View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0008477 | Valley 1 | Suggestion - Enchant Ideas | Jun 8, 2012 6:46 pm | Jun 11, 2012 8:29 am | |
Reporter | Kio | Assigned To | |||
Status | considering | Resolution | open | ||
Summary | 0008477: HP/MP/ATK Enchants from containers | ||||
Description | Since these enchants can all be bought now for the same effect as the amount of points placed with upgrade stones, it makes for some easy customization, while also some limit. What if perhaps the random enchant containers had a small chance of providing a random level of enchant amount (1-9), with added effects (say 5 haste rating), and a consistent, though random, bonus to the amount of stat provided (say extra 3% mana). Perhaps even provide a 0 enchant level, that provides a small bonus to the stat without using one of the upgrade points, so that you could use say 3 HP, 7 ATK, and have a 0 left over in mana that provided a very small amount (less than 1 upgrade point added), and perhaps some added effects (like the haste rating, or projectile speed, also in small amounts). This could add to the fact that while store-bought versions are stable and very dependable ways to get a baseline enchant effect of what you want, the only way to get the best (like the legendaries) is by collecting the containers. This would also lead to being a little picky, over whether you want to use that 3 with bonus effects, or 4 and get more of your stat, or if you really want to drop your HP by one upgrade so you can boost your mana up so you can get the recovery bonus. These enchants could also have their added effects split by type of enchant. ATK - haste rating element spell power spell power MP - mp recovery spell speed jump strength HP - deflection detectibility fall speed Or even some modified enchants for these slots, for the zero point cases (no upgrade bonus) ATK - spell power down, always penetrate to distance/lifetime MP - all costs increase, but increase overall spell power HP - small hp recovery (1/s? X/s where X = living enemies in chunk, divided by 2, rounded down?) It's nice that enchants now fill in the upgrade portion of the game, but this would make this part of defining your character strategic. (Also, yes I understand that the small HP recovery could be abused in the rooms where you can switch enchants, to very slowly full-heal you, but it could have a limit on it that it only works while the chunk still contains enemies. Or perhaps the X/s would make a good limit) | ||||
Tags | No tags attached. | ||||
Internal Weight | Feature Suggestion | ||||
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Also to note of the healing enchant for the HP slot, this could fill a role in multiplayer where one character is slowly healed during like an overlord fight, and used the heal spell to act as a Healer, but only as long as the players are outnumbered in enemies. 2 enemies in map = 1 HP/s, so it would have to be a lot to really make a difference, but it could be a fair way to help your friends from dying, and have the spell be used for more than helping your inexperienced friend from dying while you go unharmed. And I don't think traps count for enemies, as the "kill all enemies in chunk" achievement ignores traps, right? So no abuse there, for unkillable traps. |