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QCF Design Community • View topic - New Abilites Suggestions
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New Abilites Suggestions

PostPosted: Wed Dec 28, 2011 7:36 pm
by Fran
Hello, I'm kind of new to the game and although it's hard it's right up my alley.

I don't know if the developers still want to expand the collection of classes but i thought it would at least be fun to think about what kind of new effects may open up interesting strategies.

So hoping i won't be flamed to death for saying something stupid / imbalanced (i'm new after all), I'll just post some ideas I had:

The Mystic:
- Received Physical Damage gets treated as Magical Damage and vice versa
- Mana Potions heal HP and Health Potions heal MP
- Each attack gets treatet as being 50% magical and 50% physical

The Headhunter:
- Receives 1 Gold per Kill but every item costs additional 5 gold
- For every monster killed, gives an cumulative attack bonus of x% against that monsterclass. have a constant y% against the boss (i kill 3 goblins, i get an 3x% bonus against goblins from than on)
- Blood Pools remove Poison/Mana Burn

What do you think, is there potential or does this not fit into the game? Other concepts?

Re: New Abilites Suggestions

PostPosted: Wed Jan 04, 2012 5:03 am
by TigerKnee

Re: New Abilites Suggestions

PostPosted: Wed Jan 04, 2012 4:26 pm
by Fran
Oh, ok. I didn't unlock the dragon shield or the elven boots this far. The rest seems obvious, now that you mention it.

So how could we build a concept around the ability that the arithmetic mean of both enemy resistances are used against all damage from the player; i meant both direct attacks as well as magic attacks.
So a fireball would be more effective against an magical reistant enemy and an direct attack would be more effective against an physical resistant enemy.
I think this is not as bad as it sounds; for example an enemy with 50% physical resist and no magical resist has only 25% resist against an normal attack so your damage is 1,5 times as big as it would be otherwise.
What could be added to complement this ability?

Re: New Abilites Suggestions

PostPosted: Wed Jan 04, 2012 5:17 pm
by TigerKnee
A built-in BFS ability maybe.

"Reduces X Physical/Magic resistance when attacking" or whatever the game syntax would be.

Re: New Abilites Suggestions

PostPosted: Wed Jan 04, 2012 5:35 pm
by Gorgon

Re: New Abilites Suggestions

PostPosted: Wed Jan 04, 2012 9:22 pm
by The Avatar
Weird, but interesting.

As for the headhunter:

Contracted: You get 1 (2?) CP per kill.
Genocide: +50% against whatever monster type you've killed the most. They have the marked status.
Bloodbath: Every blood pool removes poison, mana burn, one layer of weakening, one layer of corrosion, and heals 1 hp per level.

Re: New Abilites Suggestions

PostPosted: Thu Jan 05, 2012 12:49 am
by Fran

Re: New Abilites Suggestions

PostPosted: Thu Jan 05, 2012 12:55 am
by The Avatar
I was making up the numbers. The reason I added the 1 hp per level is the pools would be useless if there weren't many monsters that gave status effects.

Re: New Abilites Suggestions

PostPosted: Thu Jan 05, 2012 5:26 am
by Darvin

Re: New Abilites Suggestions

PostPosted: Thu Jan 05, 2012 12:07 pm
by The Avatar
That would be awesome. AWESOME. INCREDIBLE!!!!!!!!!