Originally Posted by
Ltbd78
• Dodge
- dex should contribute more to dodge than strength
• Parry
- Str modifies the chance of parrying
- Negates a melee attack
- Adds more survivalbility to PvP (No more 3 second kills)
-Warrior could have a passive parry skill
- Some melee weapons granting parry
• Block
- Only shields can block
- Successful blocks have 50/50 %chance of [80-99%] or [100%] damage reduction (not all blocks are perfect)
- Block% is determined by shield: Warrior's > Archer's > Mage
• Diagram: Player Hit% [yes/no] (if yes)--> Opponent Dodge% [yes/no] (if no)--> Opponent's Parry% [yes/no] (if no)--> Opponent's Block% [yes/no] (if no)--> Successful Hit [Player's (Dmg*Crit) - Opponents Armor]
• Achievements (with x gold/plat as rewards)
- Kill an opponent under x seconds
- 100k!
- Completed x quest
- Played for 5 hours straight
- Purchased Platinum
- Finished x Dungeon under y seconds
• Deaths
- Remove PvE death counts, allow kill count and PvP death counts.
- Deaths in PvE now gives penalty: 10% gold reduction. Usage of the Stash may help avoid such events, but gold in inventory will suffer a 10% reduction.
Nope you have no idea how many deaths occur on AO3 and BS now because of a mistake or fire traps I hated repairs on WoW same thing would apply here
•Marketing
- Reduce auction list cost, instead adjust tax levels.
E.g. 3 hours: +5% of listed price; 11 hours +10%; 23 hours + 15%; 3 days +20% This is not cheap by any means I agree that for lower priced items it should be a lot cheaper but can you imagine posting a 1mill item for 3 days costing 200k? sorry but this is a no-no
Such adjustments will encourage lower leveled (cheaper) items in the auction house for some players can't not afford 1000g to list a 100g item. This will also encourage trade between players when dealing with large sums of money
- Add an easy item classification system to the auction house (and in general) Say a player only wanted thrown items (talons) or swords regardless of level. By the current search system, he would have to type an item name: Talon for example would only give him a list of items that has in is name "talon", but spikes, which are also thrown items would be excluded.
To summarize: |type of item| (e.g. Thrown, bows, swords, maces, 2h swords, Wings, mail, plate, leather) and |attribute|(Dex, Str, Int) classification
- To phases of confirminationn during player to player trade to avoid scams and confusion.
Phase1: Both players click Check-box
Check the box will lead to phase2
Phase2: Players can not adjust items, but can accept or decline the trade.
- Trading of platinum; (would actually benifit business if one thinks outside of the box)
•Balance of classes (during 1v1 PvP)
- An enchantress with high mana rate would be difficult to kill. Thus increase the cooldown of "heal" but also increase its healing effects
- Lower the effects of "increase armor" spell. I've seen level 30 Str mages having higher armor than lvl 30 Str warrior; the mage's armor nearly increases two fold. 65 -> 120
- Mages should have the ability/skill "Blink" x mana, x cooldown seconds, teleports user x yards towards the direction the user is facing.
That is a 12 second buff and yes it can be big on lower levels but warriors also have their rage. Wait for the GCD to come on next patch.
•Regeneration
- All players should have a natural regen rate by default without the use of equipment or attribute points.
- Mage: 1h, 2m | Bear: 2h, 1m | Bird: 1h, 1m
- Equipments should limit their regen rate stats. Bears and mages with high HP and MP regen during 1v1 PvP are very difficult to kill.
- SIGNIFICANT CHANGE: If possible, HP only regen out of combat, and MP only regens x seconds after no spells/skills are used. If this condition is met, only then high regen rates are encouraged in PvP and PvE.
At higher levels it depends on the class you play but mage and warrior gear have enough mana regen for their class and birds now have the SK gear for 51 and above.
• Weaponry/Armory
- Some weapons have x sockets for gems; gems grant bonus to player's stats or have special effects (e.g. green gem- 12% HP regen, 4% dodge, a chance of enemy to be inflicted with thorn roots when striked; red gem- change of enemy to be inflicted with a burn when striked, drains 4% damage caused, etc.); gems can be found in the plat store for x plat (or found in rare drops)
- Amulets/Necklaces
- Trinkets having special abilities when activated
Devs have more equipment planned for future updates.
• New background music.
By: Deathscar Level 33 Bird and Merchant
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