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Some class related miscelaneous suggestions
Old 02-27-2013, 09:51 AM   #1
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Default Some class related miscelaneous suggestions

Been thinking a lot about Nodiatis' gameplay recently and got some ideas that i would like to share.

1. The first suggestion is pretty simple and not that nescessary but logicaly makes sence to me. Its about Jeweler class. I propose to make them able to use Ressurection gems at higher levels. The class description tells: "In a land where magic is derived from the powers innate in crystals and gems the jeweler has a distinct advantage. Although his use of magic may not be as powerful as those who devote their lives to the arcane, his ability to identify and distinguish powers of the precious stones sets him apart. " The reason for this suggestion is that Jewelers are dedicated masters of gem usage and should be able to use any gem that does exist in Nodiatis lands...

2. This suggestion is about Trapper class. An interesting class and very good for leveling Resourcefulness skills, but at high end when one have all of those skills capped it becomes useless as a first class and leads to urge to reroll... I propose to remake Trappers innate bonus class so that it would be more valuable to have it as a First class even at high end of the gameplay.

Current ingame class description tells: "...He begins with a 15% (up to 45% with class-enhancing skills) bonus to experience gains in all resourcefulness skills."
I suggest to change the passive class bonus to: ""...He begins with a 10% (up to 30% with class-enhancing skills) bonus to experience gains in all resourcefulness skills and have a 4%(up to 12%) chance to get double amount of any resouce he gets."
Not sure how balanced are the numbers in my suggestion but the main idea is it would make having Trapper class even as a first class more valuable and usefull actually in getting the resources other than just for faster learning the skills.

3. Another class that would be better having a resonable passive class bonus other than just bonus Expirience to some skill types is Craftsman. Again, at high end gameplay its not so usefull to have Craftsman class when one gets nescessary crafting skills capped.
So i suggest to change Craftsman's current passive class bonuse from "...[I]They start with a 15% (up to 45% with class-enhancing skills) bonus to experience gains in all crafting and artistry skills[/I]." to "...They start with a 10% (up to 30% with class-enhancing skills) bonus to experience gains in all crafting and artistry skills and have a flat bonus to craft items 5 skill points beyond their normal capabilities."
Also making so can help crafters which are dedicated at making high enchancement stones to reach new high of stone making, which would provide Nodiatis people with higher stones, and slightly more stats for difficult hybrid builds.
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Last edited by Atropos; 02-27-2013 at 07:22 PM..
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Old 02-27-2013, 12:37 PM   #2
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Totally support all 3 changes.

Make the "crafting" classes worth it even after all the skills are raised (I.e: Not "reroll-or-nothing")

The Jeweler should be able to use all Jewels. Their passive and CA is nowadays negated by all the bonuses to gem draws available (whereas other classes' percentage bonus to damage is not found as easily). I understand that they were buffed with the extra 1% bonus to colored gems (why mention colored? Are there any colorless gems we haven't heard of yet?), but the change warrented here is not gamechanging, especially since only Primary-Class Jewelers will benefit from it, and those are far and few AFAIK.
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