Fires of Heaven Guild Message Board  

Go Back   Fires of Heaven Guild Message Board > Fires of Heaven Related Forums > MMORPG General Discussion
User Name
Password
Or, use your gamerDNA username: (more...)
ForumSpy Register FAQ Members List Calendar Search Today's Posts Mark Forums Read

Reply
 
LinkBack Thread Tools Search this Thread Rate Thread Display Modes
Old 03-11-2003, 03:24 PM   #16 (permalink)
Voronwe
Beer Me
 
Join Date: Jan 2002
Location: Kelethin
Posts: 36
-1 Internets
i definitely like the concept.

i think the full suit of armor thing is a bit crazy though. the amount of time it took me to get all my Thorny Vine (and i never even got gloves or hat) was literally hundreds and hundreds of hours.

so in other words fuck that :P
__________________
Voronwe Nimbrethil {Legion}
Forest Stalker - Veeshan
Voronwe is offline   Reply With Quote
Old 03-11-2003, 06:38 PM   #17 (permalink)
CruelTea
Push the button, Max
 
Join Date: Aug 2002
Posts: 40
-1 Internets
The time and energy they put into Charms is pure crap. Those are man-hours that should've gone towards fixing Dual Wield, retuning Ranged attack, *finishing the current expansion* and/or preparing the next real expansion (LoY is a big pile of shit, with whipped cream on top (the bank space, etc.)). That being said, my ideas for actually useful charms are below.

"Elitist?" "High-level of play?" I'm talking about basic game mechanics and you infer that, because I think your ideas are shit, I'm a r337 65 loot-whore?

Some charms that would be neat and worthwhile (assumign it didn't take 40 hours camping greens to get them):

A charm that increases in power with your level of a certain faction...wait, there's already one of those (the quest for it is shit).

A charm that increases in power when you know more esoteric languages...wait, there's already one of those (the camp for it is shit).

Some that don't exist already?

Talisman of the Broodmaster: Increases the damage and taunt of your pets, the more pets you have. SHM

Idol of the Twinkling Eyes: Increases your mana regeneration rate the more difficult-to-mez mobs you successfully mez and keep mez'd. ENC BRD

Bristlebane's Bundle of Laundry: Increases your fizzle rate and severely decreases your Charisma (because you smell and are distracted by the smell), but also decreases the aggro you generate with ranged attacks (no mobs want to go near you). ALL

You see, the three main problems with charms right now is:

1) Their effects have a direct line to the Ass, and they are sucking as hard as they can on that pipe.

2) They are all NO DROP, hard to get (time-wise for all, difficulty-wise for the levels of people that would actually want them) and they provide almost no benefits. 5 SvDisease is pure shit; if you want more SvDisease farm 7k (faster than camping any charms) and buy an Iksar Hide Cape.

3) None of them have *good* gameplay affecting Effects. Most are "You have 305 Charisma, here's a cookie and +1 Agility!" The ones that could be interesting, make your character gimpier than Howard Stern's guests; "Un-memorize all your spells and you get +10HP!" This is the big one.

Quote:
I will never in my life see a 155 mana 2h or a 145 mana 1h EVER. It seemed like not too shitty a charm to me.
No, but lets say you have access to Velious-y era loot. You'll see, say, 50 mana one-handed stuff, and 80 mana two-handers. That's the way this shit worked up until PoP, because the item devs were on a different brand of crack then.

80+25 mana is 105 mana. 50+50+25 mana is 125 mana. Your two-hander charm has to gimp one-handers entirely to be useful. Basing a charm's ability on such vague things as what type of weapon you're using will only lead to trouble.

Quote:
Fine. Then make a 2h and a dw version then. But last time I checked, if you wanted aggro, you used DW..
You might want to have a doctor look at that.

Last edited by CruelTea : 03-11-2003 at 06:41 PM.
CruelTea is offline   Reply With Quote
Old 03-11-2003, 08:42 PM   #18 (permalink)
Iannis
Registered User
 
Iannis's Avatar
 
Join Date: Apr 2002
Location: Butt Hugging Moose Jockey
Posts: 4,968
+0 Internets
bah, +hate proc.

The +1 Charm of Cookies, mmm. +1 to baking and agi for every type of cookie-cutter you have in inv!

Last edited by Iannis : 03-11-2003 at 08:47 PM.
Iannis is online now   Reply With Quote
Old 03-12-2003, 12:21 AM   #19 (permalink)
Makata
Johnny Fucking Headshot
 
Makata's Avatar
 
Join Date: Jan 2002
Posts: 3,426
-192 Internets
Quote:
Originally posted by CruelTea
No, but lets say you have access to Velious-y era loot. You'll see, say, 50 mana one-handed stuff, and 80 mana two-handers. That's the way this shit worked up until PoP, because the item devs were on a different brand of crack then.

80+25 mana is 105 mana. 50+50+25 mana is 125 mana. Your two-hander charm has to gimp one-handers entirely to be useful. Basing a charm's ability on such vague things as what type of weapon you're using will only lead to trouble.
So what if it's not as good? Who says it has to be? It's a damn variant. I personally don't care if I'm down 25 mana or whatever. Not like I'm ever oom anyway. The point is to make it more interesting.

Or hell, make the charm so that it completely refocuses the class, but still keeps them in the boundries of the class's goals. Like:

BRD: Double song cast time, but triple the duration.
BRD: Half the song cast time, half all effects of the song.
CLR: Increase cost of heal spells by 67%, guaranteed crit heal on every cast.
MAG: Insane pet proc (500+ dd, ~once per couple seconds tops), but you are unable to nuke, and mana regen rate is halved.
ENC: Mez duration increased by 100%, only if no pet (I really have no idea, would such an effect help?)
WAR: Cannot taunt, bash, kick, or slam, but every attack procs a ~50 hate increase.

etc etc. Modifications, but still within class. Thus was the idea on the 2h-only charm is to let a caster fuck around with some random 2h melee. No, it's not gonna be used in powater or wherever, but I could use it.

Last edited by Makata : 03-12-2003 at 12:24 AM.
Makata is offline   Reply With Quote
Old 03-12-2003, 01:22 AM   #20 (permalink)
ThatGuyThatIAm
That Guy That You Wish You Were
 
Join Date: Nov 2002
Posts: 63
-1 Internets
Quote:
1) Their effects have a direct line to the Ass, and they are sucking as hard as they can on that pipe.
lol...
__________________
"Hey, you're that guy that you are!"
ThatGuyThatIAm is offline   Reply With Quote
Old 03-12-2003, 03:40 AM   #21 (permalink)
Cantatus
Registered User
 
Join Date: Aug 2002
Posts: 794
-2 Internets
They dropped the ball on charms purely for the fact that they limited this to a LoY selling feature. This limited charms to dropping in a whopping 5 zones that don't even encompass the entire level spectrum.

This slot has so much potential that hopefully Sony won't waste it just to get sales on LoY. As they've stated, almost every account has activated LoY, so why not add more global charms?

I like the idea of charms that have a balance. They require you to do one thing for a reward that is potentially better or similar to what you are giving up.

For example:
Wiz charm: Decreases your spell costs by 50% and dmg by 75% when you have less than 10% of your mana.

Warrior charm: Increases your atk, haste and taunt factor when you have a shield equipped.

Mage Charm: Allows you to cast a high dmg pet proc on your pet that lasts for 3mins when you are below 5% of your mana.

Ranger Charm: Gives you 5% overhaste when you have no arrows.

Necromancer Charm: Allows you to add a better haste buff to your pet at night.

General: Gives you FT5 when you have no mana regeneration buffs.
General: Gives you FT3 when you're not on a mount.
General: Increases your regen by 3 when you are standing.

---

I also wouldn't mind some charms that encourage grouping and perhaps have people rethink typical raid groups:

Warrior charm: Allows you to add a high taunt proc to your weapon when grouped with a Wizard.

Caster charm: Decreases the cost of your spells by 5% when grouped with a Druid in an outdoor zone.

SK charm: Adds a mistwalker type proc to your weapon when grouped with a Necromancer.

Sham/Druid charm: Increases heals by 10% when grouped with a Cleric.

This is why I wish the charm effect wasn't limited to just one slot. There are so many different ways they could go.

Would be really need to have the effect on weapons:
- +10dmg when you have no offhand weapon.
- delay decreases as you drop below 10%
- Adds a proc when you have a heal over time effect on you.
- Adds a proc or dmg when you're on a horse (just so melee get an additional benefit).
Cantatus is offline   Reply With Quote
Old 03-12-2003, 05:46 AM   #22 (permalink)
Demorgoth
Registered User
 
Join Date: Aug 2002
Location: London, UK
Posts: 59
-1 Internets
Bear in mind, they still have a number of charms completely broken, but more importantly is the way ALL existing charms work. They only take into account your status when you equip the charm. Change your equip/buffs/horse etc without re-equipping your charm, and it's stats stay the same. Don't know if that's the same for ALL charms, but it's certainly been reported as commonplace. That, to me, indicates severe restrictions with the whole 'charm' programming, and prevents anywhere near the ingenuity exhibited on most of the above suggestions.

Kinda like buying 'saddlebags' for you horse, and storing items on them. Great idea, contextually fine, beneficial to all, not overpowering, but I would imagine, a complete nightmare to implement.
__________________
Demorgoth Demonia
Dark Horizon - Zeb
Demorgoth is offline   Reply With Quote
Old 03-12-2003, 01:44 PM   #23 (permalink)
Makata
Johnny Fucking Headshot
 
Makata's Avatar
 
Join Date: Jan 2002
Posts: 3,426
-192 Internets
Quote:
Originally posted by Demorgoth
Bear in mind, they still have a number of charms completely broken, but more importantly is the way ALL existing charms work. They only take into account your status when you equip the charm. Change your equip/buffs/horse etc without re-equipping your charm, and it's stats stay the same. Don't know if that's the same for ALL charms, but it's certainly been reported as commonplace.
So you're telling me the charm that is based off number of ppl in the group of the same class.. just at the beginning of the raid and on any wipeouts, group all the clerics together, reequip their charms, then disperse them to their own groups? Exploitable, just a tad. Too bad it doesn't rly matter cuz the effects are so ghey ;(
Makata is offline   Reply With Quote
Old 03-12-2003, 10:10 PM   #24 (permalink)
Cantatus
Registered User
 
Join Date: Aug 2002
Posts: 794
-2 Internets
From what I can tell from my charm (mammoth tusk powder - 1sta 2mana, whee!), it takes a little bit for the charm to update. I'm not sure how these are coded, but my charm won't automatically update itself. It's possible that charms based on more intricate things like classes in your group or population of the zone might take longer to update.
Cantatus is offline   Reply With Quote
Reply


Thread Tools Search this Thread
Search this Thread:

Advanced Search
Display Modes Rate This Thread
Rate This Thread:

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

vB code is On
Smilies are On
[IMG] code is On
HTML code is On
Trackbacks are On
Pingbacks are On
Refbacks are On
uberguilds network



All times are GMT -7. The time now is 08:32 PM.


Powered by vBulletin® Version 3.6.3
Copyright ©2000 - 2008, Jelsoft Enterprises Ltd.
SEO by vBSEO 3.0.0 RC6