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Game Mechanics Improving even 2 MORE Controversial "Ultimate Abilities"

Discussion in 'General Suggestions' started by ChrisWildfire, Oct 13, 2023.

?

Which ones would you like to see added to the game?

  1. Solar Aegis

    27 vote(s)
    93.1%
  2. Flames of Resurrection

    23 vote(s)
    79.3%
  3. Divine Intervention

    25 vote(s)
    86.2%
  4. Hymn of Panic

    22 vote(s)
    75.9%
  5. Frog Dance (new)

    22 vote(s)
    75.9%
  6. None of the above

    0 vote(s)
    0.0%
Multiple votes are allowed.
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  1. ChrisWildfire

    ChrisWildfire Sun Punk

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    Fair. I'll add GIFs of various cat memes next time. Thank you for the feedback!
     
  2. ChrisWildfire

    ChrisWildfire Sun Punk

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    ok I'm genuinely curious why people are voting for Divine Intervention but not Flames of Resurrection, despite the former requiring the latter.
     
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  3. ChrisWildfire

    ChrisWildfire Sun Punk

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    oh it's bc you can only be revived if Solar Aegis is active

    Some bad scenarios that could arise from the previous design of Solar Aegis and Flames of Resurrection has been brought to my attention. I went and moved the healing from Flames of Resurrection to Solar Aegis, meaning you will always restore health whenever, or however, the ability ends. This should get rid of those awkward moments when the ability ends right before you take a fatal blow.

    Now y'all might be wondering why Flames of Resurrection is reliant on Solar Aegis instead of just being a passive ability like Second Chance.

    Flames of Resurrection is designed to make Solar Aegis safe to use for paladins despite it's constant self-damage; it is not meant to be something paladins can rely on if they're playing poorly. This would raise the skill ceiling of the archetype, but I think important decision-making like these would make the archetype a lot less boring even with its simple design.

    You may also be wondering why the health you receive from Flames of Resurrection is reliant on how long Solar Aegis lasted. I've discussed this in the post, but if you missed it, the reason for this is because I don't want players to use Solar Aegis just to avoid death. I want to put these powerful abilities behind bold decisions like putting yourself in harm's way. This way, players will have to adapt a more active playstyle to make the most out of the archetype. That's my take on how to make the archetype less boring without adding complex abilities.

    Anyway, thank you so much for the feedback! It's hard to take all situations into account when designing abilities, so I'm grateful for the feedback from y'all! Keep them coming!
     
    Last edited: Nov 7, 2023
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  4. KaiserSpin

    KaiserSpin Well-Known Adventurer

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    Great idea for the Paladin tree, however I do have a question.

    Wouldnt having to achieve 80% sacred surge to trigger Solar Arges take too long?

    Most paladin builds use normal or slower speed weapons, so getting to 80% would take very long.

    A normal weapon would take 39s and a slow one would take 53s. Sure you could still use war scream once in a while, but while you build your sacred surge meter you would be locking yourself out of Bash and Uppercut.

    For a paladin that would be even worse since it would mean locking themselves out of Radiance, aka the best current skill.

    And since the Warrior Paladin tree doesnt have any melee boosts (RIP Burning heart, I will always love you) it would make Paladin DPS even lower while you wait for Solar Aegis to activate.

    As long as the Sacred Surge unleashs automatically with spells that would be a problem, since acumulating it means not using spells.
     
    Last edited: Nov 6, 2023
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  5. ChrisWildfire

    ChrisWildfire Sun Punk

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    That's a very good question!

    I've played some early game paladin and found that Sacred Surge charges pretty quickly! I assumed that Sacred Surge would charge much faster with even more abilities like Rejuvenating Skin, Shield Strike, and Radiance, or even with non-paladin abilities like Counter, Riposte, Flying Kick, and Collide. However I never really played late game paladin myself, so I might be terribly mistaken.

    However I don't want its cost to be too low either, not because of balance issues, but because players might accidentally cast the ability even when they don't want to. Although one can just make Solar Aegis trigger only when casting Shift + War Scream, but I don't remember why I didn't want to go with that.

    How about this: You will need to have at least 50% Sacred Surge, and cast Shift + War Scream in order to use Solar Aegis. Sounds good?

    But yes thank you so much for the feedback, I totally missed this detail!
     
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  6. Elytry

    Elytry The Previous Usernames Tab VIP

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    Shift thing makes it better, but it isn't going to totally stop players from activating Solar Aegis by accident.
     
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  7. KaiserSpin

    KaiserSpin Well-Known Adventurer

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    Thanks for the quick reply, my point was from someone used only to a late game Paladin, so keep that in mind.

    The usual build in this case is Guardian. So, normal speed with items focusing on DEF mostly.

    Furthermore, Paladin builds normally don't go for flying kick or collide, since that makes the class mobility even worse than already is.

    At least, my build doesnt use it, I try to do a tanky build, but without sacrificing DPS entirely.

    I did forget that other skills fill up the sacred surge meter, so it probably wont take as long as I thought, so the reduction wouldnt have to been as big.

    Very true.
     
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  8. ChrisWildfire

    ChrisWildfire Sun Punk

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    yeahhh it's never easy to noob-proof stuff. all I can think about rn is make the cost high so players would have to intentionally save up Sacred Surge to activate Solar Aegis, which is unlikely to accidentally happen when you're just mindlessly spell-spamming
     
  9. Elytry

    Elytry The Previous Usernames Tab VIP

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    I deactivate corrupted by accident. Everyone makes mistakes sometimes.
    But a high cost will definitely help prevent that
     
  10. ChrisWildfire

    ChrisWildfire Sun Punk

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    Oh! Well I'm glad to hear it! 60% it is!
    ________________________________
    don't even get me started on Blood Sorrow, which is the worst ability to miscast with it's hefty af blood pool cost and disabling you from using aura
     
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  11. ChrisWildfire

    ChrisWildfire Sun Punk

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    Alright, I edited Solar Aegis' cast requirements! I also went and added the previous versions of the nodes mentioned in the post, as well as highlighted some important points for easier reading.
     
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  12. Silent Boss

    Silent Boss Critically Shameless

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    I really like all of these abilities. Alternate version of Frog Dance seems better for me because it can be activated totem-less.

    I think Divine Intervention should have a cap to how much it can reduce the cooldown. Players could just go to housing or a grind spot to recharge FoR quickly.
     
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  13. Elysium_

    Elysium_ Skilled Adventurer CHAMPION

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    I’m 99% sure that Sacred Surge has like a 0.1 second delay between charging it so that you can’t get get insane amounts of charge with more than one mob. If it doesn’t work like that, then I believe the issue would be with Sacred Surge’s charging mechanic having no cooldown rather than Flames of Resurrection itself.
     
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  14. Mardeknius

    Mardeknius Knight of Blood Item Team HERO

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    I'm supporting this like 70% of the way. The Paladin abilities are awesome, and changing the moving totem thing to Coward is a great idea, but I just can't give up Frog Dance in its current form. Frog Dance singlehandedly sold me on Ritualist pretty much - it's just so fun, and using it effectively is so gratifying. I like the idea of a movement spell that relies a little less on Totem but I can't sacrifice Frog Dance for it.
     
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  15. Elysium_

    Elysium_ Skilled Adventurer CHAMPION

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    I personally love Frog Dance's mechanics, too. They are a bit janky, but super satisfying when it does work. The reason Frog Dance was changed the way it was in this thread was to help support the new MotC's philosophy: the marksman. Instead of focusing solely on mobility and escaping danger, we tried to make it more of a fast-paced damage dealer with high mobility. I do hope that, if it were to be added, our version of Frog Dance would be just as satisfying as the current one. Maybe the puddle would have a really nice splooshy sound effect. Either way, I definitely understand where you are coming from. Frog Dance is really fun to use xD

    Thanks for your feedback!
     
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  16. ChrisWildfire

    ChrisWildfire Sun Punk

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    lmao wait you're right

    I don't mind grind spots making Divine Intervention charge faster; that's still time spent. Combat dummies though??

    I don't know if this would require dev(ine) intervention, but perhaps Divine Intervention would instead trigger whenever you activate Sacred Surge against hostile mobs, which would hopefully not make it work against combat dummies since they're not considered "hostile mobs".
    ________________________________
    Nope, Sacred Surge doesn't have a cooldown! You can charge and/or activate it multiple times with a single Uppercut!
    ________________________________
    Omg a current Frog Dance fan????

    The second version of the reworked Frog Dance is actually designed to be similar to current Frog Dance!

    Both versions would make you bounce upwards and forwards, but the second version no longer pulling you towards your Totem from casting Haul means you can just hop around wherever you like! It's basically current Frog Dance but completely spammable, which would make it charge Awakened much faster!
     
    Last edited: Nov 12, 2023
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  17. Elysium_

    Elysium_ Skilled Adventurer CHAMPION

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    Then I believe we should suggest adding a small cooldown to Sacred Surge’s charging rather than changing Flames of Resurrection.

    Also, Combat Dummies from your housing plot do indeed charge powder specials and Sacred Surge.
     
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  18. ChrisWildfire

    ChrisWildfire Sun Punk

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    Hello, suggestions people! Here's how the reworked Frog Dance would look like!


    hey ct look at what I can do *wink wink nudge nudge*

    I went and added this demo to the post. Check it out, y'all!
    ________________________________
    also its forwards launch power is 24 not 12
     
    Last edited: Nov 12, 2023
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  19. ChrisWildfire

    ChrisWildfire Sun Punk

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    This would heavily nerf paladin's dps! I think it's better to adjust Divine Intervention's cooldown reduction instead.
     
  20. Silent Boss

    Silent Boss Critically Shameless

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    How many puddles can there be at the same time?
    Ya mean that Divine Intervention reducing cooldown by holy power would have a cooldown? Ya know ya would be able to get holy power as it is now but only reuce FoR cooldown every 0.1s.
     
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