Massive Overhaul (in General)


Wraithlin April 13 2010 7:29 PM EDT

**Disclaimer, Long Read, but I promise it is interesting**

The biggest problem I actually think we have with player retention is that combat is boring, individual minion design is boring, and the current set of abilities/skills/spells are boring. This long suggestion fixes all of that.

First of all, remove the ability to train HP altogether, from now on HP will be based off of all other abilities/stats that you train, each with it's own percentage.

Training STR gives 50% to HP.
DEX and Skills give 33% to HP.
EOs and EDs give 25% to HP, but are actually called Control Spells now.
Spells give 10% to HP, and are called Damage Spells now.

Secondly, set the max XP you can train into any one stat or skill, ability, spell at 50% of your total XP for that minion. So you have to, at the very minimum, train 2 things on each minion.

Thirdly, Minions can learn any number of spells they want, and number of skills they want. They also will make ranged and melee attacks if they have those weapons equipped even if they have spells trained and will cast all spells they know every round. If you want to train every spell in the game on one minion then go for it, you probably won't do any damage but at least it'll look cool.

Lastly: The next post has a huge list of changes/additions I would add to make combat even more interesting than the above 3 parts already have.

Please feel free to comment/suggest/hate on me after the next post but just wait till I finish it so you can see the full product.

Wraithlin April 13 2010 7:51 PM EDT

Ethereal Chains is boring, it is now a Control spell and works as follows:

The minion that dealt the most physical damage to your team last round is hit by EC, effect is the same as before. If you have two minions with EC they affect the two highest sources of physical damage, unless there was only one source in which case they stack. If you have 3 EC, again they spread out to the top 3 sources and only start stacking if there are fewer than 3 sources. EC will attempt to put 1 stack on every source, then 2 stacks on every source, etc.

Antimagic Field is boring, is now two different spells:
Spell One: Counterspell: every round will totally negate one random spell the opponent casts that has trained level equal to or less than counterspell's level.

Spell Two: Spell Reflect: every round will reflect 50% of the damage of one random damage spell the opponent casts that has trained level equal to or less than spell reflect's level. Target of the damage of the reflected spell is the same as if the spell was recast, so for instance if you reflect MM, it hits the last minion in line.

Dispel Magic is useless with the changes, it now removes one random defensive spell from an opponent with trained level equal or less than dispel magic. Defensive spells are talked about in just a sec.

Ablative Shield is boring: It is now the first defensive spell and will keep the name, instead it adds HP to the minion that took the most damage on your team in the previous round. Ablative shield scales at the same rate as MM. Only 1 AS can be on a target per round, if you have two minions with AS, they will give the two most hurt minions the shields. If only 1 minion was hurt and you have more than 1 AS trained, they start putting shields on the front and working to the back.

Giant Strength is boring: It is now a defensive spell and targets the minion that dealt the most physical damage on your team. This buff stacks and is never removed unless dispelled. GS will stack once on each minion that deals physical damage before stacking a second time. Max stacks is 5. It also only adds 50% of what it used to add but that's for each stack. If GS lands on a target that has EC or ExBow drain, it does not apply a stack, instead it removes all drain and one stack of EC.

Haste is boring: Same as Giant Strength except with Dex, however instead of using the minion that dealt the most physical damage it uses the sum of physical damage dealt and physical damage taken. So you will buff targets that are getting hit alot. Haste will remove EC and AxBow drain in the same method as GS as well.

Guardian Angel is boring: Another defensive spell, targets the minion that took the most damage last round, scales the same as before. Works the same as before except it only targets 1 minion and does not stack. Lasts until dispelled. If no minions took damage or all minions that took damage already have GA on them, it puts GA on the front minion working to the back.

Steel Skin is boring: Another defensive spell, targets the minion that took the most damage last round. Will stack once on each minion that took damage before stacking multiple times, lasts until dispelled, stacks 3 times. Effects is same as before, except you can now get alot more armor if you get 3 stacks going. Will target front to back if all the damage targets have 3 stacks already.

Vampiric Aura is turned into a skill, trained like a skill, only affects that minion.

All other skills remain the same except armor proficiency as it is unfair that all minions can now train it. Any minion that trains armor proficiency deals 50% less damage with damage spells, everythign else remains the same.

**Got one more post coming with all the new changes to damage spells and new items suggestions, hang with me**

Wraithlin April 13 2010 8:15 PM EDT

Fireball, CoC, MM, SG all remain the same and unchanged, however their damage types switch to fire, cold, magic, electric in that order.

Two new fire spells:
Burning Hands: Hits the front minion on the enemy lineup for 75% of the full damage and 25% of the full to all other enemy minions. The full damage scales the same as SG.

Meteor Swarm: Calls down 5 meteors into the enemy lineup. Each meteor deals 33% of the full damage and hits a random minion of thier team. All give could randomly hit the same character. Full damage scales the same as MM.

Two new cold spells:
Blizzard: Spell is a mirror image of fireball except with cold damage.

Frost Fist: Spell hits a random minion from the enemy lineup, damage scales the same as SG.

Two new magic spells:
Mind Blast: Hits the minion with the highest combined STR/DEX, scales the same as SG.

Magic Sap: Hits the minion with the highest trained XP into damage spells. Damage scales at 50% of MM, however the damage that this spell deals is also subtracted from all spells cast by target that round. All magic saps cast first in the round and deal full damage, then all other damage spells are cast and are reduced by the appropriate amount.

Two new electric spells:
Chain lightning: Targets a random enemy minion, deals damage that scales the same as MM. Then procedes to target a new random minion dealing 50% less damage, jumping to each enemy minion once, dealing 50% less each time till all minions are hit once.

Nova: Identical to Cone of Cold except with electric damage.

New Tattoos:
FF becomes Fireball familiar, stays the same.
Burning Familiar and Meteor Familiar are born with those spells trained.
Fire Familiar is now a familiar that has all 3 fire spells trained at 33% towards each.

For cold, magic, and electic it all follows suit, there is a familiar of each individual spell, and a familiar that does 33% of each.

New items:
Not going to create them all, but basically add items that add +% magic damage to each individual type of magic. So frost helm for instance would add +1% cold damage per enhancement. Gloves of flame would add +2% fire damage per enhancement, etc. The ultimate items of each would be the chest pieces that would add a +2% per enhancement and an additional 5% to all spells of that school for each spell you have trained. For instance the Robe of Fire + 10 would give +20% to fire spells, and if you have all 3 trained, an additional 15% to all fire spells for 30% total.

New skills that are related to new spells:
Burning Blood: Your fire spells deal +X% of the damage they dealt this round in the next round, where X = Burning Blood XP / Fire Spell XP. Essentially adds bonus damage to your fire spells.

Frozen Solid: Your cold spells cause your opponents to deal less physical damage with thier next attack equal to X% where X= Frozen solid XP / Cold spell XP. Max 50% less damage on next attack.

Magic Burst: Your magic spells hit all other minions of the opponents team in addition to the primary target this damage is a percent of the total where X = Magic Burst XP / magic spell XP. Max of 25% of total.

Arcing: Your electric spells gain power by hitting people more than once. If your electic spells hit a minion that was already hit by lightning once they deal bonus damage, again Arcing XP / electic spell XP, max 33%. For targetting purposes Chain Lighting goes first in the round, then Nova, then SG, so you can only get CL to get this proc by having more than one CL mage.

Ok, open the gates and let the comments fly.
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