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Thread: For new expansion

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    Quote Originally Posted by Deathlyreaper View Post
    ooh is this solo or group? if it’s both/group having a boss to makes rogues useful would be good ). I like the idea of the hulking mob dropping extra points since you gain extra points on how fast u clear.

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    I thought of it as a solo map, main reason cuz if it was group parties would be full of warriors/mages and since the main point of this dungeon would be focusing on main stats adding an actual boss would cause the opposite effect, making everyone switch to bd gear to clear fast for higher points, this could be fixed tho if instead of a boss just big mobs that would require high dmg/dps to be killed were added, these mobs should have high taunt so rogues aims don't go to random mini mobs.
    That being said, if the mobs mechanics are looked into and made so the run needs all 3 classes I can see a very interesting and competitive dungeon.
    I'm open to suggestions to further polish stuff.

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    Default For new expansion

    Quote Originally Posted by flashio View Post
    I thought of it as a solo map, main reason cuz if it was group parties would be full of warriors/mages and since the main point of this dungeon would be focusing on main stats adding an actual boss would cause the opposite effect, making everyone switch to bd gear to clear fast for higher points, this could be fixed tho if instead of a boss just big mobs that would require high dmg/dps to be killed were added, these mobs should have high taunt so rogues aims don't go to random mini mobs.
    That being said, if the mobs mechanics are looked into and made so the run needs all 3 classes I can see a very interesting and competitive dungeon.
    I'm open to suggestions to further polish stuff.
    Yes I also think that solo map is where this would be the most fair for every class. An easy way to make it so that a party with 3 classes is advantageous is to start introducing the concept of mobs having a “class weakness”. Basically, have it so that there are specific mobs that are super weak against the attack of one class but not the rest. Idk if this good in the long run and some people might call this idea lazy. But tbh, with crazy procs and super op weps happening every expansion, creating a mob mechanic that incorporates all 3 classes will be tough.


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    Quote Originally Posted by flashio View Post
    Defeat 50 hulk mobs on "Wild tides". 50aps.
    Defeat 200 hulk mobs on "Wild tides".100aps, Hulk mob vanity helm recipe.
    Defeat 500 hulk mobs on "Wild tides". 200aps, Hulk mob vanity armor recipe. *NOTE* more than 1 hulk mob can spawn per map.
    Clear "Kraken's nest" once all 5 kraken eggs have hatched and the kraken itself has appeared.150aps, title [Tentacooler]. *NOTE* all 6 kraken enemies must be alive together.
    Obtain location "Summit". 50aps.
    Obtain location "Playful Beach". 50aps.
    Clear "Foamy cave" under 3 minutes. 50aps.
    Clear "Foamy cave" under 1 minute. 100aps, title [Scubba thief].
    Kill Skratch/Duggar/Dozer/Arbuketh/Orrick/Ashera/Lich/Voryana/Jadis/Goretusk once they have enraged on "Sea of monsters" map. 300aps, title [Monster tamer], furnishing "raging crystal".
    Added new stuff to the "achievements" section.

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    Good suggestions except for wave map and solo scale maps, cuz then every player would go solo and there would be one class which will be weak at doing something, for example , without offending any rogue players, evg is full of warriors and mage players, and whenever you’re in town, you see ppl always looking for mages and warriors only, not many people take rogues with them, so I do hope if they bring out solo maps, every class same the same advantage in different way, wouldn’t wanna see a rogue going solo and cleaning the map in 20 seconds whilst warriors and mages going in and takes 2min+ to complete the map

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    Senior Member flashio's Avatar
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    Quote Originally Posted by Undershooting View Post
    Good suggestions except for wave map and solo scale maps, cuz then every player would go solo and there would be one class which will be weak at doing something, for example , without offending any rogue players, evg is full of warriors and mage players, and whenever you’re in town, you see ppl always looking for mages and warriors only, not many people take rogues with them, so I do hope if they bring out solo maps, every class same the same advantage in different way, wouldn’t wanna see a rogue going solo and cleaning the map in 20 seconds whilst warriors and mages going in and takes 2min+ to complete the map
    I think what would solve this problem so no class gets left behind when clearing groups of mobs is giving rogues a weapon to ease the work, rogue have Dugg/Ebon daggs ya, but not enough since the proc doesn't last too long, so maybe adding a weapon that has a spreading proc that debuffs mobs would be a good solution, that being said at the current point I don't think there would be much difference on the clearing speed for this kind of content and is to be expected that rogues have a harder time clearing groups since they focus on single aim.

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    Quote Originally Posted by flashio View Post
    Eyepop(mythic). Passive: when attacking summons an aura below the pet that grants 5% extra elite/Boss damage to the allies that stay within the aura range, strikes up to 3 enemies, 15% chance to reduce armor by 30% and 20%chance to apply toxin that can spread between enemies. HB: +50primary stats, +10 str dex int, 10%damage(stacking), 30%elite damage, 20%boss damage, 10%crit. AA: deal massive damage to a single enemy with a 90% of getting affected by sparkle effect that can spread to nearby enemies, this effect lasts 5 seconds, this effect slows enemies and has a chance to stun the main target, reducing the debuff as time goes on (80%, 60%,40%, 20%,10% ms debuff and chance of getting stunned).
    New stuff added to "pets" section

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    Quote Originally Posted by flashio View Post
    Elite mode "Coral Labyrinth":
    All 3 levels have same difficulty and map display, nonetheless every level will have enhanced stats and a special Boss will have a chance to spawn after killing the main Boss.
    Loots:
    Mobs have a very slight chance to loot legendary ring/amulet with proc.
    Mini bosses have a slight chance to loot legendary artifact with proc.
    Bosses have a slight chance to loot "eyepop" the mythic crab.
    Special Boss has a higher chance to loot both legendary artifact and "eyepop",along with a guaranteed "watery tomb chest" which can loot epic-legendary gear (no proc),arc shard and/or a recipe to craft vanity "coral smasher "(hammer), "coral shivs" (daggs), "coral conjurer" (staff), these vanities have a chance to proc when attacking:
    Hammer will cause a tremor around the character with cracks on the seafloor from where bubbles will come up.
    Daggs will summon a coral pink whirlpool around the character, eaving behind the character a trace of coral branches.
    Staff will summon a coral pink wave as big as the zhulong aura, coral branches will be left on the floor.
    New stuff added to the "crypts" section

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    Great thread. Great ideas. Solo def needs a huge buff. Sometimes you wanna run and all you hear is crickets.

    MAGE OF DEVIANT MISFITSKGKGKFK

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    Quote Originally Posted by Tuhguhbuhbuh View Post
    Great thread. Great ideas. Solo def needs a huge buff. Sometimes you wanna run and all you hear is crickets.
    Thx for the support, rlly hope some solo designed content gets implemented for L81 expansion.

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    Quote Originally Posted by flashio View Post
    *Legendary ring L81: chance on taking damage to explode dealing AoE dmg to nearby enemies, this dmg has a 30%chance to deal heavy bleed. (New Expansion Raid "Sea of monsters").
    *Legendary amulet L81: chance on dealing damage to cast an aura around the character that will taunt nearby enemies and reduce their damage by 20%. (New Expansion Raid "Sea of monsters").
    *Legendary ring L81: chance on dealing damage to cast a water like aura that will slow enemies nearby and make them unable to score critical hits for 4secs(2secs in pvp). (Elite mode crypt "Coral labyrinth" ).
    *Legendary amulet L81: chance in taking damage to receive 20%ms(stacking), 15%dodge and 10%haste for 5secs. Elite mode crypt "Coral labyrinth" ).
    *Legendary artifact L81: passive effect that will make the character collect damage as it gets hurt, a bar below the hp/mana bar will appear when equipping this artifact, once the bar is completely filled, the accumulated damage will be dealt to the 3 closest enemies, this damage will be multiplied by 3 (x1.5 in pvp) and will be delivered in random amounts.
    *Note: the amount of damage the character will differ depending on the primary stats, the higher your primary stat the more damage you can accumulate*.(Elite mode crypt "Coral labyrinth").
    Edit, added new stuff to "Gear" section.
    Last edited by flashio; 06-17-2021 at 08:01 AM.

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    Well I do like raid map idea only. 'Sea of Monster', damn it really nice name. The boss should not same as the previous one, especially their design and mechanics, and they should be very very hard. And to make it more challenging, once all players step in and aggro the boss, the shield around battlefield will rise up and the revive will be not available until all players are died or the boss is killed.

    For example I choose Captain Krom for this raid map.

    Lets say we implement 'shadow clone' mechanic for him. When the hp of Captain Krom reach like 25% of it, he will unleash 4 of his 'shadow clone'. Their attributes will be like 75% from the original one. While he used the shadow clone skill, the original Captain Krom will have some boost in defense, but he will do nothing at all. Only his shadow clones will attack the players. And there will be a timer, if the players fail to kill Captain Krom once timer end, all shadow clone will be detonate, inflicting insta kill to all players.

    The rest i dont bother it especially I saw gold loot thing.

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    Senior Member flashio's Avatar
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    Quote Originally Posted by Soyeonara View Post
    Well I do like raid map idea only. 'Sea of Monster', damn it really nice name. The boss should not same as the previous one, especially their design and mechanics, and they should be very very hard. And to make it more challenging, once all players step in and aggro the boss, the shield around battlefield will rise up and the revive will be not available until all players are died or the boss is killed.

    For example I choose Captain Krom for this raid map.

    Lets say we implement 'shadow clone' mechanic for him. When the hp of Captain Krom reach like 25% of it, he will unleash 4 of his 'shadow clone'. Their attributes will be like 75% from the original one. While he used the shadow clone skill, the original Captain Krom will have some boost in defense, but he will do nothing at all. Only his shadow clones will attack the players. And there will be a timer, if the players fail to kill Captain Krom once timer end, all shadow clone will be detonate, inflicting insta kill to all players.

    The rest i dont bother it especially I saw gold loot thing.
    That's an interesting mechanic, I may think up some and bring some ideas I've talked with friends and post here

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    Quote Originally Posted by flashio View Post
    -Arcane Ability Aiming: this feature would allow the players to aim certain pet arcane abilities(aa). The aa button would work as a joystick with such aas.
    Area buff/debuff effects (Werewiger, Guenivere, etc): the aura would be thrown to an specific place and it would stay in that position for the duration of the aa.
    Pulling effects (Bemine, Fritters, etc): the pulling area would be thrown to an specific place and mobs within the aa range would get pulled into that position.
    Damage dealing effects (Munch Mouth, Toor, etc): the damaging area would be thrown to an specific place and hurt enemies within the aa range. (for aa that shoot speficically from the pet itself such as Blinky, Antonio, etc,only the direction it shoots will be modified with this feature).
    New stuff added to the "New features" section
    Last edited by flashio; 07-03-2021 at 03:34 AM.

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    Quote Originally Posted by flashio View Post
    Get married. 0aps, title [Just married], furnishing "ring case" (case opens when touched showing the engagement rings used for the marriage, the rings will change depending on the ring used).
    Be married for 1year. 0aps, title [Merry weds].
    Be married for 2years. 0aps, title [Silver wedding], furnishing "silver ring case".
    Be married for 3years. 0aps, title [Golden wedding], furnishing "gold ring case".
    New stuff added to the "Achievements" section.

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    Quote Originally Posted by flashio View Post
    Boss Mechanics
    Heavy Bounce: once boss reaches a certain % it will jump off 3 times, it will remain on the air for 2 seconds and will have 5 different damage area showing in the map, the boss will fall back in any of these 5 areas, dealing heavy area damage, stunning and causing feeble (unable to deal critical hits) for 5 seconds.
    Strong Wave: whenever the boss takes 10%+ damage it will unleash a water wave pushing away the players in range, this wave will slow and feeble players for 8seconds.
    Chaos: will activate 2 times at max. This mode will last 10seconds after it activates. "Chaos" will activate randomly. When "Chaos" is active the boss will turn purplish, causing it to bleed 2%hp per second nonetheless this bleeding will leave poison pools wherever the boss goes (pools will feeble and slow players that step in), Boss will reflect 20% of the damage received per hit while "Chaos" is active and players will get its damage reduced by 30%.
    Shadow Clone: when boss's hp reaches 25%, it will unleash 4 of his 'shadow clone'. Their attributes will be like 75% from the original one. While he used the shadow clone skill, the original boss will get an armor increase and 30%damagd reduction, but it won't do anything. Only the shadow clones will attack the players. And there will be a timer, if the players fail to kill the boss before the timer ends, all shadow clone will be detonate, dealing 2000% damage to all players.*NOTE* idea from @soyeonara.
    New section "Boss mechanics"

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    Quote Originally Posted by flashio View Post
    Eelosh(Heroic). Passive: stings up to 2 enemies reducing their dodge, crit, damage by 25%, each hit can stack up to 8 times, on the 8th hit the enemy will get stunned for 2 seconds (0.8 seconds in pvp) and will be unable to land critical hits for 4 seconds (2 seconds in pvp). A water pool will randomly spawn near Eelosh, this pool will either, snare the enemy that steps on it for 1 second (0.3 seconds in pvp) and will make em unable to score critical hits for 1.5 seconds (1 second in pvp), or boost the ally that steps on it granting 5% ms and dodge. This pool will disappear once a player or mob/Boss steps on it or after 3 seconds since it's spawning. Only 1 pool will be active at the same time. HB: +65primary stats, +25 str dex int, 25%damage (stacking), 25%ms (stacking), 20%crit, 15%dodge, 8%hp/mana regen, 10%haste. AA: summons a pool (as big as zhulong aura) that lasts 7 seconds, this pool will debuff enemies that step on it reducing their ms and hit chance by 30%, if enemies stay 2 seconds in the pool they'll get stunned for 2seconds (0.5 seconds in pvp) and will buff allies that stay in the pool boosting their ms and dodge by 20% and a 10k hp shield (this shield will activate once allies step in the pool, once this shield has been reduced to 0hp another shield can't be acquired by leaving and entering the pool, the shield will last either until the pool disappears or until its hp reaches 0) (25 seconds cd).
    New stuff added to the "Pets" section
    Last edited by flashio; 07-15-2021 at 03:42 AM.

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    Quote Originally Posted by flashio View Post
    Solo content:
    A map designed in 2 ways "eel's summit":
    1st. Player goes solo, the boss drops gold.
    2nd. Player go in a party together, the moment 3+players step in the map the boss drop will be changed into actual loot instead of gold.
    Once enter the map a single straight path will show that leads to the boss room, this path will have contain desturctibles that will loot gold depending on how much gl the player has, nonetheless these desturctibles will explode when getting hit dealing heavy damage to its nearing (mobs/players/destructible), this heavy dmg has a chance to cause poison status to the player for the whole run unless it's removed with a skill or arcane ability. So watch out, u may wanna skip these if u want to survive the boss battle.
    When the first player reaches the boss room spikes will rise up blocking the path back (players outside the boss room but right close to the spikes will still get loot) but be careful, you many want to go along your party since the boss is tough.
    The "Giant eel" will strike with an electric shock dealing aoe dmg with a high chance of stun, this Boss will have the "strong wave" mechanic along it's own attack pattern, whenever the boss receives a critical hit it will be weakened being more vulnerable, but once it's weakened status wears out it will enrage for 10 seconds (or until it takes another critical hit), getting a x2 dmg boost.
    Drops:
    Solo mode will loot an amount of gold in relation to the amount of gl the players has when the boss is defeated, along with tokens depending on the clearing time.
    Group mode will have a very slight chance to loot "eelosh" the heroic eel pet a recipe to craft mythic weapons (shield, daggs, gun)and the vanity elusive vanity helm shocking eel head which has a lightning effect, and higher chance to loot epic-legendary gear (no proc).
    Further development of the "eel's summit" map in the "solo content" section

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    Quote Originally Posted by flashio View Post
    Mythic Shield L81: chance on attack to proc a shockwave that will push enemies away dealing tremendous damage and taunting nearby enemies, the players heals back a 30% of the damage dealt by the proc. Charged attacks will have a higher chance to proc along with an added effect of pulling taunted enemies and stunning them for 3 seconds (0.5 in pvp). (Craftable; recipe lootable from Eel's summit).
    Mythic Daggs L81: chance on attack to proc a shadow clone that will pierce through the 3 closest mobs dealing heaving damage and making them unable to deal critical hits for 5 seconds (2 seconds in pvp). Charged attacks will have a higher chance to proc along with an added effect that will summon 2 extra shadow clones, these shadow clones will pierce through the 5 closest enemies dealing tremendous damage stunning them for 3 seconds (0.3 in pvp), once the shadow clones disappear they leave behind a healing pack each that will heal the allies that stepson them by 50% the dmg dealt by the clone. (Crafrable; recipe lootable from Eel's summit).
    Mythic gun L81: chance on attack to shoot 3 homing bullets that will hit follow and hit the closest enemies for 2 seconds, these bullets will increase in size as they hit enemies, when these bullets disappear they explode dealing extra damage, stunning enemies in range for 2 seconds (0.3 in pvp) and inflicting them with mana burn for 3 seconds. Charged attacks will have a higher chance to pro along with an added effect that adds 1 homing bullet, this bullet will have an increased speed from the other 3 bullets as well as a higher damage output, it follow and hit enemies for 5 seconds and once the bullet disappears it will stun enemies in range for 3 seconds (0.8 in pvp) inflict mana burn and pull enemies. (Craftable; recipe lootable from Eel's summit).
    New stuff added to the "Gear" section

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    i would like more skills i have some ideas i just have to do a thread?

    Enviado desde mi Pixel 2 XL mediante Tapatalk

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    Quote Originally Posted by Gravital View Post
    i would like more skills i have some ideas i just have to do a thread?

    Enviado desde mi Pixel 2 XL mediante Tapatalk
    Making a thread in suggestions and feedback section would be a good step to get devs take a look to ur idea

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