Results 1 to 14 of 14

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #1
    Community Member KainLionheart's Avatar
    Join Date
    Feb 2010
    Posts
    153

    Default Visible Cloaks, Spell Alteration and more

    Just a couple of ideas I had. I can't see them ever happening IG but one Dev or another may see it and it may or may not give them an idea, who knows

    VISIBLE CLOAKS

    You can turn Helms on and off, Armour Kits on and off, hell we can even see our goggles. Why not cloaks?
    This idea is two fold.
    1. On / off visible cloak function.
    2. Purchasable cloak appearance kits. One idea that springs to mind is entire guilds deciding they want that style cloak. Presto everyone in the guild (who wants to) buys that cloak design. Got to be some profit for Turbine there, and game play immersion / fun for players



    SPELL CHANGES

    All of the stat boosting spells (Bulls, Bears etc, inc. mass versions) are ~nearly~ useless. (I am aware that they can be useful in some circumstances, but honestly, these occasions are quite rare)

    Idea - Change the mechanics of the spell as such;

    Caster level 1 - 10 +4 enchanted stat boost for 10 minutes.
    Caster level 11 - 15 +6 enchanted stat boost for 10 minutes.
    Caster level 16 - 20 +8 enchanted stat boost for 10 minutes.
    Caster level 21 - 25 +2 insightful stat boost for 10 minutes.



    MABAR

    Change the CR bands to work.

    At the moment it is possible for a level 3 to walk into the CR 8 - 13 and run around spawning CR 4 mobs. This means anyone who is level 8 and above and would normally spawn CR 6+ mobs gets no reward for the new mobs made by the level 3.
    I understand level ranges need to be varied slightly, (there are currently 7) if anything else to limit the number of instances for lag purposes, meaning you cannot have a CR range for every 2 levels.
    I would propose the below, and changing material drop rates to come from mobs up to 4 levels below the PC. (So a level 12 PC could kill a mob of CR 8 and still get a chance at a reward)

    Shared - Fine as it is
    CR 1-4 - Spawns mobs at minimum CR 1 and a maximum CR 4.
    CR 5-8 - Spawns mobs at minimum CR 4 and a maximum CR 9.
    CR 9-12 - Spawns mobs at minimum CR 8 and a maximum CR 13.
    CR 13-16 - Spawns mobs at minimum CR 12 and a maximum CR 17.
    CR 17-20 - Spawns mobs at minimum CR 16 and a maximum CR 21.
    EPIC - Spawns mobs at minimum CR 21 and a maximum CR 28.

    Have it so that only characters of the relevant level may enter (for example only characters between level 9 and 12 may enter the CR 9-12 zone. For epic it is levels 20+ only)

    Increase drop rates on party size. Something like +1% per party member? meaning a full raid party gets a 12% bonus to ingredient drops, incentive to party without being over powered. This would encourage grouping, which in my experience is a good thing 99% of the time.

    I think I had some more, but they escape me for the moment.
    Last edited by KainLionheart; 11-21-2012 at 12:34 PM.
    Level 20 commoner.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  

This form's session has expired. You need to reload the page.

Reload