[NEW MILLETIANS] Please note that all new forum users have to be approved before posting. This process can take up to 24 hours, and we appreciate your patience.
If this is your first visit, be sure to check out the
Nexon Forums Code of Conduct. You have to register before you can post, so you can log in or create a forum name above to proceed. Thank you for your visit!
Let's do it! Time for us to declare our «Re-Vamps»
Pick a Card, any Card... I mean... pick a Skill, any Skill...!
I might recommend mentioning only one skill per post since the «dis-balance» has gotten far enough to warrant whole entire threads for each one.
I will start... Flame-Thrower, err, sorry, I mean Flame-Burst needs some serious re-vamping;
I now Declare to Make it go from Flame-Burst to Flame-Thrower : Does as name suggests. Its range now rivals that of Archery. Its damage is now comparable to the Burn-Effect left behind from Meteor-Strike. Applying Poison into the Fire-Crystals creates an additional Hydra-Transmutation-Like Effect. Flame-Thrower's direction can be changed during use (like a real Flame-Thrower). Causes both Scorch & Burn-Effect. Slows down Enemy-Movements. If a party member casts Fire-Ball and it lands into the middle of the Flame-Thrower Flames an additional «Blaze» Explosion-Effect is caused... ignoring all manners of «Protection» that targets within may have otherwise had (or maybe if you're fast enough you can launch the Fire-Ball yourself then whip out that Flame-Thrower immediately in the direction of the Fire-Ball... ;o).
Comments
set that sucker on fire-
Hell no lol.
Hey, this is a safe space for promoting constructive game ideas. You can't do that!
-Flame Burst/Heat Buster could apply a stacking DoT status effect similar to Bleed and using Wind Cannon on Ignited targets deals bonus damage that scales with Ignite stacks.
-Barrier Spikes should be able to be set ablaze; the fire slowly depletes the barrier health, but it counts towards setting arrows and similar projectiles on fire for bonus damage.
-Mana Crystallization honestly needs a full on rework. The only way to give the players a satisfying variety of choices for the skill would be to allow Alchemists to create unique spells that could fuse aspects of current alchemist techniques: Singular Elemental Crafting for a more rounded version of the current crystals (damage that actually scales but still less efficient than full on magic) available for beginner alchemists, Dual Elemental Merging of alchemist techniques for unique combinations available for master alchemists, and one or two Tri-Elemental Merging that could serve as a pseudo-ultimate technique available to either master construct + battle alchemists or GM in one and master in the other.
Puppetry also needs some love too. It's fun until you reach endgame, then it's just used (from what I've seen) to pull enemies in.
and chicken nuggets
What part of a chicken are nuggets?
yes
yes
We have a Sundae Truck, but we can't make or sell ice cream; we have french fries and fatty burgers, but no chicken nuggets.
I believe it was the great nineteenth century Prussian statesman, Otto von Bismark that said: politics are like chicken nuggets; in both cases you don't want to know what goes into making them . . . or something like that.
'e ain't wrong
Ninja: Just please make explosive kunai either throw out around 20 kunai, or make the explosions and debuffs bigger and better.
Make gold strike deal much more damage, and able to be stacked faster and add more charges. I'd like to be able to throw a few million gold at a dragon to kill it. Make magic music better. Make all alchemy skills better. Wind and sand blast could be chain cylindered, alchemy could get faster loading with more dex, and stronger with int. Fix summon golem so it... functions like a regular enemy golem? Making them bigger again would be nice. Buff all support skills, maybe you can cast support multiple support shields on your allies. I'd like it if archery went back to loading time instead of cooldowns, it was a lot easier then. Actually, why do we have skill loading time AND cooldowns? I thought we scrapped loading time for cooldowns.
・Summon-Golem can be Max-Charged (determines total number of golems summoned)
・Golem-Crystals make a Come-Back (neutral-type, elemental, shadow-type, size, power/damage, etc)
[Edit/Addendum : And ingredients to make these can be «farmed» from Dragons/Vet-Dungeons/etc]
・Passive Hidden-Tab Alch-Related Skill/Technique that auto-summons golems if hit when equipped with Cylinder+Guard.Cylinder
・Summon-Golem to make use of a «New A.I.» system that allows for «team-formation» & movement
(i.e.: golems move along with you if you code them to move in such manner in your specified formation-pattern; example use is when you want to guard a particular location from letting opposing spawns get through the golems can be stationed in front of you with windmill loaded and on stand-by for approaching spawns)
・Depending on Elemental-Type of Golem summoned (if any), unleashes additional effects, such as Ice/Snow-Golem having a chance to Freeze (similar to Frozen-Blast) when attacking a target, Fire-Golem having chance to Ground-Scorch upon hitting target (similar to after-effect of Meteor-Strike), Earth-Golem having chance to Enclose target inside a Ring of Barrier-Spikes, Air/Wind-Golem having chance to create a mini-Hurricane Effect that pulls targets of a particular radius/diameter into a Whirl-Wind Vortex and spins them together up into the air for a few seconds at a time, Shadow-Golem having chance to Life-Drain targets surrounding it which replenishes both its health and the Master/Milletian (who summoned it out), etc.
・If Golems of Multiple Elements/Types are summoned out, then, similar to those shows like Ultra-Man, Power-Rangers, and/or whatever those cartoons were called, when all of the Summoned Solems reach max-level Energy-Charge, can all be combined into one big, huge, gigantic, MEGA-GOLEM!!! (Said «MEGA-GOLEM!!!»™ then takes on all of the Milletian's skills/abilities [ever wanted to see a «MEGA-GOLEM!!!»™ perform an Assault-Slash on a target ? ;o])
・Dan-Ranks introduced into Summon-Golem; the higher the Dan-Rank the more Human-Like the Golem's Appearance & stronger/more Abilities
・All Golems do a Minimum of 10K damage per hit, ignoring protection, starting at Rank Novice...
Hey, if we're going to «Extreme Power-Gap-Jump» between Generations since at least a couple of Generations ago, may as well go all out !