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RageSoul's Bulletin Board of Suggestions

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11/12/2021 22:52:28   

Suggestions for today:

Some extreme and not-so-extreme spells mechanical concepts. Numbers and animations are up to the team to consider.

Ultimate Defiance - Supremacy <-- Scrapped for Reconsideration

Neutral Overcharged Spell. Comes in MP/SP flavors. Pays all of its damage for guaranteed Boss Boost status removal for the rest of the battle while also applying a status effect on for the rest of the battle you called Ethereal Waning - making you take more damage, deal less player and pet, heal less HP/MP/SP. Costs a turn.

Juggernaut Imbue

Energy Spell. Comes in MP/SP flavors. Standard cost spell. Spell effect is you gain Fear and Fragile Immunity while increases your overall stats by 10% of your highest base stats for 3 turns.

Bond of Suffering

Fire Spell. Comes in MP/SP flavors. Standard cost spell. Pays a portion of damage to apply your current Burn effect (Power Level is the same) applied to you to the monster for the same current duration of said Burn effect as Fire element. Inflicts with Main Stat (Based on equipped weapon)/LUK vs. END/LUK, with -X save on the monster. Only applies "Burn" effects and not effects emulating Burns

EDIT: Minor edits

< Message edited by RageSoul -- 11/13/2021 6:13:49 >
AQW Epic  Post #: 1
11/13/2021 5:38:19   

I really like the basic idea of Juggernaut Imbue and Bond of suffering (particularly the latter, transferring statuses is a really cool concept). With that said, even with the significant downsides, removing boss boost really isn't something that the player should have access to (I would say exactly the same thing if this were soft damage cap or freedom). There are just certain inherent abilities a boss needs to have in order to be challenging. Removing one of those facets, even at a steep cost, opens the door to a trivialisation of the fight
AQ  Post #: 2
11/13/2021 6:13:03   

Thank you for the feedback! I concur on what you said regarding Boss difficulty via Boss Boost should be intact as I realized earlier it's extremely difficult on quantify/balance a permanent mechanic removal in battle- I would be more mindful of it next time.
AQW Epic  Post #: 3
11/18/2021 2:39:16   

More Suggestions!

Phantasmic Khopesh

Energy Sword. Can switch on Melee/Magic form. Accurate lean. If a monster has Chi Shield, Mana Shield or Barrier deal increased damage while healing a portion of the damage shield's remaining value. Click to spend MP in Magic Mode to apply Corruption (Underwyrmling's SP Attack status effect) or spend SP in Melee Mode to apply Mana Burn (Burn effect targeting the monster's MP bar)

Guardian Tower Runic Door

Neutral Shield. Grants no reduction on % Elemental Modifier but has % Omni-Elemental Shield instead [Value scales with STR] . Upon taking direct instance of damage on one of the standard 8 elements you gain the - % Elemental Modifier of your average shield based on the element that hit you (works similarly to Cyclops' Eye) while removing the %Elemental Shield. This effect lasts for the rest of the battle.If hit by Harm/Void elements the % Elemental Shield's effectiveness is reduce to half. Has lower MRM to compensate for the effects. Magic> Melee=Ranged for its Defense Values

< Message edited by RageSoul -- 11/18/2021 2:43:15 >
AQW Epic  Post #: 4
12/11/2021 8:27:27   

The Void Boss Concept:

Name: Unbounded One
Appearance: A photorealistic drawing figure doll with a cryptic symbol resembling an eye on its head , levitating off the ground with multicolor swirling smoke surrounding it
Element: Fire/Water/Earth/Ice/Darkness/Light/Wind/Energy/Void (Dynamic change - indicates the element it uses for its attacks) ; At Void , deals 60% Damage and set at Harm
Elemental Modifiers: <-- Specific Elemental Modifier is set at 150% based on the opposite element the Unbounded One is at (Ice at 150% if Element is Fire). Void sets all modifiers excluding Harm an void at 80%
Fire : 0%
Water: 0%
Wind: 0%
Ice: 0%
Earth: 0%
Energy: 0%
Light: 0%
Darkness: 0%

Attack Style: Weakness seeking

Harm: -200
Void: -200


Special Mechanics:
* Initiative Bonus +1000
* Boss Boost +35
* Freedom
* Soft Damage Cap
* Form Shift Immunity
* Interdimensional Hold - At the start of the battle, the Concept restricts the amount of time you can swap your equipment to 4 times per turn for the entire fight. Costs a turn to use for the creature.
* Unstable Shift - Changes elements per turn ; has a visual indicator of the next element the Unbounded One is going to swap next - by showing the element in-game symbol
* SP Attack Rotation : The first and every odd numbers of usage of this attack grants the Unbounded One an EleShield of 0.5x for 2 turns - does no damage. Every even numbers of usage deals increased damage based on the number of item swaps used after the player's turn (Max Boost is 25% where each usage on the counter is +5%)

EDIT: Name change and mechanical addition

< Message edited by RageSoul -- 12/11/2021 8:32:05 >
AQW Epic  Post #: 5
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