Sep 15, 2008, 12:43 AM // 00:43
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#21
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Grotto Attendant
Join Date: Aug 2007
Location: Canada
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Quote:
Originally Posted by Parson Brown
Actually, it would do the opposite. Q13 weapons would be stronger that q12, which is stronger than q 11 and so on, so a q7 would be trash
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That would be pretty awesome.
/signed
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Sep 15, 2008, 02:52 AM // 02:52
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#22
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Furnace Stoker
Join Date: Jul 2006
Location: behind you
Guild: bumble bee
Profession: E/
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Quote:
Originally Posted by Crom The Pale
We all know there are 1000+ ways GW could be changed.
We all know some changes are for the best and others really suck, depending on your personal point of view.
Please give arguements for or against, not just /signed - /unsigned.
I'll start with 3 questions but would like others to add more as we go.
1) What if weapon requirements actually affected damage?
2) What if end game greens were limited to one per account rather than char?
3) What if the AoE area of some skills was scalled by its linked attribute?
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number 1 what if is somewhat not clear. :P ( at least i don't understand it, care to explain?)
end game greens limited to one per account does not make any sense, unless there's only one character slot... see what I mean?
I like your number 3 what if.
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Sep 15, 2008, 07:45 AM // 07:45
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#23
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Desert Nomad
Join Date: Oct 2006
Location: Defending Fort Aspenwood
Profession: E/
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I like the idea that weapons with high requirements have better stats as well. I would /sign to make rq13 weapons slightly better than rq9 weaps.
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Sep 15, 2008, 01:47 PM // 13:47
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#24
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Furnace Stoker
Join Date: Nov 2006
Guild: Ageis Ascending
Profession: W/
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Quote:
Originally Posted by pumpkin pie
number 1 what if is somewhat not clear. :P ( at least i don't understand it, care to explain?)
end game greens limited to one per account does not make any sense, unless there's only one character slot... see what I mean?
I like your number 3 what if.
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The idea behind the end game greens was to create a limited supply of an item in game, while still enabling every player to aquire one.
This would create a highly valued item that every player could aquire, then they had to decide on wheather or not to keep or sell.
I did expand on the req issue in another post. The problem I still have is how to vary the damage based on requirement. Adding +1 damage for r10, +2 for R11, ect doesnt exactly seam correct.
Would these work better if the Requirement = sundering power of the weapon? Horn bows have a built in sundering component, why not all weapons based upon thier requirement?
As for questoins 3 & 4 the idea that popped into my head was this.
Firestorm 15e 2sec 15sec recharge : Create a fire storm at target foes location for 10 seconds. Targets hit by firestorm suffer 50..10 fire damage per second. AoE scalles from single foe to earshot range.
So at 15 fire attribute you would deal 10 fire dmg per second for 10 seconds within shout distance of original target.
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