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New item slot a not lame idea!
Old 03-21-2013, 10:07 PM   #1
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Default New item slot a not lame idea!

I know this as been suggested before countless times but hear me out.

Lets call this new slot the Imbuement Slot.
So what goes in this slot you might ask.
GEMS! Gems of all colours and sizes!

Now what does this obviously super awesome slot do with the gems you put in it.

Well depending on what you slot it could do a variety of things.

Lets say you slot a nice Ephemeral Shield R9

Every time you hit an opponent with the weapon in your main hand or the first shot of a bow. you have a chance of procing the gem on your self or your opponent at no cost to your mana or energy.

WELLSAPREAVERTHATSOVERPOWEREDFASTWEAPONSAREGOINGTO KILLEVERYONEWITHPROCSALLTHETIMEORBEANUNBREAKABLEWA LLIDON'TWANTTOGETKILLEDBYAJAGEDSABREAGAINFFSBBQ

Is probably what you're thinking right now
but along with this new slot comes three new skills

First is
IMBUEMENT: lvl 40
Every point in this skill lets you slot an equivalent level gem of any color in the imbuement slot if you have the required magic skill.
So if you have 50 imbuement and 100 red magic you can only slot red gems with a level requirement <= 50

SECOND IS:
Enchanted Strikes
Every point in this skill increases the base imbuement proc chance by 0.5% per point in this skill at skill level 0 the chance is 1%

How the proc actually occurs so as to not underpower or overpower any weapon is as so baseProcChance * (weaponDelay/100)

THIRD IS: imbuement training
Increase the affect of the imbuement from a base of 10% to a max of 75% of the gems power.

The proc chance ignores cnc miss chance (NO RESISTING)but not int for damage
DAZE MES AND STUN last for a shorter time
APOC and other such gems can't be slotted no free mass gem destruction
Cantrips cause you to draw a gem.
it uses common sense if you slot a heal you get healed not your foe but that would be funny
NO SKILLS THAT MODIFY A GEMS EFFECT AFFECT THE IMBUEMENT what you put in you'll only get at most 75% of the gems BASE power
IT DOESNT CAUSE SKILL BASED PROCS ON CASTING OR no intoxicating from a dot no yellow snow no deathflows and so forth this is for balance reasons


CRITIQUE AWAY!
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Old 03-21-2013, 10:09 PM   #2
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This opens up a whole new dimension to PVP and is a great idea!
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Old 03-21-2013, 10:39 PM   #3
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l like this idea because it is not lame
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Old 03-21-2013, 11:25 PM   #4
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amazing idea i love it and i think that making the percentages based on delay will prevent the quick weapons from becoming OP
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Old 03-21-2013, 11:46 PM   #5
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Lol I can't tell if you too are trolling me or not.
Had a really ****ty day so I made a suggestion for a game to take my mind off things. xD
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Old 03-22-2013, 10:32 PM   #6
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I kinda like it and kind of don't.. I can see way too many people bitching about tanks who can random get a huge damage shield (with possibility of higher than Hellram procs, altho I don't see it being more OP than goldwing shields)

The thing you kinda forgot to mention how this could possibly add a great level of gameplay to PvE aswell..any percent to add extra damage more or less makes 1-2 zones more farmable for most people/classes
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Old 03-22-2013, 11:11 PM   #7
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This sounds like a balancing nightmare... However it would also give casters who already have the skills an incentive to try to melee, as well as melee characters an added perk to taking the time to train skills.

However, no resist check just seems to mean any tanker can throw challenge on and taunt your whole team for an entire fight. That seems a little unfair? Not to mention area damage gems. Not sure how all that would work. I dont think it's a bad idea but it would need ALOT of work to make it fair and balanced for PvE or PvP... and it would probably take different %'s in those respective areas.
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Old 03-22-2013, 11:25 PM   #8
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Quote:
Originally Posted by Fatcheeser
This sounds like a balancing nightmare... However it would also give casters who already have the skills an incentive to try to melee, as well as melee characters an added perk to taking the time to train skills.

However, no resist check just seems to mean any tanker can throw challenge on and taunt your whole team for an entire fight. That seems a little unfair? Not to mention area damage gems. Not sure how all that would work. I dont think it's a bad idea but it would need ALOT of work to make it fair and balanced for PvE or PvP... and it would probably take different %'s in those respective areas.
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Old 03-24-2013, 01:09 AM   #9
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Quote:
Originally Posted by Fatcheeser
This sounds like a balancing nightmare... However it would also give casters who already have the skills an incentive to try to melee, as well as melee characters an added perk to taking the time to train skills.

However, no resist check just seems to mean any tanker can throw challenge on and taunt your whole team for an entire fight. That seems a little unfair? Not to mention area damage gems. Not sure how all that would work. I dont think it's a bad idea but it would need ALOT of work to make it fair and balanced for PvE or PvP... and it would probably take different %'s in those respective areas.
Well there are some way to counter those, no taunts except single target taunts and since AoE's are kind of like fire balls you could have it also target you since you're right up close.

I actually forgot about aoe's for for this idea, could even just make AoE's not slottable or an even higher reduced power rate 33% max, forcing you to choose between a much larger effect on one target or a smaller by ~40% effect for all three targets and losing power as people die.

Thanks for bringing that up
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Old 03-24-2013, 11:55 AM   #10
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I'd rather not have too many options.

Make it so only grey, white or red gems can be slotted. This rules out mana and energy replenishers, taunts and other annoyances, but leaves shields, heals and damages, both AoE and single target..
Leave AoEs available, so people can actually choose to be group-oriented or not.
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Old 03-24-2013, 12:30 PM   #11
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Idea sounds ok, but when was the last time glitch actually added new content?
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Old 03-24-2013, 04:47 PM   #12
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You wouldn't have to limit the colors, simply AoE/Replenishers and any other "annoying" things.. but needless to say, it would have to be an Epic skill IMO otherwise it's entirely too strong..
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Old 03-24-2013, 05:31 PM   #13
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Quote:
Originally Posted by Jadakris
You wouldn't have to limit the colors, simply AoE/Replenishers and any other "annoying" things.. but needless to say, it would have to be an Epic skill IMO otherwise it's entirely too strong..
Having it as an epic skill wouldn't work it would give people near the top a very large advantage over newer players possibly even more so than affinate or the other one. Right now you already need three level 40 skills to make full use of a single item slot. this will already be a challenge for new players but should add a nice power boost much sooner to those at cap. As well as expanding pvp options for them to explore.

I can admit how ever that it could be bumped up to level 60 or even split over 40 60 80 but that would need to change the base proc rates and power ratios which would make more front loaded for power/proc rate. This is okay but the skill should reward those who train it instead of being GET THIS SKILL right away big power boost off the bat.
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Old 03-24-2013, 05:34 PM   #14
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Quote:
Originally Posted by Skarner
Idea sounds ok, but when was the last time glitch actually added new content?
I believe this was the last new "content" v1.357 New Skill, New Gems
This would be a new mechanic not new content imho since it makes use of old items but that's just picking at words.
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Old 03-24-2013, 06:14 PM   #15
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The concept of the idea is nice, but I think instead of a new Item Slot, it should be a Weapon Socket.

- One-handed Weapons would have 1 Socket.
- Two-handed Weapons would have 2 Sockets.
- Shield, Bow and Quiver would each have 1 Socket.
- A Weapon can only have a Gem of the same Rarity or lower in its Socket.
- Gems elegible for Socketing would indicate "Socketable" somewhere in the tooltip.
- There would be a cost associated with Unsocketing a Gem, but nothing insane.
---
- I agree with not allowing mass destruction gems.
- I also think AoE, Taunt, Recastable, Aura or Continuous Effect Gems should not be allowed either.
- I disagree with restricting the effect of gems at all. It gives unnecessary advantage to Cantrips. Just restrict the Proc chance properly.
- The proc should benefit fully from all skills that modify the gem's effect, as well as class bonuses.
---

I think the proc chance should be quite high, could even be 1% per Skill Level (100% at max), but give you a debuff preventing you from proc'ing again with that Weapon for X seconds.
There might be another skill reducing the debuff's duration.

I say this, because trying to balance it with weapon delay doesn't prevent un/lucky strings, and this game already has enough of that...
---

Anyway, I think it's a nice idea.

Last edited by Nurvus; 03-24-2013 at 06:42 PM..
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Old 03-24-2013, 06:20 PM   #16
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My point is, either way you look at it.. A capped toon/player is going to get the full advantage of a skill similar to this if its an epic skill or not. I can max out a t2 skill (level 40) in a day if I try either way.

And you have to understand that the possibilities of what your suggesting here is more or less adding legendary procs on top of legendary procs..I understand that making it a legendary skill would make it nearly impossible to give you full benefits of the said gem.. but needless to say what your suggesting roughly could have chances of giving you 800+ damage absorption shields.. granted I'm not math savvy and don't understand the chance to proc but It sure sounds like a hell of alot higher than the current 17% that most Hellram parts provide.

Now toss heals into the mix etc etc.. Your completely changing alot of the game, so yea your defense is more or less to help people who aren't at the top but people at the top already have 100 in tons of skills.. and as I said would take a few days at max to all 3 skills your saying.. giving them a huge advantage even over random capped toons who don't have the trophy flow that the top players have..
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Old 03-24-2013, 06:22 PM   #17
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epic skill* lol
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Old 03-24-2013, 08:41 PM   #18
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Quote:
Originally Posted by Jadakris
My point is, either way you look at it.. A capped toon/player is going to get the full advantage of a skill similar to this if its an epic skill or not. I can max out a t2 skill (level 40) in a day if I try either way.

And you have to understand that the possibilities of what your suggesting here is more or less adding legendary procs on top of legendary procs..I understand that making it a legendary skill would make it nearly impossible to give you full benefits of the said gem.. but needless to say what your suggesting roughly could have chances of giving you 800+ damage absorption shields.. granted I'm not math savvy and don't understand the chance to proc but It sure sounds like a hell of alot higher than the current 17% that most Hellram parts provide.

Now toss heals into the mix etc etc.. Your completely changing alot of the game, so yea your defense is more or less to help people who aren't at the top but people at the top already have 100 in tons of skills.. and as I said would take a few days at max to all 3 skills your saying.. giving them a huge advantage even over random capped toons who don't have the trophy flow that the top players have..
I'm not completely changing anything even if it seems
like it. I'm adding a new mechanic and item slot which
Usually does add a new dynamic to things. The reason for three skills is so it can be a goal to work towards yea capped players can use it right away and that was the intent. New players would need to work up and would be rewarded with a powerful proc that might be able to give them a minor advantage over some styles or to cover their weaknesses.
To the proc rate it the highest proc rate would have the slowest weapon that would slow your dps and even then it would cap out at 100 delay for a 51% that should only be obtainable with the slowest bow with no quiver and whip and shield.
Yes the damage shield could be 700 but you could slot a large dot and wither it away slowly getting larger ticks or even put on your own damage shield. I think you might be not thinking all this through. Because the counters are already built in to the system. It procs on swing not hit. Fast weapons have a very low proc rate (5.1% for 10 delay)slow weapons have a higher proc rate a 50 delay weapon would cap out at 25.5%
If they use damage you can shield or heal if they use shields you could stack with dots until it climbs high. If they daze you can slot a heal or cleanse. There are so many combinations and counters. That it is almost innately balanced. Fast swings low proc slow swings more procs. Yes this added another proc on top of legendaries but also for new players who have epics can get something close to a legendary proc sooner. And the power of the gems is at most 75% of its normal power with out any skills attached.
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Old 03-24-2013, 08:42 PM   #19
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Sorry typed that and this on iphone
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Old 03-24-2013, 09:01 PM   #20
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Quote:
Originally Posted by Nurvus
The concept of the idea is nice, but I think instead of a new Item Slot, it should be a Weapon Socket.

- One-handed Weapons would have 1 Socket.
- Two-handed Weapons would have 2 Sockets.
- Shield, Bow and Quiver would each have 1 Socket.
- A Weapon can only have a Gem of the same Rarity or lower in its Socket.
- Gems elegible for Socketing would indicate "Socketable" somewhere in the tooltip.
- There would be a cost associated with Unsocketing a Gem, but nothing insane.
---
- I agree with not allowing mass destruction gems.
- I also think AoE, Taunt, Recastable, Aura or Continuous Effect Gems should not be allowed either.
- I disagree with restricting the effect of gems at all. It gives unnecessary advantage to Cantrips. Just restrict the Proc chance properly.
- The proc should benefit fully from all skills that modify the gem's effect, as well as class bonuses.
---

I think the proc chance should be quite high, could even be 1% per Skill Level (100% at max), but give you a debuff preventing you from proc'ing again with that Weapon for X seconds.
There might be another skill reducing the debuff's duration.

I say this, because trying to balance it with weapon delay doesn't prevent un/lucky strings, and this game already has enough of that...
---

Anyway, I think it's a nice idea.
As always Nurvus, great input.

I like the 100% rate with a cooldown.

I also support the fact Class Abilities. should affect it (no skills though, that would require FAR too much balancing), but I'd also add that resists should be possible. This way, taunts would auto-regulate (since tanks don't tend to have much CnC, with Aggravate out of the way...)
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