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  Click here to go to the first Dev post in this thread.   Thread: New Idea: Usefull Spirit Items ! [emoji818]

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    Default New Idea: Usefull Spirit Items !

    We want to introduce making Spirit classified items more meaningfull and kept them seperated, important and finally usable overall game and all over that, this time it is not going to be filled over powered ones like happening by the day for awakens.

    it is simple. Temporary time limited rerollable special procs for each spirit items! For example, we will get " 1,5x chance to base jewel drop luck when kill with critical hit" for a spirit item as a proc roll which is lasts determinated time (30 days?) and those items tradeable while got these procs even time still counts! maybe you will think procs are so over powered and will break game but they are just samples if any of them catch interesting idea, there is a second point too, trying to reduce mean of gold loot% by increasing jewel farming idea with the temporary procs and breaking lead of awakens on pvp! As all we know GL% is the way main farm to gain and there is no second option comes near to it if you are not "Zefe plat lorth". Also awakens are number one problem for the players on pvp and its kind of, outdated i guess. i mean, the only good thing were honor but how many people care it right now even how easy to be in honor LB? since the procs are temporary my guessing is low budget people will get some cool procs that left a few days to use.

    Here some samples for temporary procs;

    Strange Haste(C, B, A, S, S+):
    Resets all skill / pet cool down once player reach every (C:%55 / B:%45 / A:%30 / S:%21 / S+:%18) and multiples of max health%. Resets after 50 seconds.
    if S+: (Pvp) %30 and multiples, resets after killed.


    Ankh Bless(B, A, S, S+):
    (B: 1,5s / A: 2,5s / S: 4s / S+: 6s seconds invincibility to the team once you reached %30 of max health
    if S+: (Pvp) once reached %1 of health, gain 1.2 second of last effort and get increased %50 critical hit damage, dies after time is up.

    Puppeteer(A, S, S+):
    Spawn (A:1 / S:2 / S+:3) puppets every (A-S: 2 / S+:1) pet skill usage, takes all agressive, disappears after 1,5 seconds each. (A:45s / S:30s / S+:23 Secs cool down)
    if S+: (Pvp) bring 1 puppet every pet skill usage emits 1 any hit, 25 seconds cooldown.

    Arkin(B, A, S, S+):
    hits (B-A: 1 / S: 2 / S+: 3) ("more" if single target attack, "times" if multiple target attack) enemies every (B:6 / A-S:4 / S+3) regular charged attack.
    if S+Pvp) one more same hit to diffirent enemy of every 4th charged attack.

    Giddy(C, B, A, S, S+):
    Creates a whirl to (C:1 / B:3 / A:5 / S:10 / S+:15) enemies cause them to lose (C-B-A:%30 / S:%45 / S+:%60) of max health
    if S+: (pvp) 2 enemies move opposite side of they try for 4 seconds.

    Must Work Friendly (S, S+):
    increases worn non-spirit proc chances By (S:1,2x / S+: 1.37x)

    Jeweloot (S, S+):
    by %40 chance jewels drops (S:1 / S+:2) higher quality if players didnt got hit total %4 of max health in last 10 seconds.

    Jewelist(S, S+): increases jewel drop chances by (S:%20 / S+:%45) if all worn equipments have full atleast Superb class jewels.

    Assassin(B, A, S, S+):
    adds (B: 0,25x / A: 0,4x / S: 0,7x / S+:1x )of exceed critical chance% to critical hit% till got hit from boss
    if S+Pvp) 1x of exceed Crit chance% to Crit hit% Five seconds after every spawn

    Grinder(A, S, S+):
    increase rare loot (A:Auras S:Eggs S+: Badges) chance by 0,15x of players dodge%.

    Enraged(A, S, S+):
    increase next (A-S:1 / S+:2) attacks full charging speed by (A: %20 / S:%40 / S+:%60) every (A:4 / S-S+:3) regular hit.
    if S+Pvp)next one attack by %30 every 4 regular hits

    Back Holder (S+):
    after got stun by enemy, blessing from one pet in favorites with 10seconds of passive ability, 15seconds of happinies bonus and one arcane ability.
    (Pvp) works if atleast 5 pets on favorites without slotted any egg. Resets every death, lasts %33 of PvE type.

    Experience (C, B, A, S):
    increases XP by (C:%15 / B:%25 / A: %40 / S:%60) after every dead 15 mobs for 5seconds.

    Sincerely, Rutihen and Ran..

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    Default

    i hope you all will like the new idea. Waiting for comments what you think about. Will it fit AL? Will it break instead of building up another ways to stand out?

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    Large majority is game breaking but it gets an A for effort.

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    Quote Originally Posted by Switchback View Post
    Large majority is game breaking but it gets an A for effort.
    Everything they add is game breaking because if it’s not this game will die in 3 weeks. Failure to take feedback from players + focusing on nothing but money from addictive RNG locked crates and elite awakes. This game has nothing but dopamine keeping it alive

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    Yeah this is great idea.

  8.   Click here to go to the next Dev post in this thread.   #6
    Design Department Cinco's Avatar
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    Quote Originally Posted by Lonewuff View Post
    Everything they add is game breaking because if it’s not this game will die in 3 weeks. Failure to take feedback from players + focusing on nothing but money from addictive RNG locked crates and elite awakes. This game has nothing but dopamine keeping it alive
    Three weeks.

    Clock starts now.

    Good luck!


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    Quote Originally Posted by Pars View Post
    We want to introduce making Spirit classified items more meaningfull and kept them seperated, important and finally usable overall game and all over that, this time it is not going to be filled over powered ones like happening by the day for awakens.

    it is simple. Temporary time limited rerollable special procs for each spirit items! For example, we will get " 1,5x chance to base jewel drop luck when kill with critical hit" for a spirit item as a proc roll which is lasts determinated time (30 days?) and those items tradeable while got these procs even time still counts! maybe you will think procs are so over powered and will break game but they are just samples if any of them catch interesting idea, there is a second point too, trying to reduce mean of gold loot% by increasing jewel farming idea with the temporary procs and breaking lead of awakens on pvp! As all we know GL% is the way main farm to gain and there is no second option comes near to it if you are not "Zefe plat lorth". Also awakens are number one problem for the players on pvp and its kind of, outdated i guess. i mean, the only good thing were honor but how many people care it right now even how easy to be in honor LB? since the procs are temporary my guessing is low budget people will get some cool procs that left a few days to use.

    Here some samples for temporary procs;

    Strange Haste(C, B, A, S, S+):
    Resets all skill / pet cool down once player reach every (C:%55 / B:%45 / A:%30 / S:%21 / S+:%18) and multiples of max health%. Resets after 50 seconds.
    if S+: (Pvp) %30 and multiples, resets after killed.


    Ankh Bless(B, A, S, S+):
    (B: 1,5s / A: 2,5s / S: 4s / S+: 6s seconds invincibility to the team once you reached %30 of max health
    if S+: (Pvp) once reached %1 of health, gain 1.2 second of last effort and get increased %50 critical hit damage, dies after time is up.

    Puppeteer(A, S, S+):
    Spawn (A:1 / S:2 / S+:3) puppets every (A-S: 2 / S+:1) pet skill usage, takes all agressive, disappears after 1,5 seconds each. (A:45s / S:30s / S+:23 Secs cool down)
    if S+: (Pvp) bring 1 puppet every pet skill usage emits 1 any hit, 25 seconds cooldown.

    Arkin(B, A, S, S+):
    hits (B-A: 1 / S: 2 / S+: 3) ("more" if single target attack, "times" if multiple target attack) enemies every (B:6 / A-S:4 / S+3) regular charged attack.
    if S+Pvp) one more same hit to diffirent enemy of every 4th charged attack.

    Giddy(C, B, A, S, S+):
    Creates a whirl to (C:1 / B:3 / A:5 / S:10 / S+:15) enemies cause them to lose (C-B-A:%30 / S:%45 / S+:%60) of max health
    if S+: (pvp) 2 enemies move opposite side of they try for 4 seconds.

    Must Work Friendly (S, S+):
    increases worn non-spirit proc chances By (S:1,2x / S+: 1.37x)

    Jeweloot (S, S+):
    by %40 chance jewels drops (S:1 / S+:2) higher quality if players didnt got hit total %4 of max health in last 10 seconds.

    Jewelist(S, S+): increases jewel drop chances by (S:%20 / S+:%45) if all worn equipments have full atleast Superb class jewels.

    Assassin(B, A, S, S+):
    adds (B: 0,25x / A: 0,4x / S: 0,7x / S+:1x )of exceed critical chance% to critical hit% till got hit from boss
    if S+Pvp) 1x of exceed Crit chance% to Crit hit% Five seconds after every spawn

    Grinder(A, S, S+):
    increase rare loot (A:Auras S:Eggs S+: Badges) chance by 0,15x of players dodge%.

    Enraged(A, S, S+):
    increase next (A-S:1 / S+:2) attacks full charging speed by (A: %20 / S:%40 / S+:%60) every (A:4 / S-S+:3) regular hit.
    if S+Pvp)next one attack by %30 every 4 regular hits

    Back Holder (S+):
    after got stun by enemy, blessing from one pet in favorites with 10seconds of passive ability, 15seconds of happinies bonus and one arcane ability.
    (Pvp) works if atleast 5 pets on favorites without slotted any egg. Resets every death, lasts %33 of PvE type.

    Experience (C, B, A, S):
    increases XP by (C:%15 / B:%25 / A: %40 / S:%60) after every dead 15 mobs for 5seconds.

    Sincerely, Rutihen and Ran..
    I think players will hate the temporal nature of the features - but yeah, A for effort ;-)


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    Quote Originally Posted by Cinco View Post
    I think players will hate the temporal nature of the features - but yeah, A for effort ;-)


    Sent from my iPhone using Tapatalk
    What is your opinion if it wasnt disappears? like, what if we have to spend our time and effort with a interesting ways, to bring old roll back or extend the time. which is harder or complicated depends on the quality, i dont know. Maybe some other ways to keeping them temporary and also is actually permanent too to actually fit the players taste. awakens and mostly, Gold loot% affect the game a lot in my opinion. main reason here is trying to reduce importance of GL% and op awaks with interesting other ways to maintain to stand on PvP and farmings.

  11. #9
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    What do the players think about it?

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