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1

Sunday, March 10th 2013, 1:40pm

New world

There should be a vast new area, where a planet crashes against Taborea, and puts it into a cataclysmic state. People burn by fire, and it is almost like the apocalypse. However, most (99.3) survive this incident, thanks to mother earth's power, and a duo of a priest and a druid. All heroes, (Level 80 and up) have to travel to this other side of the ''New Taborea''. Thy have to travel there, find out what magic caused this, what new races lie there, and also reach diplomacy with the races. However, both races are eager to call this new planet ''New Taborea'', or ''New _________''. They must solve this problem, all in the while battling the great evil that wants to destroy them both by pitting them against each other. They find out that someone has hinted to may have used the weakest spell in the Book of Ayvenas. However, they know that the person does not have the whole book, as it is not only, scattered on The new planet, but in the galaxy. Is the spell meant to join two powerful forces that will save ''New Taborea'', or destroy them both by instigating war? Or is it all a test of willpower, confidence, and honesty?




Explanation of new races.: The New race should be very warlike, slightly barbaric, and their land is desert like and rocky like. However, there are grasslands an plains there too. They should not look anything like humans.They should have some horns. The people who choose this race will awaken from unconsciousness, and are in their starting area. They will do some quests to get them to go up some levels, just like pioneers colony. They will then be sent to silverspring through a portal, and told, you must come back to save us, when you are ready.(Level 80) However, you may still visit the common area of your race.The story unfolds along with the CHARACTER, not the whole Runes of Magic dimension.

Introduction of:The shaman. They are a hybrid class, capable of hand to hand combat ,spell damage, and healing. Humans should aslo be able to be shamans.

2

Sunday, March 10th 2013, 4:33pm

Quoted from "Optimum;592249"



Introduction of:The shaman. They are a hybrid class, capable of hand to hand combat ,spell damage, and healing. Humans should aslo be able to be shamans.


Aww, you must be new. Physical/magical hybrids don't work in this game.

Formerly Catorii, D/S/M of Faction.


3

Sunday, March 10th 2013, 4:53pm

What about if their elite classes allow them to access these kinds of weapons. What if as a shaman/warrior, they are meelee oriented? Shamam/mage, elementally oriented, or shaman priest (or druid), healing oriented?

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4

Sunday, March 10th 2013, 6:06pm

I like the war-like aspect. Make it really had to control your damage output, sort of like the rogue (you gotta be good to be good :P). Instead though, your damage output can fluctuate without you wanting it to between magic and physical and you would really need to master your class to be high dps with other "glitches" (pls heavily test before releasing if this is the case :p, this would be a very high dpsing class once it is learned), also make it so it would be veerrryyy hard for diyce users to learn this class :P (I might re-roll from champion if it is good enough challenge so have them wear chain! :P).


Maybe the new lvl 80 elite skills can make you go back to your starting zone and complete a solo mission. With bosses at the end that require you to use your best damage/healing output based on your gear and class to be able to get the new skills :D

They would need to make a LOT more changes to the game if they were to have individual story lines, but I like it :P

5

Sunday, March 10th 2013, 7:52pm

Hmm... Part of Your concept sounds really familiar, I think I paid monthly for that exact same game, but now it goes to level 90.

6

Sunday, March 10th 2013, 8:00pm

Quoted from "Optimum;592265"

What about if their elite classes allow them to access these kinds of weapons. What if as a shaman/warrior, they are meelee oriented? Shamam/mage, elementally oriented, or shaman priest (or druid), healing oriented?


Still doesn't work. This is what they did with D/W and P/W. Go gear up one of those and let me know how well that design works. The only "hybrid" that works is W/M, but W/Ms stat purely as mages and don't have to use a single skill to top scrut. It is impossible to stat for both physical and magical attacks and be even slightly good at either.

The way that RoM is designed, hybrids do not work. There are ways they could have remedied this, but they won't. Adding another fail class (nevermind 6) won't benefit the game -- or its players -- at all.

Formerly Catorii, D/S/M of Faction.


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7

Sunday, March 10th 2013, 8:18pm

You could add passives for physical and magical attacks

8

Sunday, March 10th 2013, 8:37pm

Quoted from "RoMunited;592283"

You could add passives for physical and magical attacks


Exactly. What i am saying, is that their primary and general skills attribute to everything. In order to become a so-called hybrid, which is not official, they choose a certain secondary class. They don't transform or anything. The elite skills fit to a certain style of play:I.E, healing, close-combat, and magic damage. The person then can choose to upgrade which stat best helps their elite skills. I am agreeing with Romunited(dont worry), and against that rabbit's idea.

Think of it like this:20%, blank 20% blank and 60% their elite skill area. The 20 percents come from their primary skills, which help them in those 2 areas. The skills should and will be set up to balance this division.

I am not saying 33% blank 33%blank and 33% blank

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9

Sunday, March 10th 2013, 8:49pm

HA! mommy picked me :P

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10

Sunday, March 10th 2013, 9:00pm

I agree about the new class, would be cool to have a sort of open ended hybrid class that essentially goes one of a few ways depending on secondary. Kind of like how warlocks work, except they have no physical build.

Some skill ideas could be linked to their weapon choice much like how Slash's Bleed effect only procs with an Axe or a Sword.

Example:
Skill one: Deals Magic damage to the target. If an Axe or Sword is equipped, skill does additional physical damage based on Strength. If you have a Staff or Wand equipped, it deals additional magic damage based on Intelligence.

Then you can use the elite skills push some power into these skills:

Passive Elite Skill Idea #1: Makes your Skill One deal 25% more magic damage when it is a critical hit.
Passive Elite Skill Idea #2: Makes your Skill One heal you by 10% and stuns your target, if your target is targeting you.
Passive Elite Skill Idea #3: Makes your Skill One trigger all effects regardless of weapon choice. (Hybrid Style)
Passive Elite Skill Idea #4: As long as your Strength and Intelligence are within 15% of each other, your Physical and Magical attack will be boosted by 30% and your accuracy will be increased by 500. (Hybrid Style)
***Not suggesting all/any of these elite skills for one class combo but for different ones decided by secondary.***

Would be cool to bring in some passive elite skills that literally change certain skills to one type or the other.
I don't really like the colliding into Taborea thing. Another idea is having an alternate reality in the game, like a "Chaos Realm" where the game drops you back in your starting town but all of the enemies and quests scale up to the 77+ range. Good way to re-use what we have and introduce some new elements into the game without adding another planet to the map.

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11

Sunday, March 10th 2013, 9:04pm

Quoted from "Rossbot;592286"


I don't really like the colliding into Taborea thing. Another idea is having an alternate reality in the game, like a "Chaos Realm" where the game drops you back in your starting town but all of the enemies and quests scale up to the 77+ range. Good way to re-use what we have and introduce some new elements into the game without adding another planet to the map.


I realllly like this, quests would have some differences of course. Instances could be re-visited :D, origin could be a dead forest :D filled with dead trees that form a maze so you could get lost very easily with random mob attacks with different race preferences and damage resistances

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12

Sunday, March 10th 2013, 9:23pm

We need a summoning class. Call forth earth, ice, wind or fire elementals. The skills would be melee and support for earth and ice and ranged and support for wind and fire. As a secondary class the summoner could add any of the elemental damages to the weapons and reflective and strengthening properties to the armor of the toon and party.

13

Sunday, March 10th 2013, 11:59pm

Thats a good idea

14

Monday, March 11th 2013, 12:49am

A very unique take on a summoner would be an elementalist. They would replace the mage class for this new race.

Basically, the elementalist would have basic mage-y skills but 4 elements: earth, air, fire and water mastery that they can put tp into. The unique part of this class would be the summoning aspect... an elemental cannot be summoned until the elementalist has 50 levels in the appropriate mastery.

The one exception would be the void elemental that can be summoned in the general tab. This would be the beginner's elemental that comes at lvl 20.

TP can be placed into each of the elementals skills under the pet tab. Each elemental that's summoned reduces the elementalist's hp & mana by 15% and each of the elementals that are summoned have 25% of the summoner's max hp & mana. ie.. elemenatlist has 100k hp and 20k mana, summons 1 elemental = 85k hp, 17k mana; summons 2nd elemental = 70k hp, 14k mana ( 2 elementals = -30% hp/mana ); summons 3rd elemental = 55k hp, 11k mana; etc... each elemental would have 25k hp, 5k mana. Unsummoning an elemental would return the elemental's current hp/mana to the elementalist. So it would be possible to heal hp/mana this way.

The elementals would be similar to Warden pets in that they would be immune to aoe's.

I believe that most players would concentrate their tp into 1 of the elementals since this class could become a HUGE tp sink.

15

Monday, March 11th 2013, 1:17am

Okay, guys, you are deviating from the fact that this is an unofficial ''hybrid class'', and the user may choose to focus on healing, elemental damage, or meelee, depending on which elite class they pick.

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16

Monday, March 11th 2013, 1:32am

Quoted from "Optimum;592302"

Okay, guys, you are deviating from the fact that this is an unofficial ''hybrid class'', and the user may choose to focus on healing, elemental damage, or meelee, depending on which elite class they pick.


They are just continuing your theme of being able to have a wide variety of play styles that you proposed :)

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17

Monday, March 11th 2013, 1:43am

the only problem i see with giving this class physical attack and magical attack bonuses for the secondary class, is the fact that if a player were to choose a certain combo, and that specific combo gives a 40% PA buff(example), then they can stat raw PA, and be almost 40% higher in PA than any other combo.

the buff should not be going into the attacks, but the damage. right now, most classes have a class specific mastery for their primary function. instead of making this a primary skill, make it the lvl 15 elite skill, and if you go newclass/mage, the mastery would be magical damage...a newclass/priest gets a healing "mastery"...newclass/rogue gets a dagger mastery...etc..etc...that way the damage will remain balanced with all the classes. even the "tank hybrid" build's mastery could increase defense and aggro, hopefully enough aggro to mitigate the need for a weapon mastery

the next elite skills will build upon the lvl 15 mastery, like a newclass/physicaldps gets a skill that does xxx% mainhand damage, while a newclass/magicaldps gets a skill that does xxxx magical damage....

kind of how battlemonk stance alters the role of a p/w

the general and primary skills for this class would be the generic CC/silence/slow/root/stuns/damage reduction that most classes have in one form or another, with a couple magic skills, physical skills, and heals mixed in, that are not intended to be used with all class combos

the 5m CD skill could be a skill that increases all heal, magical and physical damage by 25-30%, which wouldn't be OP. because the magical damage and heals on a physical combo would be negligible and vice versa...
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

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18

Monday, March 11th 2013, 10:26pm

Quoted from "Cike;592307"

the only problem i see with giving this class physical attack and magical attack bonuses for the secondary class, is the fact that if a player were to choose a certain combo, and that specific combo gives a 40% PA buff(example), then they can stat raw PA, and be almost 40% higher in PA than any other combo.


That's why my suggestion was to have a limiting factor like having certain stats within 10% of eachother to receive the full bonus. You could keep your base stats low to medium and receive full effects of the bonus for the hybrid build, not not make use of it as a specific build. Statting a dps/healer class without using their primary stat is detrimental to the final outcome.

Quoted from "Cike;592307"

the buff should not be going into the attacks, but the damage. right now, most classes have a class specific mastery for their primary function. instead of making this a primary skill, make it the lvl 15 elite skill, and if you go newclass/mage, the mastery would be magical damage...a newclass/priest gets a healing "mastery"...newclass/rogue gets a dagger mastery...etc..etc...that way the damage will remain balanced with all the classes. even the "tank hybrid" build's mastery could increase defense and aggro, hopefully enough aggro to mitigate the need for a weapon mastery

the next elite skills will build upon the lvl 15 mastery, like a newclass/physicaldps gets a skill that does xxx% mainhand damage, while a newclass/magicaldps gets a skill that does xxxx magical damage....

kind of how battlemonk stance alters the role of a p/w


I definitely agree with this, the tradeoff buffs would be this class' bread and butter. This would require a ton of balancing but in the end would work well.

Quoted from "Cike;592307"

the general and primary skills for this class would be the generic CC/silence/slow/root/stuns/damage reduction that most classes have in one form or another, with a couple magic skills, physical skills, and heals mixed in, that are not intended to be used with all class combos

the 5m CD skill could be a skill that increases all heal, magical and physical damage by 25-30%, which wouldn't be OP. because the magical damage and heals on a physical combo would be negligible and vice versa...


The real problem would be what weapons and armor should be allowed. You don't want this class running around in Plate statted entirely for mage, and have a massive amount of parry and dodge. Making it class specific would be great but it could also be a game breaker like how P/W and R/W have awful mastery for 1h Axes.

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19

Monday, March 11th 2013, 10:32pm

Quoted from "RoMunited;592287"

I realllly like this, quests would have some differences of course. Instances could be re-visited :D, origin could be a dead forest :D filled with dead trees that form a maze so you could get lost very easily with random mob attacks with different race preferences and damage resistances


Thanks, they used this idea in a Gameboy game that has to do with killing vampires and collecting enemy souls (Not sure if i can say the name of the game but it's Castlevania cannot remember which one). The idea was that you were entering a different dimension in the same map. The bosses and enemies scaled up when you entered the "Chaos Realm" and some maps were changed because they were degrading in the Realm, but we could just have bosses and mobs scale up to 77+.

A lot of the old bosses have some awesome mechanics, namely Ancalon(Last boss in FA) and Faylum(Last Boss in Origin). Mystic Altar would be a really rough instance if it scaled up.

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20

Monday, March 11th 2013, 11:05pm

2nd boss origin :P Faylum has nothing on that