bloodnose13
05-31-2010, 06:08 AM
As it was sugested to me i post this list here
this is a list of ideas i had playing game, i dont say they are good or bad ideas, they are just ideas, im interested in some comments on them, tell me what do you think about them. maybe if they get noticed and will be seen as usefull turbine would use some of them. anyway feel free to comment on them.
__________________________________________________
General ideas:
game needs potion bag, and scroll bag, there are lot of potions that have their use in certain situations, that dont need to be accesible all the time, but they take space in inventory, same about scrolls, inscribing materials, or spell reagents
create light spells, lamps or torches, some quests are too dark.
sheathe command should actualy place weapons and shield on belt and back just like in char creation screen
barber shop in market, a barber that allows to change hair style and color but only for the ones accesible in char cration, they are given to players for free on char creation so why not to make them accessible for ingame currency, and no i dont mean tp
Skill focus feat:
+3 to skill (not very usefull, and a waste of feat atm) change it to show only for non class skills, by taking this feat a non class skill would be made a class feat, and that would make its upgrade cost 1 for 1 instead 2 for 1. this would open a new ways to create nice chars witout splashes.
Weapon swing speed based on weapons size:
some weapons feel slow, longsword should be faster than greatsword or axe, and shortsword should be faster than longsword, even if it would be some small speen difference it would be a difference and maybe it would bring a little balance to weapons damage.
AI tweak:
atm ai in game do strange things, its chasing a casters or rogues, jumps on the halflings in party, avoids all melee:
melee, tanks go into rooms first and enemy runs past them to get to caster or rogue that is way behind them? where is logic in that? ai should first attack the nearest, aggro based on hate or intimidate should be second
————————————————†”—————————-
Paladin:
my vision of paladin is that is should be a configurable type of melee, they dont get weapon focuses, they dont get any critical boost enchancements, i find that strange becouse i see paladins as critical dmg based class, so i think there should be at least some enchancements that would configure paladin for type of enemy, like prayer that gives temporary bonus to killing undead or other one for killing devils, prestige classes are not bad but they too much rigid. i think there should be some weapon temporary enchancements like x3 crit on any weapon that would use turn undead uses, or make weapon holy for short time, or righteous, or maybe even improved righteous. the whole idea of prestige classes on paladin should work a little different i think
knight of challice: assault, concentrates on attack skills
defender of siberys: defence
renamed to something else hunter of dead: in between, concentrating on support role, enchancing auras to have better effect on party
-spells- paladin needs 1 more spell slot in every spell lvl, it has many spells that are mostly unused becouse there is not enough spell slots
zeal:
has a II on icon and should be on lvl 2 of spells it will be more usefull there. figters get such skill at lvl 1 so why paladin has to wait for it to lvl 14.???
holy sword:
should be replaced by spell that would add a holy property temporarely to any weapon in hands of paladin, the same way as paladin capstone adds light dmg. would be much more usefull.
cure moderate:
should be moved to lvl 2, cure serious lvl 3, cure critical added to lvl 4. it would make paladin to be able be more effective with healing on high lvls.
-enchancements-
divine might:
a: make it timer grow with char lvls or,
b: make it tiered permanent upgrade of damage for paladin
-new enchancement idea-
taunt:
a enchancement that would work like targeted (one enemy only) intimidate like enchancement based on diplomacy skill modifier, it would help paladins in fighting enemies, without makeing paladins take a intimidate tank role from fighters, and would be easy to add to game. Paladin is a strange tank that has to chase his enemies around as they chase after casters….. sounds crazy?, welcome to ddo
————————————————†”———————————
Cleric:
cleric capstone is not very usefull compared to other classes capstones, and should be changed to some more usefull like +2 to wisdom just like wizzy gets
the current capstone should be made common enchancement
————————————————†”——————————–
wizzard/sorcerer:
-enchancements-
hate lowering enchancement is a waste of AP atm as it mostly does not work, any caster makes so much damage that he gets enemy attention if he wants it or not.
————————————————†”——————————–
rogue/ranger:
scout:
enchancement that when used gives a spot bonus based on rogues or rangers spot skill to all around him, working like paladins aura, or it could just make enemy siluetes appear on screens of all in party. it would add new job as scout for rogues and rangers in party.
this is a list of ideas i had playing game, i dont say they are good or bad ideas, they are just ideas, im interested in some comments on them, tell me what do you think about them. maybe if they get noticed and will be seen as usefull turbine would use some of them. anyway feel free to comment on them.
__________________________________________________
General ideas:
game needs potion bag, and scroll bag, there are lot of potions that have their use in certain situations, that dont need to be accesible all the time, but they take space in inventory, same about scrolls, inscribing materials, or spell reagents
create light spells, lamps or torches, some quests are too dark.
sheathe command should actualy place weapons and shield on belt and back just like in char creation screen
barber shop in market, a barber that allows to change hair style and color but only for the ones accesible in char cration, they are given to players for free on char creation so why not to make them accessible for ingame currency, and no i dont mean tp
Skill focus feat:
+3 to skill (not very usefull, and a waste of feat atm) change it to show only for non class skills, by taking this feat a non class skill would be made a class feat, and that would make its upgrade cost 1 for 1 instead 2 for 1. this would open a new ways to create nice chars witout splashes.
Weapon swing speed based on weapons size:
some weapons feel slow, longsword should be faster than greatsword or axe, and shortsword should be faster than longsword, even if it would be some small speen difference it would be a difference and maybe it would bring a little balance to weapons damage.
AI tweak:
atm ai in game do strange things, its chasing a casters or rogues, jumps on the halflings in party, avoids all melee:
melee, tanks go into rooms first and enemy runs past them to get to caster or rogue that is way behind them? where is logic in that? ai should first attack the nearest, aggro based on hate or intimidate should be second
————————————————†”—————————-
Paladin:
my vision of paladin is that is should be a configurable type of melee, they dont get weapon focuses, they dont get any critical boost enchancements, i find that strange becouse i see paladins as critical dmg based class, so i think there should be at least some enchancements that would configure paladin for type of enemy, like prayer that gives temporary bonus to killing undead or other one for killing devils, prestige classes are not bad but they too much rigid. i think there should be some weapon temporary enchancements like x3 crit on any weapon that would use turn undead uses, or make weapon holy for short time, or righteous, or maybe even improved righteous. the whole idea of prestige classes on paladin should work a little different i think
knight of challice: assault, concentrates on attack skills
defender of siberys: defence
renamed to something else hunter of dead: in between, concentrating on support role, enchancing auras to have better effect on party
-spells- paladin needs 1 more spell slot in every spell lvl, it has many spells that are mostly unused becouse there is not enough spell slots
zeal:
has a II on icon and should be on lvl 2 of spells it will be more usefull there. figters get such skill at lvl 1 so why paladin has to wait for it to lvl 14.???
holy sword:
should be replaced by spell that would add a holy property temporarely to any weapon in hands of paladin, the same way as paladin capstone adds light dmg. would be much more usefull.
cure moderate:
should be moved to lvl 2, cure serious lvl 3, cure critical added to lvl 4. it would make paladin to be able be more effective with healing on high lvls.
-enchancements-
divine might:
a: make it timer grow with char lvls or,
b: make it tiered permanent upgrade of damage for paladin
-new enchancement idea-
taunt:
a enchancement that would work like targeted (one enemy only) intimidate like enchancement based on diplomacy skill modifier, it would help paladins in fighting enemies, without makeing paladins take a intimidate tank role from fighters, and would be easy to add to game. Paladin is a strange tank that has to chase his enemies around as they chase after casters….. sounds crazy?, welcome to ddo
————————————————†”———————————
Cleric:
cleric capstone is not very usefull compared to other classes capstones, and should be changed to some more usefull like +2 to wisdom just like wizzy gets
the current capstone should be made common enchancement
————————————————†”——————————–
wizzard/sorcerer:
-enchancements-
hate lowering enchancement is a waste of AP atm as it mostly does not work, any caster makes so much damage that he gets enemy attention if he wants it or not.
————————————————†”——————————–
rogue/ranger:
scout:
enchancement that when used gives a spot bonus based on rogues or rangers spot skill to all around him, working like paladins aura, or it could just make enemy siluetes appear on screens of all in party. it would add new job as scout for rogues and rangers in party.