from the $100 packages and the choice between the weapon OR shield from the respective set




Korriban Gaming -> RE: Korriban's Suggestion Thread (1/6/2023 3:13:19)

QOL

1. Add a button to CPT that allows you to manually trigger your weapon special on the next turn

This will make it easier for content creators like myself to show off a weapon special or for other players to do item testing rather than spamming attack for hours hoping for a proc




Korriban Gaming -> RE: Korriban's Suggestion Thread (1/14/2024 11:37:06)

Overlord/Reign Set Revamp
A while back I did a video rerunning this entire MC quest again. On top of that, I've also seen a few comments asking for a revamp of this set. Here's how I would personally change it if it were to get a revamp. I want most of the effects to stay true to the original while keeping it useful for modern standards. I think the changes would shape this armor up to be a solid choice for FD warriors (something that would hopefully be viable after the stat revamp)

Weapon - 0 Proc, passive chance to inflict Burn on attack, sacrifices damage. Comes with a clickable weapon skill that uses the current special animation, inflicts Burn
Shield - Click to eat up to X power Burn to heal HP based off amount eaten, once per turn QC
Armor - Passive chance to inflict Burn on attack using MC bonus. Comes with a skill that eats Y power Burn to gain Celerity on whole side of the field, QC, no save. Comes with another skill that pays SP to inflict even more Burn on attack
Pet - Sacrifice damage to inflict Burn on attack. Also, once per battle, when you are first reduced to 0 HP, if the enemy has at least Z power Burn, consumes all Burn to revive you with HP equal to amount eaten. Yes, this may sound OP but it's really not since it's not exactly an effect you want to trigger and neither would you trigger it often with proper play to begin with
Misc (new) - Fire resist with Burn potence

FSB - Burn potence




Korriban Gaming -> RE: Korriban's Suggestion Thread (1/14/2024 11:54:31)

Twilight Set Revamp
Well I talked about the Overlord/Reign set previously, so the next logical thing would be to come up with something for the Twilight set as well. The motivations and goals are the same as those for the Overlord/Reign set. This is a bit trickier imo since Afraid and Blind don't really go hand-in-hand

Weapon - 0 proc, toggle between spending SP to inflict Afraid or Blind on attack, ideally based off damage dealt
Shield - 20 Afraid and Blind potence
Armor - Passively attempts to inflict Afraid on the foe with attacks using MC bonus. Comes with a skill that makes ALL attacks on the next turn by the foe miss, slightly higher than average SP cost, has a save
Pet - Toggle between inflicting Blind or Afraid, sacrifices damage
Misc (new) - Darkness resist, toggle between inflicting Blind or Afraid on attack

FSB - power of Blind/Afraid on attack is boosted




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