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Weapon Viability Discussion

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Re: Weapon Viability Discussion

Postby Ryxa » 13 Jan 2015, 13:03

Moriya Suwako wrote:As Yvona suggested, why don't we replace it with a directional invul-frame teleport instead? Kinda like the one in PSO2.

That is, functionally, just another roll. Plus, if this was implemented, wand/staff would then have double the invincibility frames of the other classes (Or more as evade warp, with invincibility, which is what this suggestion is, takes even longer than a roll). Personally, I don't like I-frames too much. A small number is okay, but if they ever become spam-able it's a problem. I'm fine with rolling only because the amount of invincibility time compared to the duration of the roll is about 1/3rd, or maybe less. Try giving this idea a thought instead.

Annette wrote: In addition, would it be overpowered to provide a block-like function for Staff/Wand users? Something along the lines of... while charging SP, damage taken is reduced by (insert high percentage here) but consumes SP equal to (damage taken/SP recovery.)

Annette wrote:
Ryxa wrote:Sorry, mind explaining your idea a bit more? From what I understood, you'd block a % damage then reduce a flat amount of sp equal to damage taken. For example, a 10k damage blocked by 75% would be 2.5k taken. SP consumed = damage taken would be 2.5k sp drained, would it not?

Damage taken further divided by the SP recovery stat. So 2500/500, 5 SP consumed for the block. This would make SP recovery less useless than it currently is and add a bit of a defensive counterpart the way HP recovery is. I'll get back to you on the summary stuff.


Moriya Suwako wrote:Other weapons are able to cancel the majority of their moves into a block of some sort- and a lot of mechanics in this game revolve around having the guard ability. I feel that this would fix a lot of our problems.

Anything that can be canceled into a block can be canceled into a roll. I think a larger issue is the fact you can't easily cancel wand skills.
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Re: Weapon Viability Discussion

Postby SupremeTentacle » 13 Jan 2015, 16:47

How about this for wand then?

Rather than any of the previously mentioned or implemented functions for the shift key, they could use their shift key for a completely different mechanic altogether.

First, we would decrease the amount of damage wands do down to 70% of the current amount. This sounds harsh, but bear with me while I explain it before shitposting or whatnot.

Their mana consumption should also be reduced by the same amount. This is more of a buff than it seems simply because mages already have flat reduction. For example, Hellfire currently consumes 281 SP, or 181 with max wisdom reduction. 281 * .7 = ~197. After SP reduction, this would cost 97 SP, just a bit over half of what it previously costed.

This makes mage skills much more reasonable in terms of mana cost. But, their damage is severely reduced, and would make them unviable. So, how do we fix this problem? Simple, the shift key.

Mana Charge
Holding shift grants charges of mana. A charge will be granted every 1/x of a second, and grants 20% damage and an increased SP cost of 15% to the mage's next skill.

This caps at n charges (to be tested for balance).

Note that the player CAN walk while charging mana.

This effectively allows mages to use high damage skills, as well as low damage versions of the same skills depending on the situation. It grants them more burst, and, after some balancing, will actually increase their dps (because they're not running out of sp)





I personally think this suits the theme of mages better.. but iunno. Was just an idea.

Any thoughts?
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Re: Weapon Viability Discussion

Postby Momiji » 14 Jan 2015, 05:03

Certainly a plus. Almost all wand users i know of have issues with insane Sp usage.
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Re: Weapon Viability Discussion

Postby Tekato » 15 Jan 2015, 12:49

How about a Melee weapon rage/combo meter with additive stats per stage such as : stage 1 atk 5%, stage 2 movespeed +10, stage 3 damage taken -20%, stage 4 crit +5% or something similar (if you change maps or stop attacking for 3-5 seconds it will reset the stage to 0). This will help a lot of melee classes since they need to be up close and personal with the mobs and some combo skills can be dangerous to pull off however i do see a problem with some skills becoming really op such as thunder beast but i'm sure CS can make some changes so it doesn't get out of hand such as reducing the amount of ticks thunder beast does.
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Re: Weapon Viability Discussion

Postby Yvona » 16 Jan 2015, 17:25

Speaking of which... I would love for there to be a buff timer on your status. Especially because reapplying something like rapid storm or invigorate won't refresh if there's one on-going. It gets annoying when you mistime your invig or rs a second too early and you're on cool down while the skill's effect ends.

This will make supporting role much easier to know when you can see a timer or icon on a teammates' party status on the left side screen disappear.
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