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  1. #1
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    Post Recommended changes

    Ok, for people that are wondering I am creating this post to help create usefull template for changes. Changes that can help revamp and improve upon system and to get changes wich will result in better game play. I will continue to add to this thread as i go. for now this will be first of many waves of thoughts and ideas to help make for better game.
    SECTION:
    1. CONTENT
    2. ENHANCEMENT
    3. FEATS
    4. BAB
    5. TOD RINGS
    6. RED BAR *suggestions*
    7. RESERVED
    8. RESERVED
    9. RESERVED
    10. RESERVED
    Last edited by Link_omega; 10-17-2011 at 09:15 PM.

  2. #2
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    Default Enhancements

    [Armor BOOST]
    Armor Boost I - cost 1 action point
    ( Armor boost now provides +10% overall damage reduction and 1% reflected damage when hit. )
    Armor Boost II - cost 1 action point
    ( Armor boost now provides +15% overall damage reduction and 2% reflected damage when hit. )
    Armor Boost III - cost 1 action point
    ( Armor boost now provides +20% overall damage reduction and 3% reflected damage when hit. )
    Armor Boost IV - cost 1 action point
    ( Armor boost now provides +25% overall damage reduction and 4% reflected damage when hit. And is no longer activated ability "stays on continously" )

    [DAMAGE BOOST]
    Damage Boost I - cost 1 action point
    ( Damage boost now provides +10% overall damage increase and +2 damage. )
    Damage Boost II - cost 1 action point
    ( Damage boost now provides +15% overall damage increase and +3 damage. )
    Damage Boost III - cost 1 action point
    ( Damage boost now provides +20% overall damage increase and +4 damage. )
    Damage Boost IV - cost 1 action point
    ( Damage boost now provides +25% overall damage increase and +5 damage. And is no longer activated ability "stays on continously" )

    [ATTACK BOOST]
    Attack Boost I - cost 1 action point
    ( Attack boost now provides +10% fortification bypass and +2 attack bonus. )
    Attack Boost II - cost 1 action point
    ( Attack boost now provides +15% fortification bypass and +3 attack bonus. )
    Attack Boost III - cost 1 action point
    ( Attack boost now provides +20% fortification bypass and +4 attack bonus. )
    Attack Boost IV - cost 1 action point
    ( Attack boost now provides +25% fortification bypass and +5 attack bonus. And is no longer activated ability "stays on continously" )

    [HASTE BOOST]
    Haste Boost I - cost 1 action point
    ( Haste boost now provides +15% stacking melee or ranged attack speed increase. )
    Haste Boost I - cost 1 action point
    ( Haste boost now provides +20% stacking melee or ranged attack speed increase. )
    Haste Boost I - cost 1 action point
    ( Haste boost now provides +25% stacking melee or ranged attack speed increase. )
    Haste Boost I - cost 1 action point
    ( Haste boost now provides +30% stacking melee or ranged attack speed increase. And is no longer activated ability "stays on continously" )

    [CRITICAL ACCURACY]
    Criticial Accuracy I - cost 1 action point
    ( Grants +1 bonus to critical damage and +2 to confirm critical hits. )
    Criticial Accuracy II - cost 2 action point
    ( Grants a total of +2 bonus to critical damage and +4 to confirm critical hits. )
    Criticial Accuracy III - cost 3 action point
    ( Grants a total of +3 bonus to critical damage and +6 to confirm critical hits. )
    Criticial Accuracy IV - cost 4 action point
    ( Grants a total of +4 bonus to critical damage and +8 to confirm critical hits. )

    [MOBILITY]
    Mobility I - cost 1 action point
    ( Grants +1 stacking Armor Class and +2 Armor Class bonus while tumbling. )
    Mobility I - cost 2 action point
    ( Grants an additional +1 stacking Armor Class and +2 Armor Class bonus while tumbling. )
    Mobility I - cost 3 action point
    ( Grants an additional +1 stacking Armor Class and +2 Armor Class bonus while tumbling. )

    Kensei:
    5%HP +1 str + (surge +4 str) ; 10%HP + 2 str + (surge +8) ; 15%HP +4str + (surge +12)
    or possibly 2/4/6 from surge

    SnB portion of Stalwart Defender(an possibly DoS as well):
    DR6/- ; DR10/- ; DR14/- mm maybe instead of set #'s can use % based upon shield used wich would allow for scaling into future content

    Tactical Enhancements IV : give +2 to tactical bonus for total of +5
    10 base + 10 item + 5 tactic = 25 +15 bonus (40 str) to be practical for epic content fairly avg str for common fighter out there

    Tower Shield Enhancement to provide additional AC +1/2/3 in addition to its extra dex
    Last edited by Link_omega; 10-19-2011 at 03:03 PM.

  3. #3
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    Default Feats

    HIGHLY recommend remove cleave line from selectable feats.
    give cleave line as auto feats to barbs. "MWAHAHA"
    Recommend removing combat expertise as pre-req for imp. trip an instead make imp trip have 18 base str as pre-req.
    Or make it so combat expertise just need wis or int at 10 or base str score of 22. meaning would be around lv 8 for anyone to take combat expertise.
    Also recommend making Evasion be added to selection list to all classes at lvl 12 and imp. evasion at 18
    Lv 1:

    "similar to spell like abilities"
    Armor Boost - 20 sec buff 30 sec cooldown
    ( +5% stacking overall damage reduction. )
    Damage Boost - 20 sec buff 30 sec cooldown
    ( +5% Damage increase +1 damage. )
    Attack Boost - 20 sec buff 30 sec cooldown
    ( +5% fortification bypass and +1 attack bonus.)
    Haste Boost - 20 sec buff 30 sec cooldown
    ( +10% stacking melee/ranged attack speed increase. )


    lv 4:
    Boil Down - 20 sec buff 2 min cooldown
    ( " Gain [LVL rage per sec for 20 secs. " )
    Tactical Barrage - instant attack 20 sec cooldown - use 20 rage
    ( " Performs 2 instant attacks or if shield blocking 2 shield smashes at (2x shield damage) " )

    lv 8:
    Spiralling Devastation - instant attack 30 sec cooldown - use 40 rage req: Kensei I
    ( " For next 10 secs your weapons pierce 25% fortification and deal an additional 10% damage " )
    Tower Barricade - instant attack 30 sec cooldown - use 50 rage req: Stalwart I
    ( " For next 10 secs you reflect 10% of all incoming damage back at the attacker. " )

    lv 12:
    Artemis Accurarcy - instant attack 1 min cooldown - 80 rage req: Kensei II
    ( " Your weapons grow red with rage. For next 20 secs your attacks now gain +10 attack bonus and +10% damage bonus. " )
    Conqueror Defiance - instant attack 1 min cooldown - 80 rage req: Stalwart II
    ( " Now you are Crowned. For next 20 secs. You Gain Dr 20/- in addition all monsters now receive -10 attack bonus and are forced to attack you." )

    lv 18:
    Hemorage - instant attack 3min cooldown - 120 rage req: kensei III
    ( " Dash at enemy cause massive laceration causing 100d6 slash damage and bleeding damage over time. passive: reduces threat from opponents. " )
    Reprieve - instant attack 3min cooldown - 120 rage req: Stalwart III
    ( " Energy surges from you causeing nearby opponents to become shocked with fear stop in there tracks for 20 secs. ")

    lv 20:
    Fighter Alacrity - passive
    ( " Provides stacking 10% melee and ranged attack speed. And stacking +10% doublestrike. "
    Last edited by Link_omega; 10-17-2011 at 09:35 PM.

  4. #4
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    Default Bab

    fighters and barbarians being front line "fighters" should have ever progressing fighting sequence id recommend the following update to combat sequence:

    +1/ +2/ +5
    +2/ +3/ +6
    +3/ +4/ +7
    +4/ +5/ +8/+10
    +5/ +6/ +9/+11
    +6/ +7/+10/+12/+14
    +7/ +8/+11/+13/+15
    +8/ +9/+12/+14/+16
    +9/+10/+13/+15/+17
    +10/+11/+14/+16/+18
    +11/+12/+15/+17/+19
    +12/+13/+16/+18/+20/+22/+24
    +13/+15/+17/+19/+21/+23/+25
    +14/+16/+18/+20/+22/+24/+26
    +15/+17/+19/+21/+23/+25/+27
    +16/+18/+20/+22/+24/+26/+28
    +17/+19/+21/+23/+25/+27/+29
    +18/+20/+22/+24/+26/+28/+30
    +19/+21/+23/+25/+27/+29/+31/+33
    +20/+22/+24/+26/+28/+30/+32/+34

    prolly expand this to fit with increasing lvl cap with litte problems

    with special effect for ending the chain maybe self buff, etc depending on dominant class

  5. #5
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    Default Tod rings

    Recommend making ToD rings +7 base stat since they become such integral part of game play.
    Or way upgrade rings to epic versions.
    Kensai Set bonus:
    +2 exceptional Melee to-hit +3confirm Criticals
    Kensai II: +3 stacking bonus to-hit and damage.
    Kensai III: +10% melee/ranged speed

    Purple Dragon Knight Set bonus:
    +3 exceptional Melee to-hit
    Kensai II: -10% threat
    Kensai III:-20% threat
    Stalwart II: +1 stacking tactical bonus
    Stalwart III: +2 stacking tactical bonus

    Stalwart Defender Set Bonus:
    +10% threat +1 tactical bonus
    Stalwart II: +15% threat +2 stacking Con
    Stalwart III: +20% threat +2 stacking Con
    Last edited by Link_omega; 10-19-2011 at 01:45 PM.

  6. #6
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    Default RED BAR SYSTEM -- The Rage System

    highly recommend red bar system for barbs and fighters to utilize specialized tactical feats
    max : 100-200 rage 100 + ( [character lvl] * 10 )
    increases only when take damage / or deal damage
    DAMAGE OUTPUT / ( [Character LVL] * 2 ) = rage gained
    DAMAGE TAKEN / # = rage gained
    IDLE TIME = -([character lvl]/5) rage per sec

  7. #7
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    Default Reserved

    Reserved for future use.

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    Default

    Reserved for another time TY.

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    Default Reserved

    Reserved for future use. TY.

  10. #10
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    Default

    Reserved TY.

  11. #11
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    Default

    Quote Originally Posted by Link_omega View Post
    [HASTE BOOST]
    Haste Boost IV - cost 1 action point
    ( Haste boost now provides +30% stacking melee or ranged attack speed increase. And is no longer activated ability "stays on continously" )
    Quote Originally Posted by Link_omega
    Kensai Set bonus:
    +2 exceptional Melee to-hit +3confirm Criticals
    Kensai II: +3 stacking bonus to-hit and damage.
    Kensai III: +10% melee/ranged speed
    Quote Originally Posted by Link_omega
    +20/+22/+24/+26/+28/+30/+32/+34
    Quote Originally Posted by Link_omega
    lv 20:
    Fighter Alacrity - passive
    ( " Provides stacking 10% melee and ranged attack speed. And stacking +10% doublestrike. "
    So if I'm reading this right, you want to able to make 8 (bab) x 1.3(haste boost) x 1.1(kensai set) x 1.1 (fighter cap) x 1.1 (fighter cap double strike) = 13.8 attacks every 6 seconds, not counting 2 weapon fighting, haste and a doublestrike weapon?
    For a grand total of 13.8 x 1.8 (2wf) x 1.15 (haste) x 1.1 (doublestrike) = 31.5 attacks every 6 seconds?

    This doesn't strike you as slightly over the top?

  12. #12
    Community Member Memek's Avatar
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    Default

    Just looking at the enhancements, wow, your Fighter must really suck if you think these changes are appropriate.
    Permanent Haste Boost 4? You are aware that no melee does as much damage as a Fighter during Haste Boost (except maybe a Rogue during Haste Boost)? Along with permanent 25% damage boost and 25% less damage taken? You really think it's appropriate to have a Fighter do twice the damage of a Barb, all the time?

    Ridiculous.
    Thelanis: Mhagenta
    Keeper (Europe): Defy, Blhue, Spiderbot, Memek

  13. #13
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    First of all let me start out with this... HELL YEAH!!! WOOT!!! LET'S DO THIS!!! Okay... now that I've gotten that out of my system I can actually start with my thoughts on this thread.

    While I appreciate your enthusiasm and general attempts into making the Fighter the ultimate class, I feel that your ideas a little excessive. Now, don't get me wrong. I love the Fighter and its my favorite class by far, but still. As Memek already pointed out, some of these enhancements are kinda ridiculous. 25% damage reduction and damage boosts as a passive ability would make a fighter deal more damage than even a Barbarian on a Rage/Frenzy/Death Frenzy. Well at least on normal hits, Crits would be an entirely different matter altogether. Still, on average, it would make the Fighter a better damage dealer than the Barbarian and we all know that's just not right.

    A fighter is supposed to be the unparalleled weapons master. What those this mean? Simple. It means that he is a master at using weapons to their utmost potential and dealing massive damage by specializing with one weapon or a master tactician that utilizes his weapons to control the battlefield in the most appropriate manner. Basically, he's just that. A guy who fights with weapons. Now, if we take into consideration all your recommendations what we really see is a build that you would like to do instead of a class. A class needs to be good at something, while still maintaining a certain balance that doesn't make it over powered. Remember, its the builds that are supposed to make the character awesome, not the class itself. If its the class, then it'd make the game too easy cause everyone would use the class and pretty much beat the game without worrying about anything.

    Now here are a few of my recommendations to make the fighter class a slightly more fun class(though its already fun as hell to play it :P):

    1. More weapons! These are the bread and butter of the fighter. The more weapons there are, the more diverse fighters can be and the more interesting it becomes. Recommended weapons: Lances, Steel Chains, WF Components (hey we are in Eberron afterall), etc...
    2. More Feats! The other bread and butter of the fighter. The more feats, the more builds there are and frankly all classes benefit from more feats. Recommended: Weapon style feats, Tactical (i know that they are working on them, but still.)
    3. Add charge. Paladins, and a few fighters, will love the developer/s that add this to the game (though its better to add them with lances for obvious reasons.). You can make this into a command sorta like trip and sunder.
    4. Add mounts. Okay this one is more like a personal wish cause I got this crazy idea of owning an Axebeak and calling him Boko or Boris and riding into battle with him. You are more than welcome to criticize me on this one, i don't care. :P . And paladins will love the Dev's more than the Fighters would anyway.

    Well that's just my two cents.

  14. #14
    Community Member Absolute-Omniscience's Avatar
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    1. I like the idea of active combat feats.
    2. All your ideas are so immensly imbalanced that they would never be implemented, nor considered when the numbers are so out of proportion, I suggest that you remove all numbers and replace them with X.
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    EU player since release, US player since the summer of 2009.

  15. #15
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    Default

    In reply to Enhancments:
    Majority of ideas presented are merely reflections of current changes that are present already in game. Nothing unreasonable about changes I recommending. I merely put it in a way that it can be templatable and reused for other classes as needed. I removed need to click a boost excessively during combat added idea adding skills that would add some actual flavor to combat. by converting "boosts" into passive form of improving toon focus on creating new aspects to fighter would make game better.

    In reply to BAB:
    As for BAB table i was not implying increaseing number of attacks per sec's meant adding to attack sequence to create more stable attack pattern with +attack bonus that scales upwards in general fashion till sequence is finished. So instead of seeing e.g. +50 then +55 followed up by +60 as old bab system implied you will see more in line of +50 then +52 ... till sequence is over with completed sequence it could be possible to add sequence finishing graphic an buff to help add flavor to game wich would not be possible otherwise. creating more smooth animation sequence in the end. BTW "da" its base attack bonus not attacks per sec list. just think of current attack sequence taking 2x longer to complete and restart. I get notion for 8 attack sequence from 2^3 = 8. wich is reasonable number since creates number that can be stored coded in efficient manner for optimizing code but that is entirely different story.


    My suggestion removing cleave line not impede but instead since barbs naturally need the line why not just imply that they automattically get the cleave line. Similar fashion rogues + rangers in need of some serious TLC.

    As I can already seeing some of you flaming just to flame take it elsewhere bring usefull criticism that can help further advancement of game we all love. Ideas at first always seem to be outrageous at first glance but its not till see final picture does things begin to fall into place.
    Last edited by Link_omega; 10-18-2011 at 02:26 PM.

  16. #16
    Community Member Kinerd's Avatar
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    Quote Originally Posted by Link_omega View Post
    Nothing unreasonable about changes I recommending. I merely put it in a way that it can be templatable and reused for other classes as needed. ... As I can already seeing some of you flaming just to flame take it elsewhere bring usefull criticism that can help further advancement of game we all love. Ideas at first always seem to be outrageous at first glance but its not till see final picture does things begin to fall into place.
    I think it's pretty disingenuous for you to be upset with people for not knowing that you (apparently?) intend similar changes for all other professions. You haven't posted any other threads for other professions. Considering all the available information, these changes are incredibly overpowering for fighters. There can be no rational disagreement on this point. You are changing the situation from an effective 17.4% boost to damage at the cost of 10 AP to 62.5% plus 5 damage for 8 AP, plus 25% fortification bypass for a total of 12 AP. As if that wasn't enough, you want to give pure Fighters the ability to have Improved Evasion...

    ...and you don't think that would be overpowered?

  17. #17
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    Evasion only effective if you can get you saves high enough to make the rolls work. Granted imp. evasion would be over doing it id say. Merely making this suggestion so do not have to splash monk / rogue every time me or anyone else wants to include evasion into whatever build I intend to run.

    Correct that I have not posted thread for other class as of yet. I want to complete this one before I start up another for other classes. Will take some time to go through everything. With devs pushing for more mobs end game having higher fort. So for melee to have a way to bypass portion of that fort is a logical way to scale for harder content. E.G. if they made every mob lv 15+ have 100% people would cry and whine that they effectively made things 100% harder for melee to kill, but with this effectively those mobs would now be 75% granted for rogues prolly scale this higher since in theory piercing weapons techinically designed to pierce armor up to a certain point.

    Maybe design weapons to naturally have certain % for fort bypass. Would prolly be better if they did just make all end game content mobs have 100%-150% fort and then this change would be much needed. Unless of course really want to spend good 30mins+ killing single raid boss wich gained more hp and fort as of late but I am not complaining about that I feal that raid boss's should have fort to start with even mobs guarding said raid bosses should be rougher and tougher to keep things appealing.

    As for being overpowered must realize by now that game scaling generally becoming increasingly more drastic with each update with updates to each class not so drastic if at all. Things need to undergo some drastic changes to ensure that scaling between classes is closer in line with each other. ex: currently we have sorc tossing out 10k+ damage burst spells wich can easly take chunks of raid boss hp atm and barbs critting in excess of 1200+ fully geared.

    Those extra ap's can then be further invested in tactical enhancements and other enhancements wich would make or give some leeway to actual character customization. something that should of been adjusted a long time ago.

    BTW: use of word disingenuous was in improper context. l.o.l
    disingenuous=not sincere; lacking candour
    I am quite sincere with what i have to say and into reply to people comments.
    Having to justify my queries to make sense to other people just shows how sincere my thoughts for recommendations go. I could of easly just blown of people rants an comments.

    common reflex breakdown pure fighter:
    twf:with 15+2(tome) base dex=17
    +6(base)
    +3(b.dex)
    ------------
    9
    +10(resistance)[infused chaosrobe/parasitic breastplate +uncanny awareness]
    +4(insight)[superior parry]
    +4(holy aura)
    ------------
    27
    +3(+6 item)
    +2(+3 exc.)
    +1(ship buff)
    +1(ELD Ritual on Jewelry)
    ------------
    34
    +2(GoodHope) [+2 morale bonus]
    +2(Inspire Heroics) [+4 morale bonus]
    +0[GH] [+4 morale bonus]
    ------------
    38
    +1 (Essence of Betrayal) Yugo pot
    +1 (+7 dex Item + lotd)
    ------------
    40
    +1~4(Aura of good)
    ------------
    41-44 Situational reflex
    -5 using normal +5 resistance item and not uncanny awareness item
    36-39
    Last edited by Link_omega; 10-19-2011 at 02:25 PM.

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