1.70 star(s) 3 Votes

brock8899

New Member
Mar 8, 2018
6
41
Interesting game - way too grindy at the moment. I couldn't fight Wanzeru, not sure if that's current endpoint or not.
 

Papum

Newbie
Jun 20, 2017
23
9
Any future plans to add aditional starting classes (like paladin, ranged class [create an class mechanic system that has an hidden immunity or visible ranged counter {trough turn duration} against close combat damage at the start of the combat that is removed over the spawn of a few turns {if it is against an ranged adversarie the game will recognise that and not reduce counters} to simulate distance unless there is an charge ability that can reduces the time the immunity or visible ranged counter takes to be removed], priest, druid, etc...). Give the ranged class an lower hp pool and/or an lower damage reduction and also an disingage ability wich resets the hidden immunity or adds counters to the visible ranged counter, also make ranged damage gain miss percentage while the hidden immunity is not up or the visible ranged counter has any counters [the lower the counter the higher the miss probability is]. Add an close combat ability that is active only while in close combat aswell], or make quest like adventures so to branch out into subclasses?
 
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Papum

Newbie
Jun 20, 2017
23
9
Also probably make abilities have an cooldown and by so also have a larger impact than just substituting it for your normal attack permanently. Continuining with what was last said, if also you could have the abilities appear as an selection option near the attack button (like the attack button is displayed) or you can have the option to select some abilities and put them as shortcuts instead of constantly having it to open an new window from wich to select abilities from would be a lot easier for you to click during combat by so making the ability interface more easier to be accessed instead of jumping around clicking to do an ability. Have abilities have synergy with the normal attack aswell like the rogue abilities for ex.: pinpoint strike while active (has some turns of duration) will increase your normal attack damage or do bleed over time damage for a couple of turns, and fatal strike could be that the lower the enermy hp is the higher the damage it will do like as if to be an finisher move, you could also make an class mechanic like an combo points system that for ex. uses the finisher move example above fatal strike that the more combo points build up (has an limited combo points that you can have at any time) the more damage it does like in other games. Probably also make normal to rarer loot have a percentage to be dropped each level of gear from specific level mobs that makes grinding worthwile to get random rare loot from specific mobs, and it to be sellable at merchant while the merchant could also have mostly basic gear andsome randomly superior level gear aswell for sale, this will make it that you can the basic and an slight better gear from vednors but the better loot comes from mobs, bosses, chest/treasures, etc. ... .
 
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Cyril Kain

Member
Jun 21, 2019
150
179
Suggestion: Add a 'location' feature, so that it seems our characters aren't drunk/stupid and walking in circles so they run into the forest gate two or three times in a row.
 

Papum

Newbie
Jun 20, 2017
23
9
Suggestion: Add a 'location' feature, so that it seems our characters aren't drunk/stupid and walking in circles so they run into the forest gate two or three times in a row.
Probably if it appeared as an selectable place instead of an random chance encounter after encountering it the first time it would be better.
 
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1.70 star(s) 3 Votes