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Seeya 04-15-2012 09:48 PM

Attacktype Updates
 
Tig has been really awesome fixing up Blinding (bit OP, could last like 6-7 seconds and be easy to re-new the blinding effect) and Confusion is just utter ownage, I'd really love to see the two most common (besides physical) attacktypes.

Fire attacktype: should leave a burning effect at the same random chance as Blinding. If lucky enough to land a "burn", they will endure 5 damage for 10 seconds. A weak "burn" would be 2 damage a second, and a strong burn would be upwards of 7 damage a second. I dont consider 20 or 70 damage too strong or two weak for a nice random effect from a strong weapon.

Cold attacktype: should leave a "frozen" effect in which the player is either stuck moving until being hit once or slowed down to spar speed for 10 seconds. I believe the frozen effect would be more fitting for Cold, since in the future I see Slow being put into effect to overall slow down the players movement.

NicoX 04-15-2012 09:49 PM

Nice idea. But yeah its up to Tig. :P

cbk1994 04-15-2012 10:11 PM

Quote:

Originally Posted by Seeya (Post 1692203)
Cold attacktype: should leave a "frozen" effect in which the player is either stuck moving until being hit once or slowed down to spar speed for 10 seconds. I believe the frozen effect would be more fitting for Cold, since in the future I see Slow being put into effect to overall slow down the players movement.

10 seconds is way too long. Freezing would be bad as well. Maybe slowed down for a couple seconds, or even slowing down weapon speed.

MajinDragon 04-15-2012 10:11 PM

I have a problem with the cold attack type, I think it could really be overpowered and I'm not terribly in favor of luck playing a role in fights so much.
At the moment luck already plays a factor especially when concerning poison, and whether your holy pos runs out or not, adding a freezing element might be too much. And slow already belongs to Aengus who are already too weak, unless slow was fixed to match Cold attack type slow, and allow Aengus to stack both on, I think it'd be equivalent to a nerf on Aengus.

Seeya 04-15-2012 10:16 PM

Quote:

Originally Posted by cbk1994 (Post 1692208)
10 seconds is way too long. Freezing would be bad as well. Maybe slowed down for a couple seconds, or even slowing down weapon speed.

tbh I've just recently gotten into melee battles and I think there needs to be some crippling stuff, some stuff to really mess up ur enemies HP because currently with two maxed players a fight can last 10 mins

Felix_Xenophobe 04-15-2012 10:17 PM

regen is what breaks melee combat. being able to pray spam pray and get even more regen is dumb..

regen should be disabled for 10 seconds if you take damage from another player

MajinDragon 04-15-2012 10:19 PM

Quote:

Originally Posted by Seeya (Post 1692213)
tbh I've just recently gotten into melee battles and I think there needs to be some crippling stuff, some stuff to really mess up ur enemies HP because currently with two maxed players a fight can last 10 mins

You need to consider how this will translate not just to Melee vs Magic/Ranged but also arena battles where movement speed and damage are very different, a freeze in the arena may allow for just two much damage to be dished out by the opponent, also, a slow, stacked on top of a poison effect, may reduce too much of the opponents speed and make the battle too one sided.

Felix_Xenophobe 04-15-2012 10:21 PM

Quote:

Originally Posted by MajinDragon (Post 1692217)
You need to consider how this will translate not just to Melee vs Magic/Ranged but also arena battles where movement speed and damage are very different, a freeze in the arena may allow for just two much damage to be dished out by the opponent, also, a slow, stacked on top of a poison effect, may reduce too much of the opponents speed and make the battle too one sided.

this is my main concern.

since the spar arena is very much like classic sparring any RNG could possibly ruin it (poison is bad enuf)

Seeya 04-15-2012 10:25 PM

very true, freezing would be gamebreaking in spars. So yeah, a full freeze for 2 seconds or until one hit would be fair. im not worried about mages/rangers adapting to it as they'd get the benefits aswell.

Conqueror 04-15-2012 10:44 PM

Quote:

Originally Posted by Seeya (Post 1692222)
a full freeze for 2 seconds or until one hit would be fair.


The thing is, "one hit" would actually be 3-4 hits by the time the prey escapes from a properly executed fast-slash combo.

The only fix for this would be emulating the classic UN model by giving a few seconds of "blink" time (temporary invincibility for recovery purposes) but then that just opens the doors to other problems.

I like the fire idea, but the cold one.. not so much.

Seeya 04-15-2012 10:48 PM

i think one or two hits for free on a person from a 1/10-1/15 chance of hit is fair... in Spar it's a bit more serious but it can turn a battle around.

Conqueror 04-15-2012 10:52 PM

Idk, I just see tons of abuse happening with some sort of "freeze" weapon.

Imagine door traps + freeze? And I think one of the bows has cold attack type (might be ivy). Imagine the power someone has with ranged freeze capabilities?

MajinDragon 04-15-2012 11:00 PM

I think between 0.1 and 0.5 seconds of freeze time is the most we should see, 2 seconds is very unbalanced, you could land 3-5 hits within that time, which in an arena is a massive chunk of health. But I can see how in regular bmode this would not be such an issue. Why not have the arena free of such weapon effects? Even remove poison and blind to make it more pure.

Conqueror 04-15-2012 11:04 PM

If that were the case ^ freeze wouldn't be so bad. (Except in the abusive mannerisms mentioned that are bound to happen).

Seeya 04-15-2012 11:28 PM

I think Battle Admin (Events Master Tool) should be set up to be way more customizable, just having this done would be equivalent to releasing several events.

Not allowing poison, regen, etc. Freeze I think at max 2 seconds, broken instantly upon first hit so the max you'd ever get on a frozen guy is 2 hits or 3 if the enemy is rly slow to move after being hit, and that's a 1/10 chance of happening. compared to burn I think it's pretty equal.

in the end, just changing up gameplay a bit would really be fresh and fun

Felix_Xenophobe 04-15-2012 11:36 PM

i'd like to see regen removde completely in spars

Seeya 04-15-2012 11:46 PM

lets continue the attacktype discussion here, for battle admin updates discuss here


edit: would be sweet as hell to see a Chain Lightning effect from electricity attacktype, like 1/5 chance to strike another possible target that's in the area, and if it strikes one target nearby it has another 1/6 chance to go again, and 1/7 for another

would be cool to have a sword like that for war

Felix_Xenophobe 04-16-2012 12:05 PM

Idk I'd rather focus on the attacktypes that don't actually work atm. Fear and slow would be neat to see fixed (sup master race balor n aengus.)

I'm generally against game changing procs. We don't really need more effects on the level of poison. Confusion is a bit over the top. Blinding is a good example of how to implement new effects. It doesn't make or break a fight, it just serves as a distraction. Confusion has a pretty disgusting element of rng to it vs casters and melee fighters and completely obliterates archers. For balance purposes you should try to make things less rng dependent.

In the case of that lightning suggestion a good way to implement it would be to make every 5 successful hits you shoot out a bolt of lightning. That way you can balance out the numbers more easily. Had it been a random proc and you shoot out 3 bolts in a row it would completely shift the fight.

In short: rng bad.

Nuke_for_you 04-16-2012 12:51 PM

Quote:

Originally Posted by Felix_Xenophobe (Post 1692277)
In short: rng bad.

I have to agree, random numbers make me cry

Seeya 04-16-2012 08:12 PM

Quote:

Originally Posted by Felix_Xenophobe (Post 1692277)
Had it been a random proc and you shoot out 3 bolts in a row it would completely shift the fight.

I think for the situation of a big war, saying "LOL I killed three of them! I got so lucky and pulled three chain lightnings in a row!" would be very cool, but yeah, I agree the fifth shot should shoot a level 107 (or whatever your phys level is) ball lightning that won't absorb into players, rather shoot through them.

Felix_Xenophobe 04-16-2012 08:14 PM

would b pretty cool. idk tho that kind of stuff is hard to balance with the different arenas. in open world pvp it'd be neat but in the spar arena it could potentially be devastating for multiple players

ssw22 06-10-2012 09:08 AM

I agree with the additional effects, especially the one for lightning.
Perhaps it could proc an after-shock, multiple hits on the same target due to electrostatic charge after the initial hit.
>You are shocked multiple times by the residual electrical charge on your armor!
A 20% rate of after-shock and 10% rate of chain-lightning seems interesting to me.
>The intense electrical charge shocks another nearby mob!

First however, I would like to see the "Acid" attacktype become more common; perhaps it could reduce armor and damage to some degree.
>Your armor starts to fizz...
>Your weapon starts to corrode...

Also, fix fear.


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