Bunch of New Item Suggestions (in General)


AdminNemesia [Demonic Serenity] November 27 2009 1:02 AM EST

Here are a bunch of potential items I thought off. Please tell me what you think of them and try throwing your own ideas for potential items as well. We just may be able to come up with a few things that Jon and/or NS like.

Here are the items I thought of:

A Vampiric set: they would include Helm, Gloves, Cape and potentially body armor. Each piece of equipment except for the body armor would reduce damage dealt by 10% body armor would reduce by 20%, these penalties stack with each other so by equipping the full set a minion would have their damage dealt reduced by 50%. Each + would grant 1% VA for the minion. In terms of upgrade costs having them around the same amount as the HoE, NS, and EC respectively would be around the proper amount.

Also A Glass shield which would increase physical damage received by 15% and each + would add 1% to DD. Upgrade cost would be higher than the BoM.

Any item can always be tweaked so feel free to critique things.

AdminNemesia [Demonic Serenity] November 27 2009 1:40 AM EST

Here is another item I thought of. Amulet of Attraction [0] (+10) It works just like An Amulet of Invisibility except that it gets targeted by equipment instead of being skipped. Any special targeting like the Msk or exbow/axbow will still bypass it and DD spells are unaffected. It also grants 20 pth to any minion hitting the minion that has it equipped. In effect a negative 20 evasion.

{WW]Nayab [Cult of the Valaraukar] November 27 2009 1:53 AM EST

I like the Amulet of Attraction but make it +10 Pth not 20.
Glass Shield should be on a sliding scale as in each + adds 1% to DD and increases physical damage received by 1.5%

The penalty to damage with the vampiric set should also be on a sliding scale to avoid massive damage nerf from the base item. You could have the damage reduction be equal to the granted VA and just cap the damage reduction at a certain level.

AdminNemesia [Demonic Serenity] November 28 2009 1:40 PM EST

Anyone else care to give a comment?

AdminShade November 28 2009 1:45 PM EST

Perhaps a Vampiric set would be nice, but why don't we first have a helmet having an Elven match first? ;)

Zenai [Cult of the Valaraukar] November 28 2009 1:46 PM EST

Sorry Bro I didn't even see this Thread.

I think that WW's thoughts on it just about hit it on the head for me. The Upgrade costs should be a little higher than what you are saying for the Glass Shield imho but still is cool in my book.

Although I would add something interesting to the mix, a failure/backfire clause. If it is DMed/AMFed enough it has a failure/backfire feature. It is made of Glass and Implodes on the wearer and causes damage to "save" itself. This of course is reset on every battle but I think it would be something cool to do >:-)

Messbrutal November 28 2009 1:46 PM EST

All we need are those good old blood vial idea.

Marlfox [Cult of the Valaraukar] November 28 2009 4:13 PM EST

I really wouldn't want to see a vampiric set in the format you describe. We already have many excellent ways to lower damage, and with a name like "vampire", it should do something clever with VA/BL.
The Glass Shield/AoA ideas are top-notch, however. :)

Wraithlin November 28 2009 4:20 PM EST

What we need is a beserker set:

4 items that includes a chestpiece, probably chest, feet, gloves, head.

The items have low armor similar to leather, so no penalties, and expensive to upgrade.

For all of them, each point reduces the effect of drain-type abilites by .75%. Also for each point it increases your damage bonus cap by 1%. When you have the full set equipped, for each 1%HP you have lost you gain 1% damage bonus, up to your cap.

So in summary if you want just some generic drain reduction to avoid ExBow/AxBow you can just get a couple of items. If you want the damage bonus from losing HP you need to pick up the full set.

If the CB community is anti-set bonuses then just let equipping 1 item gives you the damage bonus, although you'll raise your cap if you have more of them of course.

AdminNemesia [Demonic Serenity] November 29 2009 8:50 PM EST

Here is an idea for a ranged weapon. Bladed Boomerang base damage of 5 and it attacks from the rear to the front. I know this type of one has been suggested before but it would be a good additional option for people.

A berserker type of set or item would be interesting. I have made a suggestion for a similar thing before.

QBJohnnywas November 30 2009 4:07 AM EST

With regards to a VA set: make them so they work with UC. I think that's vital. UC could really use these.

Although some might argue that a junctioned Jig would benefit too much.....

QBJohnnywas November 30 2009 4:16 AM EST

I had the idea of a trident and net combination as used by certain types of Roman gladiator.

http://en.wikipedia.org/wiki/Retiarius

The trident obviously is the damage component, but the net would be like a sort of inbuilt EC, or axbow/exbow combination.

It would be a melee weapon, probably pitched around (80), but the net would be cast at the start of ranged and the EC effect would lower with each round, and the next round after the effect wore off completely, the net would be cast again.

The level of the EC effect would be dependent on the strength of the fighter, but wouldn't be split 50/50 like EC, but more 30/80 with the 80% attacking dex.

If that makes sense. I'm pre-coffee on this....

QBJohnnywas November 30 2009 5:52 AM EST

Oh and the trident/net would be a two handed weapon by the way...

kevlar November 30 2009 1:36 PM EST

Like the ideas. I have been struggling with picking an amulet for my mage. Would be simple and nice to have an amulet that did one, some, all of the following for mages (like spellboosters/BoE):
-up DD
-up Enchantments (flat rate, not AoF style)
-up AMF backlash resistance (too much with the NSC out there?)
-offer resistance to Decay (so you can use DM without a RoS and protect yourself from a base decay)<----this might be an idea alone for a different item

QBRanger November 30 2009 1:37 PM EST

I would not like to see more VA introduced into the game.

Lord Bob November 30 2009 1:43 PM EST

"Also A Glass shield .."

Wouldn't a glass shield, you know, break?

QBRanger November 30 2009 2:49 PM EST

-up DD
-up Enchantments (flat rate, not AoF style)
-up AMF backlash resistance (too much with the NSC out there?)
-offer resistance to Decay (so you can use DM without a RoS and protect yourself from a base decay)<----this might be an idea alone for a different item

An amulet to increase DD spells, based upon a AG type upgrade would be a welcome addition. It would help mages try to keep up with familiars.

Same as with an amulet for enchanters. Given DM stacks and EDs do not, perhaps make it only work for ED spells.

I would not like to see another NSC type amulet. Too much of a great thing :)

I am on the fence about a decay resistance amulet but I think I would say no. DM is very powerful, but has 1 huge drawback which is decay. There are ways to counter this, most involve a 20 hp blocker in front backed by PL. But to let decay be nerfed a bit without using AMF to counter it would be a bit too powerful.

The first 2 ideas are rather good though.

To explain my VA statement, I would not like to have more and more minions reviving during combat. We have enough with the spell, MH/BTH and the TSA.

BHT November 30 2009 4:22 PM EST

Amulet of luck- each + gives a 5% boost to all ED/EO (steep upgrade curve)
Effect- amulet has a 50% of working each battle

Enchanted Plate- (17) base AC. Each + gives .5% boost to all DD and Skills of wearer.

I want Mage gear.

BHT November 30 2009 4:28 PM EST

Amulet of Heros- each + gives a .5% boost to HP,DX. Similiar upgrade curve as AoM.

Lord Bob November 30 2009 4:48 PM EST

"Effect- amulet has a 50% of working each battle"

No. Random effects are always bad.

QBJohnnywas November 30 2009 5:11 PM EST

Dragon's Tooth: melee weapon. Protects against DD spells and RBF flame, by a percentage per +.

QBJohnnywas November 30 2009 5:15 PM EST

Add to that Dragon armour of various types to protect against DD and RBF fire. Perhaps not a full set, because that would just be ridiculously OP once all the bonus is in effect. Perhaps only a body armour, or maybe a cloak....

Yes Dragon's Scales, a cloak that protects a certain amount against DD and RBF.

Obviously poor old tattoo wearers wouldn't be able to use it, but it would go quite nicely alongside my TSA :)

AdminNemesia [Demonic Serenity] November 30 2009 5:22 PM EST

I think a different version of a defensive weapon would work better. A Dragon's Tooth base of 70 short bladed 1h weapon. It creates a defensive field from the damage dealt. (some % amount of damage) Which would reduce RoBF and DD damage by 25% (or some amount of reduction) until exhausted. It would work like the old ToE did in this principal, except that the only way to regenerate the defense is to deal more damage.

QBJohnnywas November 30 2009 5:26 PM EST

Yeah, that would do it. I think something working against RBFs is pretty vital, be it weapon or armour type.

AdminNemesia [Demonic Serenity] November 30 2009 5:26 PM EST

Another way to do it would be that each hit stores up a charge rather like the SoC. The charge is expelled when the minion takes a hit from either RoBF or a DD spell and reduces the damage in an AMF like ratio. Where the ratio is determined by the total charge vs the DD spell or damage dealt (or portion of the spell for FB and CoC). I like this version more.

QBJohnnywas November 30 2009 5:30 PM EST

Nice. Like it.

{WW]Nayab [Cult of the Valaraukar] November 30 2009 5:33 PM EST

definitely prefer the second version.

kevlar November 30 2009 5:49 PM EST

I like it as well, but I think it should be 2-handed.

AdminNemesia [Demonic Serenity] December 5 2009 3:15 AM EST

Since we have gotten a break down of the weapon types I think we could use a couple new weapons and special items to modify a few of those classes that aren't being used right now. I haven't thought of a good thing for the axe (Hafted) class yet.

For the Polearm class we could have a spear or lance (I haven't thought of a name for it yet) that would have a base damage of around 80 and it attacks the second target in the targeting order until the last person. So if there is an invisible person in front and its a 4 minion team it would first target the 3rd minion, then the 4th, then the invisible 1st minion and finally the 2nd minion. As another feature to make the polearm type weapons different I think it should work with the HoC to give an attack in the last round of ranged at the first normal target (the 2nd minion in that example).

AdminNemesia [Demonic Serenity] December 5 2009 3:26 AM EST

Here is another item I just thought of. I think this one still needs a lot more work but here is the general outline. A spiked shield. It would give 8 base AC but upgrades would not increase AC (like the CoI). In combat it would act as an additional weapon [45xB](+C) where B and C would be the values of the weapon with the NW evenly invested into each part. Also, the dex penalty for 1h would be around 10% and for 2h around 30%. I'm not sure how well this would work, but its the general idea.

TheHatchetman December 5 2009 3:41 AM EST

Behemoth's Battleaxe

2H base of 180. no chance for multiple hits.




Rusty Hatchet

1H base of 65. Each blow in a round of combat will deal 30% more damage than the previous.

TheHatchetman December 5 2009 3:42 AM EST

well, 30% more capability... actual damage based on CB's random factor :P

AdminNemesia [Demonic Serenity] December 5 2009 3:44 AM EST

I think a better way for the Behemoth Battleaxe would be to lower the base to around 130 or 140 and make it so that it cannot get any pth upgrades. It still has a chance for double hits through leadership and dex only.

AdminNemesia [Demonic Serenity] December 5 2009 3:45 AM EST

I don't know about the name for the rusty hatchet, but the idea is nice. ;)

AdminNemesia [Demonic Serenity] December 5 2009 3:49 AM EST

What about Blood Axe?
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