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There's a minimum on how much stamina a weapon drains per swing | There's a minimum on how much stamina a weapon drains per swing | ||
*This makes unarmed weapons drain 1 stamina per swing, even though they should only drain 1/3 stamina per swing, the fraction isn't a problem, they use fractions in other places and it still works out ok, it would just drain 2 stam every 6 swings. I can tell its not just a ceiling round because Hammer Fists, which have a weight of 0, still drain 1 stam per swing, otherwise they would be the weapon of choice on many builds, as they have the same speed as a 100% Peerless weapon, and more durability. It would be great for pure proccers, as they would be able to get another (albiet low damage) proc on their weapon without sacrificing speed, and they wouldn't need to worry about stamina keeping them from attacking. | *This makes unarmed weapons drain 1 stamina per swing, even though they should only drain 1/3 stamina per swing, the fraction isn't a problem, they use fractions in other places and it still works out ok, it would just drain 2 stam every 6 swings. I can tell its not just a ceiling round because Hammer Fists, which have a weight of 0, still drain 1 stam per swing, otherwise they would be the weapon of choice on many builds, as they have the same speed as a 100% Peerless weapon, and more durability. It would be great for pure proccers, as they would be able to get another (albiet low damage) proc on their weapon without sacrificing speed, and they wouldn't need to worry about stamina keeping them from attacking. | ||
+ | |||
+ | You have to recast castable procs every few minutes. | ||
+ | *Problems Caused | ||
+ | **See above | ||
+ | *Problems Caused by Fixing It | ||
+ | **Proc bots would become standard for all weapons that don't rely on hone. This is a major problem, as everyone and their mother having castable procs on all their weapons would completely eliminate whatever advantage Assassins, Crusaders, and Nightstalkers got from their castable procs, which is now only sustained by that fact that its so annoying to keep up a bot's castable procs. So I would suggest doing what they did with Enchanter, making it so that it when the item that has the enchantment on it is traded *poof* enchantment gone. Blah blah, whine whine, I can't use a power that was meant for another class/charter on my bot dependent character. If you want castable procs on a non-sader, assassy, or stalker, play some other class/race that can get Undead Hunter. | ||
+ | |||
+ | Ratcatcher gets a completely useless weapon enchantment that screams of potential but remains useless (it was probably put there because sewers and therefore rats were originally planned as some part of maintaining a city). | ||
+ | *My recommendation would be to make it a low damage disease proc. Disease has no resists, but it is a damage thats already used in game (Contagion). This would also make sense, as the lore talks about 'the stench of the sewers upon me' and 'filth beneath my fingernails' and lots about how rats in the sewers carry disease. You'd think that after crawling around in the mud, slaying thousands of diseased rats with their weapons, they might be a little bit contaminated? |
Revision as of 02:10, 26 June 2008
WyvernsFang is a UbiUser who specializing in making spec toons, finding out that no one wants to use them, and then trashing them because they would only work in ideal circumstances anyway. As a result, he browses MorlochWiki a lot and corrects/fills in every page with incorrect/missing information in his spare time and spends more time double checking information on the Wiki in game than he spends actually playing Shadowbane.
Pet Peeves
This section has all the little things that annoy me in Shadowbane that I believe would not upset balance too much by fixing them.
Wereforms do not have all their buffs consolidated under one effect.
- Problems Caused
- Clutters the Effects Bar, making it more difficult to check remaining durations.
- Certain effects do not stack with other enchantments. Ex. Werewolf attack speed buff, Wererat dexterity buff
- The effects can be dispelled individually by spells such as Countersong or Sway the Balance, which makes no sense, as they are applied and expire as a whole, and because they are all attributes that are associated with that form.
- Problems Caused by Fixing It
- Giant Killer's Cut Down to Size would no longer dispel the Wereform constitutions buffs, in my opinion it would make more sense to have them dispel the Wereform completely, as well as dispelling constitution buffs.
- Werewolf's attack speed buff would be overpowered, it would have to be adjusted to be more in line with the Huntress Transformation, I would recommend having it scale from 0% at untrained to 10% at JM, making it just a perk, and not altering the current balance too much.
Sprint is flagged as a spell.
- Problems Caused
- Breaks Wereforms (which does not make sense), Chants (which sorta makes sense, but not enough that this should happen), and Stealth (which makes sense, rogues shouldn't be able to stay hidden from people while sprinting all out).
- Problems Caused by Fixing It
- Escaping Rogues would be able to escape quickly and invisibly, making attacking someone almost completely zero risk for them if they have insta-cast stealth, this could be fixed by adding a 'dispels stealth' effect to sprint.
There is no 'Stop Moving' Button
- This wouldn't be that hard to implement, as many spells make you stop moving while you cast it, you would just have to make one that stopped you permanently until you issue a new movement order, or have it issure a movement order directly below your character. This would prevent the time wasted by having to click on a spot near where you are in order to stop your character so that you can use powers that cannot be used while moving.
Huntress's Grace of the Panther does not overwrite other attack speed buffs.
- Because it's only at power level 1, the Grace of the Panther's attack speed buff doesn't overwrite other attack speed buffs, even though it's 50%, instead of 40%. All you would have to do to fix this would be to grant it free at GM, it would only be a 1 point difference in the trains that they need to get it and would make the attack speed buff useful if you had a conc/priest buff on.
There's a minimum on how much stamina a weapon drains per swing
- This makes unarmed weapons drain 1 stamina per swing, even though they should only drain 1/3 stamina per swing, the fraction isn't a problem, they use fractions in other places and it still works out ok, it would just drain 2 stam every 6 swings. I can tell its not just a ceiling round because Hammer Fists, which have a weight of 0, still drain 1 stam per swing, otherwise they would be the weapon of choice on many builds, as they have the same speed as a 100% Peerless weapon, and more durability. It would be great for pure proccers, as they would be able to get another (albiet low damage) proc on their weapon without sacrificing speed, and they wouldn't need to worry about stamina keeping them from attacking.
You have to recast castable procs every few minutes.
- Problems Caused
- See above
- Problems Caused by Fixing It
- Proc bots would become standard for all weapons that don't rely on hone. This is a major problem, as everyone and their mother having castable procs on all their weapons would completely eliminate whatever advantage Assassins, Crusaders, and Nightstalkers got from their castable procs, which is now only sustained by that fact that its so annoying to keep up a bot's castable procs. So I would suggest doing what they did with Enchanter, making it so that it when the item that has the enchantment on it is traded *poof* enchantment gone. Blah blah, whine whine, I can't use a power that was meant for another class/charter on my bot dependent character. If you want castable procs on a non-sader, assassy, or stalker, play some other class/race that can get Undead Hunter.
Ratcatcher gets a completely useless weapon enchantment that screams of potential but remains useless (it was probably put there because sewers and therefore rats were originally planned as some part of maintaining a city).
- My recommendation would be to make it a low damage disease proc. Disease has no resists, but it is a damage thats already used in game (Contagion). This would also make sense, as the lore talks about 'the stench of the sewers upon me' and 'filth beneath my fingernails' and lots about how rats in the sewers carry disease. You'd think that after crawling around in the mud, slaying thousands of diseased rats with their weapons, they might be a little bit contaminated?