User avatar

Navos

Junior Member

Posts

8

​Suggestions for New Stats 2017

Thu Feb 02, 2017 8:20 am
Dodge Stat or garbage. A couple years ago before I took a long break, there was no dodge stat, or at least to my knowledge. It may have been as useful as Potion Damage at the time. Now, holy crap, do the developers really want to design a game where players avoid all damage 70% of the time with huge armor stats? No wonder all strongholds are beatable in high end tiers, when players only get hit a quarter of the time. What is that? What even is that? A nightmare to balance, that is what that is.

So here is what I recommend for revamping the player building system. First off is defining the stat nomenclature (I’m looking at you Potion Damage). There are currently 174, 6 star armors and 185, 6 star weapons. Ideally, you want them all feel a bit different. Not only that, going beyond the idea of rock, pape-uh, fire, lightning, water system. After a year, most players will have several max star sets, even if they are free to play. Paying players might be running around with more than enough materials for 10, max star sets. To encourage people to build more variety, try to introduce a new stat or a new stat combo to every max star item in the game.

Next thing that really needs improvement is the defining and securing of buffs and debuffs. When I mean define, having all damage over time act exactly the same is not ideal. Break them up, when you do, you can have much more diversity.

Another thing missing is flat buffs, Bloodrage, Berserker is just… weird. They are poorly triggered and feels like the poor mans version of increased damage stat.

Have a developed buff and debuff system.
_____________________________________________________________________


Back to the stat nomenclature, you can put the stat description easily in the game, there is an arrow on every item on the right side of the screen. You can put the description the named stat there. That way you don’t have to worry about clogging the iPhone 5 little screen with what the stat does plus experienced people can read it and understand it without going through the whole description.

Speaking of what stats do, this is where the fun part comes in. See, max star equipment come in 3 forms. Normal, Rare and Legendary. You can define each of these max star items based on how many unique stats they have. Normal with 1, Rare with 2 and Legendary with 3.
The cool thing with this setup is normal would have the best raw stats, as there are 4 slots for adding stuff like all weapon damage up, element attack up. While legendary will offer the best diversity.

For example, I’m running around with:
--Unspeakable Banishers Guardplate--
Death Attack Bonus: 14%
Damage to Attacker: 90
Critical Hit Chance: 15%
Death Skill Cooldown: 17%
Knights Vow of Darkness: When you fall to 90% health gain X% attack. When you are below 10% of your health, the bonus doubles.

Pretty Standard, right? A small attack boost after taking some damage but with a nice increase when low on health.

Now let's look at the legendary gear
--Unspeakable Carnel Guard--
* Critical Hit Chance: 17%
* Health Bonus 11%
* Mad Soul Brawl: Whenever you are disabled, gain Attack Up for X seconds.
* Warlords Fervor: When you are disabled, for X seconds your movement and attack speed is increased.
* Mountain King’s Declaration: While you are disabled, you are immune to debuffs for 1 second.

Things got a lot more interesting. This set is designed that whenever you are disabled you gain a pretty sweet bonus, plus isn’t not super punishing to be disabled. So getting stunned will protect you from all debuffs like armor down for a second. Then when you get out of stun, you get a movement, attack and attack speed boost for a short time.

You can have a load of fun with this, armor and weapon sets that bolsters spell casting. A set that focuses on ally support. A set that focuses on buffs or debuffs and so on.

Hopefully as the multiplayer improves, with less DC, lag and crashes. (seriously, just have 2-4 people fight 1 big boss, of course the game will crash when you have 4 players attacking, blasting spells against 20+ enemies who are also attacking and blasting spells.) Having armor that supports allies would be more helpful or even sought after for some people.

With PvP coming, possibly 1v1’s and 2v2’s, adding a revamped stat system would drastically improve the games life and attract newer players.
_____________________________________________________________________


Here are some of the ideas I came up with for possible stats before I got bored.


Redesign and add Debuffs
* Burning (Damage over time)
* Poison (Deals damage if moving)
* Bleeding (Deals damage if attacking)
* Shock (Prevents buffs)
* Torment (Prevents healing)
* Armor Down (Lowers defense)
* Attack Down (Lowers attack)


Redesign buffs/debuffs indicators on the player.
* Burning turns your health bar on fire.
* Poison turns your health bar a sickly green, shakes while moving.
* Bleeding makes your health bar glow red, shakes when attacking.
* Slow puts an hourglass around your movement pad.
* Armor Down cracks the health bar.
* Attack Down cracks the attack button.


* Attack Up changes attack button to glow
* Defense Up puts a glow around the health bar
* Movement Speed Up causes the movement pad to glow


Define crowd control as disabled.
* Stun
* Knockback
* Fear
* Interrupt
Are disabling effects.


Clearly define buffs as:
Attack Up
Armor Up
Movement Speed Up
Attack Speed Up
Spell Recharge Up
Spell Damage Up


Armors -

NERFS:

Dodge: Now increases Dodge recharge rate.
Sorry but designing a combat around players being hit only 70% of the time is beyond bad.


New armor stat effects:


Titans Power: Increases attack for you and your allies by X%
Titans Toughness: Increases armor for you and all allies by X%
Titans Resilience: Increases health for you and your allies by X%
Titans Despair: Increases critical damage for you and your allies by X%
Titans Focus: Increases critical chance for you and your allies by X%
Titans Leap: Increases movement speed for you and your allies by X%
Titans Sweep: Increases attack speed for you and your allies by X%

Knights Vow of Light: When you fall to 90% health gain X% movement speed. When you are below 10% of your health, the bonus doubles.
Knights Vow of Fire: When you fall to 90% health gain X% attack speed. When you are below 10% of your health, the bonus doubles.
Knights Vow of Water: When you fall to 90% health gain X% critical damage. When you are below 10% of your health, the bonus doubles.
Knights Vow of Nature: When you fall to 90% health gain X% armor. When you are below 10% of your health, the bonus doubles.
Knights Vow of Darkness: When you fall to 90% health gain X% attack. When you are below 10% of your health, the bonus doubles.

Assassins Lightning Garb: When you are stunned, you dodge all attacks for 2 seconds.
Assassins Water Garb: When you are pushback, you dodge all attacks for 1 second.
Assassins Fire Garb: When you are burning, dodge the next attack.
Assassins Nature Garb: When you are slowed, dodge the next attack.
Assassins Dark Garb: When you are feared, you dodge all attacks for 2 seconds.

Warlords Fervor: When you are disabled, for X seconds your movement and attack speed is increased.
Warlords Victory: When you kill a foe, you and your allies are healed X.
Warlords Rampage: Gain increased attack speed after using a spell.
Warlords Solitude: Gain X armor for each nearby foe.
Warlords Prowess: Gain X attack for each nearby foe.
Warlords Sanctuary: Using a spell heals a nearby ally X. If there is no nearby allies, your spells deal X Burning over 3 seconds.

Harbinger of the Light: All spells you cast have a X chance to Shock.
Harbinger of the Rain: All spells you cast have a X chance to Slow.
Harbinger of the Forest: All spells you cast have a X chance to Bleed.
Harbinger of the Volcano: All spells you cast have a X chance to Burn.
Harbinger of the Darkness: All spells you cast have a X chance to Torment.

Overlords Empower: When you are affected by Burning, instantly cleanse it and heal X amount instead for 3 seconds.
Overlords Ferocity: When you are affected by Bleeding, instantly cleanse it and heal X amount instead for 3 seconds.
Overlords Brace: When you are affected by Poison, instantly cleanse it and heal X amount instead for 3 seconds.
Overlords Finesse: When you are affected by Shock, instantly cleanse it and you transfer it to all nearby enemies for X seconds instead.
Overlords Brawl: When you are affected by Torment, instantly cleanse it and you transfer it to all nearby enemies for X seconds instead.
Overlords Denial: When you are affected by Attack Down, instantly cleanse it and gain Attack Up instead for X seconds.
Overlords Fury: When you are affected by Armor Down, instantly cleanse it and gain Armor Up instead for X seconds.

Dancer of Light: After a dodge roll, your next attack criticals with X% more critical damage.
Dancer of Water: After a dodge roll, your next attack applies Torment with for X seconds.
Dancer of Fire: After a dodge roll, your next attack applies Burn for X damage for 3 seconds.
Dancer of Nature: After a dodge roll, your next attack Poisons with for X damage for 5 seconds.
Dancer of Darkness: After a dodge roll, your next attack Bleeds for X damage for 5 seconds.

Sovereign’s Bossa-Nova: Dodge rolling increases your next 3 weapon attack damage by X%.
Sovereign’s Round: Dodge rolling increases your next spell damage by X%.
Sovereign’s Jitterbug: Dodge rolling removes a debuff.
Sovereign’s Zambra: Dodge rolling makes the next 3 enemy attacks to miss.
Sovereign’s Morris: Dodge rolling grants X armor for 3 seconds.
Sovereign’s Hustle: Dodge rolling grants your allies next attack to do X% more damage.

Lightsworn Warrior: Incoming light attacks deal 100-400 less damage.
Watersworn Warrior: Incoming water attacks deal 100-400 less damage.
Firesworn Warrior: Incoming fire attacks deal 100-400 less damage.
Naturesworn Warrior: Incoming Nature attacks deal 100-400 less damage.
Darksworn Warrior: Incoming Dark attacks deal 100-400 less damage.

Mountain King’s Pride: If you have a debuff, you are immune to disabling effects.
Mountain King’s Rule: If you have a buff, you are immune to disabling effects.
Mountain King’s Declaration: While you are disabled, for 1 second you are immune to debuffs.
Mountain King’s Wall: Gain X% more armor and are immune to disabling effects while above 90% health.
Mountain King’s Throne: All nearby allies are immune to disabling effects. If there is no nearby allies, you gain X% more armor.
Mountain King’s Iron Heart: Casting a spell grants nearby allies Armor Up. If there is no nearby allies, you gain Attack Up instead.
Mountain King’s Steel Spirit: While you are below 10% health, you gain increased armor and is completely immune to debuffs and disabling effects.

Mad Soul Balero: Dodge rolling grants you Attack Up for X seconds.
Mad Soul Bloodlust: Killing a foe grants you Attack Up for X seconds.
Mad Soul Masochist: Your attack is increased by X% for each debuff on you.
Mad Soul Brawl: Whenever you are disabled, gain Attack Up for X seconds.
Mad Soul Relentless Spirit: While you are below 10% health, gain Attack Up, Spell Damage Up, Attack Speed Up and Spell Recharge Up.
Mad Soul Cliffedge: Gain X% Attack when below 20% health, the bonus is doubled when below 15% health, tripled when below 10% health and quadrupled when below 5% health.

Gatekeepers Protection: Gain Armor Up for X seconds when you cast a spell.
Gatekeepers Vow: Casting a spell grants you Armor Up for X seconds.
_______________________________________
Holy crap it’s late, bed time.
no avatar

Omer2001

Junior Member

Posts

3

Re: ​Suggestions for New Stats 2017

Thu Aug 03, 2017 9:18 am
I think we should game our monsters for mission from stronghold please game loft we need to use our minions in mission