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08-28-2022, 12:06 PM
(This post was last modified: 08-28-2022, 12:09 PM by voyd.)
Currently as it stands the Enhance Zombie and Enhance Champion functions are luckluster on the receiving end at best.
As is stands the rewards go as following: Enhance Zombie rewards the Human Sturdy passive (which most people get for free) at the cost of ten (10) dangerous battles, and Enhance Champion gives Burden, a reflavored Reform spell at the cost of ten (10) undeath as their RPL upgrade has been silently redacted.
At the end of this process of gathering twenty (20) Undeath for enhancements to hit the pinnacle of Undeath development, you’re rewarded with a very lackluster ability and a passive most people get for free, which imo wasn’t intended to be the case for this class. The incentives to play an Undeath over a human is mostly fluff but some suggestions I have are.
- Give Undeath the passive of multiplied AP Rewards after a dangerous battle.
- Undead Champion rewards need to be looked into in general, maybe some type of stance can be given, anything really because the spell Burden without the 200 RPL boost just isn’t worth the resources.
- Give Undead Zombies more than just a single passive that they could’ve gotten for free by making as human (a free race) instead. Something, even if it’s just a better version of the passive. As it stands this upgrade makes little sense aside from aiming for Champion which is mostly pointless as well atm. They need something to make the race standout and make it worth doing several dangerous battles to spawn someone into this slot.
Overall they just need some TLC imo because there isn’t really a good reason to go this race instead of human, there is little to no mechanical benefit which shouldn’t be the case since it costs something to be raised into this slot.
tldr; please buff undead enhancements and make them worth going. atm it’s human with a subpar spell after 20 dangers. =/
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08-28-2022, 02:10 PM
(This post was last modified: 08-28-2022, 02:26 PM by SilkiyTea.)
White Oil = Marignolia (x10), Perdegrine (x10), Fairy Powder (x5), Blanchebloom (x3), Water Crystal (x2), Aetherblossom (x1), likely requires a high CoI or CoD Tower Event for one of the materials (I Think I've seen all the materials in the wild except Aetherblossom), I was told it heals 3 of the oldest permanent injuries, and requires a T1 alchemist.
Arcanium Kit = Arcanium (x3), Mythril (x9), Orcihalcum (x9), Copper (x15), a T1 Artificer. Repairs 75% of the injury.
Shoulder Burden = 5 RPP (Faith Initiate), getting to Radiant, 10 faith per use, 1k Energy, -5 vitality on the caster permanently that is also an unhealable injury (Even by white oil to my knowledge, I could be wrong tho). A prosthetic Arcanium kit for 75% of the injury healed.
Buff Shoulder Burden- okay hear me out before my rep is tanked okay.
It takes a LOT to get to Radiant, a lot of devotion and faith oriented RP (Praise Ymir), and maybe I'm the only one but knowing that I can take a - 5 unhealable perm to heal someone to an extent is cool but also knowing that my efforts can be completely voided after I'd done it as they go on a quest to get white-oil makes me a sad creature.
In short, everyone else can heal their big boy perms that I negated a chunk of with Shoulder Burden, but I must suffer forevermore never to be healed again, and I must bare witness to my hard work negated. Heck, my hard work can go completely unused if someone did enough gacha boxes and got a stash of arcanium.
So here's my suggestion(s):
Suggestion One:
-5 unhealable vit perm on the Radiant, fully removes 1 perm from someone, add a CD of 6 IC years (A literal month). It'd force the Radiant to pick and choose whom they heal carefully, be it through a decision made out of IC Bias, or through meticulous IC strategy to keep the 'strongest of us in shape', make it that the target who was healed cannot be healed by any other Radiant tier faith user for those 6 IC years. Heal that one person that was strong but had loyalty issues that was never paid attention to? Woops they went turncoat. Turns out you fucked up bud.
Suggestion Two:
Taking the entire permanent injury from someone and placing it unto the Radiant. Give it a CD of 1 year to make it an important decision much like Bless can be, and again make it that another Radiant cannot just pop in and take another perm from the same person until that 1 year CD is up. Make it healable by PROSTHETICS up to an arcanium kit (Unless the injury was already kitted, which means that say, someone is mythril kitted on a deadly injury? A -20 vit unhealable by White Oil or other Radiant faith user that cannot be reduced by another kit, forever.)... Buuuut, unhealable by White Oil, and unhealable by other Shoulder Burden users. Ergo there will always be some kind of remnant of the injury on the Radiant.
Suggestion Three:
The lamest of the suggestions... Keep the ability entirely the same except... Remove the unhealable perm, make it a temporary and grave unhealable injury that lasts a year. Not as cool or as fun to RP imo but hey at least then should I get shoulder burden and someone gets white-oiled after I use it, I won't be suffering a -5 vit perm that I can never heal whilst staring at the fruits of my labor being erased from existence.
To be quite honest my favorite idea is Suggestion Two. It feels impactful and lets me get my full insane Ymir sacrificial side on, as well as make people second-think on using it. Ultimately these are just suggestions, and even the knowledge that my Chad Shoulder Burden may be undone by the Virgin White Oil will not stop me from using it...
PS: The taking the injury in suggestion two was something Sanguine mentioned while we were chatting. So credit goes to him for the base idea.
Note: Was informed that White Oil can most likely heal the perms Shoulder Burden places on the Radiant. I still am sticking to my suggestions tho since... That'd, to me, defeat the purpose of shoulder burden. I must ache for all eternity for the injuries of others. Praise.
I swear I'm not...
![[Image: 6d7a3f4d84055aacec42e9e916296a47.png]](https://i.gyazo.com/6d7a3f4d84055aacec42e9e916296a47.png)
I'm not owned guys.
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08-28-2022, 06:33 PM
(This post was last modified: 08-28-2022, 06:35 PM by Simonh2000.)
Suggestion: add a 50% chance to inflict the burn effect on each tick of scorch so it's not just another useless mastery that no one takes unless they have no other options.
Also: I know this post is getting long already, but I just wanted to point out that with the issue with summons recently, I feel that a lot of the trouble with balancing them comes from the amount of boons they provide as an ability.
1. They don't take up any space on your bar, since you summon them at the start of the match, which makes them basically free damage at no cost to the user.
2. They also body-block projectiles and spells, making it a nightmare for even mage builds to fight nature sustain users who just camp behind their vines.
3. They deal damage to their target whenever they stop moving, as well, which limits their target's range of motion in much the same way as AOEs do. It makes trying to outpace sustain users' heals while being pelted with homings even more frustrating.
I personally believe that, if possible, one of these three needs to be removed in place of buffing the other two. It'd be much more manageable if the summons simply didn't body-block dash spells, so that using fatal, cosmic dash, eviscerate, or any other sort of movement option would enable melee fighters to get a chance to break through every nature sustain build's impenetrable wall of defenses.
I understand that the movement of the summons was reduced in order to make them less annoying, but honestly, part of the issue with vines is that it makes the homing-heavy sustain builds that nature brings to the table almost impossible to get in on, and that nerf didn't really do much to quell that issue. In my humble opinion, it just makes it so that now, the only viable use for summons is for turtling on the other end of the arena and using them as shields to prevent melee from doing anything about your endless heals.
Buff their movement while giving melee some new options to consider while fighting these kinds of builds, and not only would nature sustain no longer be as annoying as it was at the start of E4, but it could also enable nature users to try more aggressive build options instead of the usual. Nature gets more variety, melee gets more options, and everyone wins, right?
Sorry for the long-ass post, hope someone at least likes one of these - love you all kbyeee <3
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Make having a priest bless a Mystery Crate eliminate some of the terrible items like low-tier spell gems and escape bombs from the RNG pool of that crate.
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(08-28-2022, 08:09 PM)Touc Wrote: Make having a priest bless a Mystery Crate eliminate some of the terrible items like low-tier spell gems and escape bombs from the RNG pool of that crate.
I suggest... to limit your spending on gambling... save it for something cool like a sailing adventure with friends.
ur.com/vcmm6![[Image: SwES7N6.gif]](https://imgur.com/SwES7N6.gif)
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Can direct whispers at least do a *whispers something* text above peoples heads? For some kind of sign that people are not just communicating through telepathy?
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08-29-2022, 04:22 AM
(This post was last modified: 08-29-2022, 04:22 AM by Horos.)
Remove crop stealing or force some sort of mechanic that gives you a hint. I don’t believe it adds anything interesting since they usually do it while no one is around so it forces the player to stay guarding the crops all day.
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If crop stealing remains I will start capkilling farm thieves
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I know E2 had a hint mechanic when crops were stolen. If they didn't do a hint well enough (gave low effort or none at all) you could ahelp and just have it revealed to who did it. If crop stealing stays in the game that mechanic should make a return. Had too many poppylus stolen from me now and I can't bring justice for my pretty white flowers
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