Changemonth wish (in General)


AdminQBGentlemanLoser [{END}] December 3 2009 4:35 AM EST

Would it be possible to get customisable Attack Priorities?

To allow us to choose which type of attack a minion would use over anyother.

It's selfish, I'd like to add an XP based Ranged attack to my UC Tank. ;) (Without locking out UC and making it useless...)

Besides, what self respecting Martial Artist can't generate some sort of Fireball! :P

HA-DO-KEN!

AdminShade December 3 2009 4:44 AM EST

so you want a ranged only DD spell? I'd love to see one myself also! :)

AdminQBGentlemanLoser [{END}] December 3 2009 4:53 AM EST

Or a new Ranged only DD. ;)

Either or! :P

(I thought maybe adding a toggle to the priority would be the easier job to implementing a new DD!)

{WW]Nayab [Cult of the Valaraukar] December 3 2009 5:45 AM EST

Or perhaps a DD that fires in all rounds but is overrode by physical attacks (bows, weapons UC)
I reckon that would be better as if you had a ranged only DD and trained a DD that started during melee it would cause problems when calculating AMF.

lostling December 3 2009 5:53 AM EST

Chain lightning anyone?

{WW]Nayab [Cult of the Valaraukar] December 3 2009 6:17 AM EST

woot time to try chain lightning again but with statistics!

Chain lightning
Deals damage to front minion and damage to consecutive minions on scale.
its listed effect will asymptotically approach 36% of the spell level, and represents the maximum damage applied to the targeted minion.
Against 1 minion teams deals 100% damage to first minion.
Against 2 minion teams deals 100% damage to first minion, 25% to second minion.
Against 3 minion teams deals 100% damage to first minion, 40% to second minion, 20% damage to third minion.
Against 4 minion teams deals 100% damage to first minion, 45% to second minion, 30% to third minion, 15% to fourth minion.
Against 5 minion teams deals 100% damage to first minion, 50% to second minion, 37.5% to third minion, 25% to fourth minion and 12.5% to fifth minion.

In a nutshell, against 1 minion 100% damage, 2 minions 125% damage, 3 minions 160% damage, 4 minions 190% damage, 5 minions 225% damage.

The damage against a 1 minion team would be 3/4 that of a MM of equal level.

This spell would be overrode be ranged weapons during ranged combat, melee weapons and UC during melee rounds.

Gotta love ideas.

QBRanger December 3 2009 10:56 AM EST

I concur, that would be a great idea.

Demigod December 3 2009 11:13 AM EST

You mean I could get rid of FB? I don't think it'll ever happen...

Admiralkiller December 3 2009 11:17 AM EST

Like the chain lightning idea. Not sure I would make it do so much damage vs 5 minion teams.

Raiden Wins

Finish Him!

AdminQBGentlemanLoser [{END}] December 3 2009 12:04 PM EST

Personally, I'd have a CL like spell hit for les than 100% on singe targets, but ramp up versus multiple ones.

Something like (I'm sure I suggested this years ago! :P)

1: 60%
2: 30%
3: 15%
4: 15%
5: 7%

Or the like. ;)

But really I'd just like an XP based Ranged attack that doesn't invalidate your choice of Melee attack.

Admin{CB1}Slayer333 December 3 2009 12:42 PM EST

Kal Vas Flam!

QBOddBird December 3 2009 12:44 PM EST

Yeah, that initial post about the chain lightning would make it vastly stronger than any of our current ranged DDs and comparable to melee ones against 5 minions. I'm not thinking that'll fly.

QBRanger December 3 2009 12:45 PM EST

So chain lightning would be just like CoC or FB except for its distribution of damage?

What is the benefit? Just use CoC or FB instead.

I would not want to see it do more overall damage.

Demigod December 3 2009 1:00 PM EST

I'd like to see a spell that gives benefit to melee weapons. How about a spell that's ranged only, AND that's strengthened by the X of a melee weapon? It's the equivalent of a wand without opening the door to mage weapons.

QBRanger December 3 2009 1:05 PM EST

My real wish would be to fix the broken/unbalanced things already in place before adding new stuff that gets broken.

Including fixing the tutorial. Which would be a huge start towards helping getting and retaining new players.

AdminQBGentlemanLoser [{END}] December 3 2009 1:27 PM EST

Ranger, that CL was a suggestion of a DD that was Ranged only (or could be overiden by Melee Weapons/UC).

AdminQBnovice [Cult of the Valaraukar] December 3 2009 1:46 PM EST

The tutorial has been put in the hands of the userbase basically...

QBRanger December 3 2009 1:53 PM EST

Instead of a new spell do as suggested and let us choose to have spells or weapons take priority.

Also. Fixes to the tutoral HAVE to come from the devs as they are the first things players see.

If they see a bugged tutoral, how many just get fed up and bail?

AdminQBnovice [Cult of the Valaraukar] December 3 2009 1:56 PM EST

"have to come from the devs"

Why? Seriously how are they more qualified than the users?

AdminQBGentlemanLoser [{END}] December 3 2009 2:01 PM EST

"Instead of a new spell do as suggested and let us choose to have spells or weapons take priority"

Yes, I'm in favour of this as well. ;)

Either or. Whichever is easiest is most likely to get implemented. ;)

Demigod December 3 2009 2:20 PM EST

Wasn't there a request for us (the players) to create a storyboard or flash intro?

AdminQBnovice [Cult of the Valaraukar] December 3 2009 2:25 PM EST

http://docs.google.com/present/edit?id=0AQ9UGffhOP_HZGRxMmRoeHhfNTlmcHJ6amY2cw&hl=en

QBRanger December 3 2009 2:31 PM EST

Why should the developers do the tutorial?

Imagine me doing one with telling new players exactly what I think they should do and how they should proceed.

I think Jon and NS need to lead the new players into the game as they see fit.

Since their view of the game and its design is vastly different than quite a few others.

However, if there already is a step in the direction of doing the tutorial over, why hasn't anyone done so?

{WW]Nayab [Cult of the Valaraukar] December 3 2009 5:34 PM EST

I think people are confused about the spells power.

"Its listed effect will asymptotically approach 36% of the spell level, and represents the maximum damage applied to the targeted minion."
"In a nutshell, against 1 minion 100% damage, 2 minions 125% damage, 3 minions 160% damage, 4 minions 190% damage, 5 minions 225% damage."

"The damage against a 1 minion team would be 3/4 that of a MM of equal level."

I will show it in reference to the other DDs in damage
CL 1 minion deals 36% of spell level in damage
CL 2 minions deals 45% of spell level in damage
MM deals 48% of spell level in damage
SG deals 56% of spell level in damage against no armour
CL 3 minions 57.6% of spell level in damage
FB deals 65% of spell level in damage
CL4 minions 68.4% of spell level in damage
CL 5 minions 81% of spell level in damage
CoC deals 110% of spell level in damage.

This spell has to be fighting 3 minions to be more powerful that MM and 4 minions to be more powerful than FB.
As well as that, this spell would be incredibly vulnerable to AMF as the calculated value would be comparing AMF level to 36% of the spell level.

{WW]Nayab [Cult of the Valaraukar] December 4 2009 2:14 AM EST

well, is anyone going to comment about Chain Lightning now?

Rawr December 4 2009 2:27 AM EST

old broken stuff > new spells in my list of change

{WW]Nayab [Cult of the Valaraukar] December 4 2009 2:32 AM EST

People aren't saying it shouldn't be that way Rawr.
But we might as well explore other concepts as well to be introduced after changes.
I am asking your opinion about this concept now.

AdminNemesia [Demonic Serenity] December 4 2009 2:36 AM EST

I think we could best use some of both, new strats with new skills and spells is a very good thing for the game.

lostling December 4 2009 3:11 AM EST

How about chain lighting hitting the highest ac targets first

{WW]Nayab [Cult of the Valaraukar] December 4 2009 3:17 AM EST

thats an interesting idea lostling
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