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Re: Exterme PvP: Lich King Build: Turn Dead Players into Your Army
I like the Design of this Dwarf Necromancer. 


Aszkalon
1
Re: Exterme PvP: Lich King Build: Turn Dead Players into Your Army
Arya_Yeshe wrote: »Enigmatic Sage wrote: »IIRC in the original WOTLK, the Death Knight could resurrect a player as a ghoul to help DPS for a fixed amount of time. That play had control of themselves though.
But, for what @Arya_Yeshe is discussing, you'd need a "residue" system in place where the summoner had limited amount of time to capitalise on the residues before they dissipated. Goes without saying that the residue would be visible to class only.
What if the more wraiths you control, the more mana per second it drains? This would force the caster to put his hands on every possible boost like mana potions, mana steal, mana regeneration, and anything else they can use just to keep their mana above zero. If the mana hits zero, all wraiths will vanish. I think this would be a fair system.
The caster could also have the option to release wraiths by clicking a button, each click releases one wraith and there could be a button to release all wraiths at once.
I would keep the mechanic where, if a wraith kills a player, a new wraith is summoned from the ashes. Snowballing is where the fun is.
I think this is balanced and fair. If your wraith army grows too large and beyond what you can manage, you'll lose control and the entire army will vanish. Chef's kiss!
Could definitely work, for balance purposes you'd need to know variables for:
-theoretical mana caps (buffs with and without)
-mana per second values (is it simple multiplication values or is does it increase exponentially)
-consumption rates ( IE: 2 wraiths = 2x mana per second consumption or is it 2.5x, perhaps is 3 wraiths 5 times)
-wraith entity caps
Definitely an interesting idea assuming a player can maintain upkeep through various variables
Re: Exterme PvP: Lich King Build: Turn Dead Players into Your Army
Enigmatic Sage wrote: »IIRC in the original WOTLK, the Death Knight could resurrect a player as a ghoul to help DPS for a fixed amount of time. That play had control of themselves though.
But, for what @Arya_Yeshe is discussing, you'd need a "residue" system in place where the summoner had limited amount of time to capitalise on the residues before they dissipated. Goes without saying that the residue would be visible to class only.
What if the more wraiths you control, the more mana per second it drains? This would force the caster to put his hands on every possible boost like mana potions, mana steal, mana regeneration, and anything else they can use just to keep their mana above zero. If the mana hits zero, all wraiths will vanish. I think this would be a fair system.
The caster could also have the option to release wraiths by clicking a button, each click releases one wraith and there could be a button to release all wraiths at once.
I would keep the mechanic where, if a wraith kills a player, a new wraith is summoned from the ashes. Snowballing is where the fun is.
I think this is balanced and fair. If your wraith army grows too large and beyond what you can manage, you'll lose control and the entire army will vanish. Chef's kiss!
Re: Steal Chrono Odyssey's Horses
you guys had an "interesting" time in CO too huh lol
Re: Why a balanced power scaling is so important for Ashes
This is my main concern currently.
It's not even about the level difference.
Let's say you have a fresh max level player with green gear. Player #1.
Then you have another max level player with purple gear. Player #2.
Let's assume they both have the same skill level, are playing the same class, and same build.
What is the power difference between the two? Does Player #2 oneshot Player #1? Does it take 3-4 hits?
In any case, if it takes less than 10 seconds for Player #2 to kill Player #1, there is a problem already.
The power curve itself wouldn't be such a huge issue, if Player #1 can easily get full purple in a few days - but most likely, that won't be the case. All you have here is stronger, hardcore players, who spend a lot of time playing the game, always being on top, while more casual players won't be able to catch up in any reasonable time.
Ideally, class and build choice should account for 30% of your power (certain classes will counter others, also build choice also accounts for armor type and weapon types you use, vs your opponent).
Gear should account for maybe 30% of your power at most.
The rest should be your skill as a player, knowing where and when to fight, when to use what abilities, etc.
This is a rough idea, with rough numbers, assuming we are talking about players of the same level. This means if you have better gear than your opponent, and your build, gear, and weapon choices counter your opponent, you only have around 60% more power than them. The rest is determined by your and your opponent's skill, which means even though they are at real disadvantage, they still have a chance to fight back and maybe win. You cannot have this if TTK is less than ~7-10 seconds.
It's not even about the level difference.
Let's say you have a fresh max level player with green gear. Player #1.
Then you have another max level player with purple gear. Player #2.
Let's assume they both have the same skill level, are playing the same class, and same build.
What is the power difference between the two? Does Player #2 oneshot Player #1? Does it take 3-4 hits?
In any case, if it takes less than 10 seconds for Player #2 to kill Player #1, there is a problem already.
The power curve itself wouldn't be such a huge issue, if Player #1 can easily get full purple in a few days - but most likely, that won't be the case. All you have here is stronger, hardcore players, who spend a lot of time playing the game, always being on top, while more casual players won't be able to catch up in any reasonable time.
Ideally, class and build choice should account for 30% of your power (certain classes will counter others, also build choice also accounts for armor type and weapon types you use, vs your opponent).
Gear should account for maybe 30% of your power at most.
The rest should be your skill as a player, knowing where and when to fight, when to use what abilities, etc.
This is a rough idea, with rough numbers, assuming we are talking about players of the same level. This means if you have better gear than your opponent, and your build, gear, and weapon choices counter your opponent, you only have around 60% more power than them. The rest is determined by your and your opponent's skill, which means even though they are at real disadvantage, they still have a chance to fight back and maybe win. You cannot have this if TTK is less than ~7-10 seconds.
iccer
1
Re: Extreme PvP: Death Note style
And if they're still on cooldown, it kills you instead?
Lol
Lol
Re: Extreme PvP: The Blood Eclipse: Global PvP Armageddon Event
Arya_Yeshe wrote: »Once a month, a mysterious red eclipse blankets the skies of Verra, the divine order collapses and the lawless areas get expanded claiming lands in all directions.

And Guts only like : " STEV~EEEEENNNNN !!!!! " (lol)

Arya_Yeshe wrote: »Everyone in those zones is automatically flagged for PvP, even if the lawlessness expands into safe zones like cities and taverns, guards gone, flee or die, quests suspended, everybody is out there for murder!
* Ding Dooonnng *
Huh ?
Who are "these" People ?

Arya_Yeshe wrote: »Massive Soul-Stacking Effects:
- each collected soul +5% damage dealt -2% heal received
- reach 50 kills, you become a "Blood Herald" with world announcements, visual effects, and bumps your damage to 400% (equivalent of taking the Quad Damage item in the Quake games) and 400% extra damage is the limit you go. Everyone can see you on the map
- The Blood Heralds can only be healed by over time, just like ships
Armageddon Diplomacy:
- Start wars for free and without any timers during the eclipse, just slap the declare war button and start killing
Armageddon Rewards:
- Players drop gold upon death, scaled to the region’s average PvE rewards. Their ashes will contain loot from the NPC loot table of that area (based on where the killing blow was struck), even if the player doesn't possess those items .Plus their regular player drops (consumables, materials).
- The top 100 killers get unique permanent cosmetic rewards, like glowing red auras, blood-forged mounts, and corrupted pets and so on
- The Blood King/Queen (most kills, least deaths) becomes a temporary world boss the next month
- Every guild that took over a node during the event gets a 7 day tax immunity and a unique cosmetics, banners, etc
I love how You haven't forgotten about the most important part.
Making it desirable and actually motivate People to want to do this, via certain Rewards that You can ONLY. GET. if. you. participate. in these monthly, Purge-like lawless Times.
Aszkalon
1
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
i'd rather do a 1000 kill and collect quests than farm mobs like a bot
Re: Risk, Reward, Difficulty & FUN: What Intrepid is Missing
Hope you reported it, cause they dropped just fine for me.Quests are a must. But if i am not wrong -> all we have right now are either Subjugation/Kill Quests,
or Quests to find and bring Stuff that takes an Eternity to drop and collect - right ?
I feel like you're talking about commissions w/o talking about commissions, cause you've just described artisanry commissions, even though so far they're only about gathering, rather than other professions.Can We please have Quests where we gather Fish ?
Gather Herbs ?
Chop down XXX Sort of Tree or something ?
Break down XXX Sorts of Ore ?
Considering that artisanry is tightly tied to node buildings, I highly doubt we'll see quests that reward tools.Maybe a Quest that we can finally get some Gear for Ores (Mining) above Novice Level ?
Ludullu
1


https://www.youtube.com/watch?v=nq5T6tOn7RY