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Now only if there was~

If there was ever a game, A single game is all I ask for that the devs put in enough work to make casual players and hardcore players happy, A game where the hardcore players always had something to work up too. But casual players had enough to do to keep them interested. These quailitys (listed below) are what I would like as a hardcore ( I'm a hardcore / Casual, I'll explain below).

- Bosses that actually hard, and  A couple bosses that actually are only found by "Chance", only spawn that once. But it actually takes a guild to defeat. (while actually being organized, not just tank and spank. So hard it legit takes more then one tank and these tanks aren't so rediculously tanky that they can tank it by themselves to the point it just becomes button mashing. I mean the tanks would have a skill that allows you to "switch" with a tank allowing them to have a healer (that can ONLY heal over time). Tanks would have a taunt that would actually act as a trick to the boss to think that the tank was doing the most damage.(However this skill will somehow, someway be fairly different for each Weapon/Class/Armor.) But only using this skill on the wrong time, would get you killed because such a switch skill, would not work while taunt is active. Assassins would be useful in these fights, because if smaller mobs would go berserk because they lost their leader, gaining 50% more damage, anti-cc  but defence is reduced by 75%. Mages will only be able to go down one tree (fire, void, ice, etc you know) and aoes would be useless during these fights because they do less damage and are more useful for pvp because they are more useful for "zoning". This boss AI will differ from all others, by it doing aoes (which are similar to yours where it is only useful for keeping people in one area. (which will open up 2 types of mages - aoe-zoners and single targets). and the ranged dps (Gun [which will be stronger but more expensive and alot more unreliable, able to get jammed requiring attention] or Bow ) will have to control their damage while tanks taunt are down (more then 4 tanks would be unreliable because the taunt duration goes down as it is used constantly scales down to negetives after 5 uses where will not focus the tanks and focus the highest damage dealer. Healer will have 2 roles, putting down totems that will provide a defense depending on how they link up together (Hard to explain so I'll use an example, if you put down 4 totems [A red, blue, blue and green] it'll make a shield that provides a shield that they will asborb [if not broken through] and provide attacks that do enhanced damage [percentage but fairly low like .02 per extra damage per hit of bosses hp] this doesn't stack but healers doing it as unison will increase the effect, This's only up for a short duration of time. Enchanters will have a similar role but more damage oriented as in the more damage, the larger shield or a larger increase you can give to one person. These bosses can only be beaten by a guild or you will not get the advantage and/customed armor. These bosses would give a.10 perma attack bonus and custom armor that the whole guild will receive purely cosmetic. Because of how the armor system wil work.

Moving me to the armor/weapon system, there is absolutely no "weak" or underpowered weapon or armor. All weapons and armor will have a beginning level and an ending level. Some slightly longer then the others because the scaling of levels and the eariler you get it the longer it is to keep it balanced. These weapons/armor will provide one special ability (locked to that weapon) that will change per level (Again slightly harder to imagine, it would be as small as basic level a second hit can be proc'd at any at a 5% chance going up to something like ability to enchant your weapon with holy property on toggle opening a improved skill list) and one special rune/body (locked but unlockable)  that can be placed in an mind gate which kind of looks like a game of battle ships but if you're able to fill in all these squares w/o leaving one filled (meaning some runes/body enhancers would take up 2 down one to the right while others more or less) will unlock a new skill. Something like duel weapon system, shield skills, enhanced speed (needed for something like a brawler which skills are revolved around speed because he/she already has the strength) or etc. Unlockable runes/body enhancers take significantly less time then "evolving" your weapon. This says hey if your weapon looks cool and you like it keep it, and enhance it, or I like this affect I'll keep it. and reduces the grind amount because your weapon will go up as you level up. or if you want you can grind the hell out of it because lower level monsters give the same amount of weapon exp as higher level monsters(weapon experience is highly determined by your level, you honestly don't want a lvl 6 carrying a max level weapon and smoking all monsters having a walk in the park. Sometimes won't even go pass till you level up to atleast a good level) which brings me to skills. Also Defense scales with the level of your equipment, as well as the weapon. Same as before if you kill a monster at lvl 25, you will only be able to equip that weapon at level 25 and the attack will be that of a level 25 and will scale up as it levels.

Optional, because some people like it, some people don't. Prople can choose between have a preset class system or a weapon/skill system (WHICH CAN NOT BE MIXED WITH OTHER WEAPONS). Of course a weapon system will be more versatile and the user will have a better concept of these skills. while classes are more defined and know what their role is. Making it easier for a casual player to fight against a hardcore player on equal grounds.  Well this is self-explanatory.

I'm done for now I'll add if I can think of more, it's the middle of the night and I need some sleep. Message me, if your interested and thing of somethings to add. 

Oh this system would ultimately work for action more the point and click, but hey I'm still open for suggestions and creative criticism

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