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QCF Design Community • View topic - Return of the Unofficial Suggestions Thread


Return of the Unofficial Suggestions Thread

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Re: Return of the Unofficial Suggestions Thread

Postby gjaustin on Fri Mar 09, 2012 9:20 pm

To get an accurate estimate at lower levels, you'd need to calculate the average number of Attack Boosts found by that level. At a minimum, assuming that all 3 Attack boosts have been found at low levels skews the results. Due to the way rounding works, at 0 boosts my Mage Plate never results in a lower damage.


I don't think an item that's only useful if you prep it and pick a certain race is a good design. The previous Tri-sword design (+3 per health potion) is a great example of that. It was overpowered due to being balanced to still be useful for other races. Even if I conceded that the Mage Plate was currently balanced for Humans, that just makes is vastly underpowered for other races.


Replacing the escalating penalty (upwards of -50%) with a flat penalty (roughly -20%) provides other possibilities. At worst, it gives us a prep for Orcs other than Sensation Stone.
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Re: Return of the Unofficial Suggestions Thread

Postby The Avatar on Fri Mar 09, 2012 9:43 pm

Has there ever been an official balance suggestion thread?

But your idea has one problem, now it is incredible necessary you get it early. Your still only getting 1 mana per level, so it sucks at high levels.
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Re: Return of the Unofficial Suggestions Thread

Postby gjaustin on Fri Mar 09, 2012 9:58 pm

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Re: Return of the Unofficial Suggestions Thread

Postby Darvin on Fri Mar 09, 2012 10:14 pm

Break-evens (rounding accounted):

level 2-4: 10%
level 2: 9 vs 10
level 3: 14 vs 15
level 4: 18 vs 19
level 5 : 20% (23 vs 23)
level 6 : 50% (37 vs 37)
level 7 : 70% (49 vs 49)
level 8 : 90% (62 vs 62)
level 9 : 120% (85 vs 85)
level 10 : 150% (102 vs 102)

Below level 5, merely preparing a Warrior's Mark means old mage plate would be superior. Beyond level 5 the relative usefulness of the new mage plate takes off enormously. A non-human should be able to keep pace up to level 6, while humans should be able to keep pace up till level 8.

Whether you like it or not, players will always prep complementary items. Locker item select is central to your overall strategy, and other preparations will be chosen to complement it. We have a wide range of effect options to increase attack bonus, so those will get used.



This discussion did give me an idea for the sensation stone, though:
Converts for 50 conversion points per level. So if you convert it as a level 1, you get 50 points. Wait till level 3 and you get the current value of 150. Cash out as a level 5, get 250. Wait till level 10, get 500. This means Orcs can't just convert it at level 1 for an obscene boost out the gate, and other races don't have a gimped sensation stone balanced on the presumption you're playing an orc. They just have to haul it around for a while.
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Re: Return of the Unofficial Suggestions Thread

Postby Fran on Fri Mar 09, 2012 11:10 pm

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Re: Return of the Unofficial Suggestions Thread

Postby The Avatar on Fri Mar 09, 2012 11:18 pm

Imagine Elf transmuters! That would be broken. 1000 conversion points is +11 mana.
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Re: Return of the Unofficial Suggestions Thread

Postby Darvin on Fri Mar 09, 2012 11:22 pm

Last edited by Darvin on Fri Mar 09, 2012 11:42 pm, edited 1 time in total.
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Re: Return of the Unofficial Suggestions Thread

Postby The Avatar on Fri Mar 09, 2012 11:24 pm

But transmuters are probably in for a remake anyways...
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Re: Return of the Unofficial Suggestions Thread

Postby gjaustin on Sat Mar 10, 2012 4:19 am

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Re: Return of the Unofficial Suggestions Thread

Postby Lujo on Sat Mar 10, 2012 9:48 pm

Wonnafyt - Make it unable to target slowed monsters. That way it wont "latch" onto allready slowed enemies. This is long overdue.

Crusader - Make 0 XP enemies not cancel momentum, but not add ot it either.
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