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New AM skill Idea  XML
Forum Index -> Druids RPG
Author Message
Disiple

Killing Spree

Joined: 01/10/2008 22:28:05
Messages: 46
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I think AMs should be the masters of adrenalin combos like boost ,speed and the one that makes you fire fast cant remeber the name. Anyways AMs could invest points in combo to enchance them. I dont want to say how strong they should be because I favor AM so someone fair would need to balance them.
Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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AMs already have an advantage in that they can run these combos longer and/or more frequently. Giving them stronger combos and the aforementioned benefits just seems like stacking benefit on benefit.
Disiple

Killing Spree

Joined: 01/10/2008 22:28:05
Messages: 46
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Wail wrote:
AMs already have an advantage in that they can run these combos longer and/or more frequently. Giving them stronger combos and the aforementioned benefits just seems like stacking benefit on benefit. 

I disagree because if an AM is using boost to heal and he dies all his adrenaline is gone. Then he has no adrenaline for the next way . It not like wm who is ready to go at anytime. If I have to risk all my adrenalin just to heal it doesnt seem fair while every othere class has another option.
Hobo_Joe

Wicked Sick!
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Joined: 06/12/2005 20:15:17
Messages: 513
Location: Utah
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AM isn't the only one that loses adren when you use booster and die. everyone else does to, so what is this other option that everyone else has that you speak of? finding a medic? you can do that too, picking up health packs? you can do that too. Besides How exactly would they enhance booster? or beserk?

If you've got at least denial 2 then your pretty much ready to go at anytime just like the WM, if not, then work a little more. get denial and make a good weapon. pick up adrenaline that's lying around the map, kill things. plenty of ways to get your adren back up, and quick.

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Loaded Weapons: [WMD]Hobo_Joe lvl: 389
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Elite

Godlike
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Joined: 10/21/2007 13:24:50
Messages: 417
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I believe that the artifacts should cost more, because the AM class is the first one to level up all of its abilities... instead of having 4 levels of loaded artifacts why not 10 or so. And to recompense how about taking out that timer especially with the beam, no one ever had any problems with the beam, it was all about the bolt; yet you also changed the beam's capabilities. I suggest the beam should not have a timer and be able to be used with the double damage but not the triple, as I said before, but this change to compensate with adding more levels of loaded artifacts.

Right now you get like 4 or 5 artifacts per level of loaded artifacts, how bout spreading em out like 1 or 2 artifacts per level or 3 to the most... any ideas?

WM: 383 Elite_Guard(AI)
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MM: 382 Elite_Medic(AI)
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Wail

Rampage

Joined: 09/20/2007 21:14:41
Messages: 183
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Elite wrote:
I believe that the artifacts should cost more, because the AM class is the first one to level up all of its abilities... instead of having 4 levels of loaded artifacts why not 10 or so. And to recompense how about taking out that timer especially with the beam, no one ever had any problems with the beam, it was all about the bolt; yet you also changed the beam's capabilities. I suggest the beam should not have a timer and be able to be used with the double damage but not the triple, as I said before, but this change to compensate with adding more levels of loaded artifacts.

Right now you get like 4 or 5 artifacts per level of loaded artifacts, how bout spreading em out like 1 or 2 artifacts per level or 3 to the most... any ideas? 


I always thought AMs should have levels available for each artifact which would allow them to improve the artifact's base functionality (Example skill, MWM Expertise: Roll weapons for 90 adrenaline instead of 100, etc).

However, in order to do this you'd probably want to make some adjustments to the base artifacts, and I'm not sure how that'd go over. For example, you could make the MWM cost 150 adrenaline with 0 levels of expertise instead of 100, and make 2 levels of MWM Expertise to drop the cost down by 25 each level. At MWM Expertise level 2 the minimum modifier you'd roll would be Min(MaxModifier,MinModifier+2)).
Disiple

Killing Spree

Joined: 01/10/2008 22:28:05
Messages: 46
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Hobo_Joe wrote:
AM isn't the only one that loses adren when you use booster and die. everyone else does to, so what is this other option that everyone else has that you speak of? finding a medic? you can do that too, picking up health packs? you can do that too. Besides How exactly would they enhance booster? or beserk?

If you've got at least denial 2 then your pretty much ready to go at anytime just like the WM, if not, then work a little more. get denial and make a good weapon. pick up adrenaline that's lying around the map, kill things. plenty of ways to get your adren back up, and quick. 

WM has regen and vamp medic has regen and medic weapon engy has shield regen and blast. Am is the only clase that has no special healing ablity. Even with deneil 2 you just have one gun. Even if i start on wave one. I have to have all the adrenaline skill so i have plent of adrline because 90% of it goes boost. If im lucky enough to get a good flack I need resupply 4 to use it all the time. I think im level 50 right now and after buying the nessary skills to live including damage reduction , drip3 ,surge 2 ,deniel 2 ,artifact 4, leech 3 and now im try to get 40 more points in ammo just get ready for resupply. This wasnt a big deal when i could still use magic to kill stuff with triple cuz it wouldnt cost that much adren. Now that bolt cost me over 100 adren i can either kill something then die or use boost and die a little slower. Bolt and triple is no differnt then a weapon master using triple and mine layer. (well it is differnt cus the weapon master gets health back)
Disiple

Killing Spree

Joined: 01/10/2008 22:28:05
Messages: 46
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Wail wrote:

Elite wrote:
I believe that the artifacts should cost more, because the AM class is the first one to level up all of its abilities... instead of having 4 levels of loaded artifacts why not 10 or so. And to recompense how about taking out that timer especially with the beam, no one ever had any problems with the beam, it was all about the bolt; yet you also changed the beam's capabilities. I suggest the beam should not have a timer and be able to be used with the double damage but not the triple, as I said before, but this change to compensate with adding more levels of loaded artifacts.

Right now you get like 4 or 5 artifacts per level of loaded artifacts, how bout spreading em out like 1 or 2 artifacts per level or 3 to the most... any ideas? 


I always thought AMs should have levels available for each artifact which would allow them to improve the artifact's base functionality (Example skill, MWM Expertise: Roll weapons for 90 adrenaline instead of 100, etc).

However, in order to do this you'd probably want to make some adjustments to the base artifacts, and I'm not sure how that'd go over. For example, you could make the MWM cost 150 adrenaline with 0 levels of expertise instead of 100, and make 2 levels of MWM Expertise to drop the cost down by 25 each level. At MWM Expertise level 2 the minimum modifier you'd roll would be Min(MaxModifier,MinModifier+2)).
 

I like that idea alot give beam and bolt differnt damage levels depending on artfact level.
Szlat

Wicked Sick!

Joined: 05/18/2005 18:32:41
Messages: 2124
Location: UK
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Well, here I am again being the unpopular one

Adrenaline Masters start off relatively weak, but once they get to the higher levels, they become very strong.

As such, I do not think at this stage we can make high level Adrenaline Masters any stronger.

So, when you are suggesting a new skill that improves the strength/ease of use of artifacts/combos, you are actually proposing nerfing low level AMs - until they have enough points to buy the levels necessary to get them to where the skills currently are.

So, I am not convinced. I think low level AMs are already weak enough, without this suggestion to weaken them further.

And since I assume you would want AMs to be able to buy a higher level of this skill than the other classes, you are also suggesting nerfing all other classes.

Good luck to you. I am not brave enough to suggest nerfing everyone but high level AMs.
Disiple

Killing Spree

Joined: 01/10/2008 22:28:05
Messages: 46
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Szlat wrote:
Well, here I am again being the unpopular one

Adrenaline Masters start off relatively weak, but once they get to the higher levels, they become very strong.

As such, I do not think at this stage we can make high level Adrenaline Masters any stronger.

So, when you are suggesting a new skill that improves the strength/ease of use of artifacts/combos, you are actually proposing nerfing low level AMs - until they have enough points to buy the levels necessary to get them to where the skills currently are.

So, I am not convinced. I think low level AMs are already weak enough, without this suggestion to weaken them further.

And since I assume you would want AMs to be able to buy a higher level of this skill than the other classes, you are also suggesting nerfing all other classes.

Good luck to you. I am not brave enough to suggest nerfing everyone but high level AMs.  

I dont want to nerf anyone I just want to be able to improve the low level AM ablity to live since they cant really fight anymore.I would like to have a way to heal besides boost. Perhaps a new weapon that would benfit all class like adren protection gun. Everytime you get hit would take away adrenline before it took away your health .You could make it a gun or an artifact. I saw something similiar on another server and it worked pretty well. Szlat I do like all the work you done for AM even the nerf because I like balance.I like for low level to be balanced as well but really high level are more important so im glad that happened. Or just give me lightsaber hehehe
 
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