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Sovereign
9th August 2010, 20:51
First of kudos to the great Buff/debuff system, its really a fresh wind on the social games scene.


Lets take a great feature and extend it some more shall we?

Lets put in slots on the profile page for personal buffs and debuffs.

1 slot at lvl 6, another at 100 one more at 500 and the last at 1000 to follow in the footsteps of the class and link them more closely together.

Il give a fex example buffs for each class to get this topic started:

Battle Master:

Buff: "Pulse of the battle"
Description: Your unrivaled mastery of battles lets you feel the ebb and flow of battles, this in turn lets you strike at weak spots of your enemies and minimize flaws for them to use against you.
Effect: 5% proc chance not to use any stamina on any kind of attack (PvP, Monster, Guild).

Debuff: "Storm of vengance"
Description: For every blow dealt to you, you lash out ten times to strike the enemy down.
Effect: For every point of damage dealt to you (PvP, Monster, Guild) you inflict 10 times the damage back to the offender.

Buff: "Battle Tide"
Description: Your mere presence turns the tide of battles.
Effect: 1% proc chance to fill up a lost hour on the raid (Monster, Guild) per attack.

Debuff: "Demoralizing Roar"
Description: You unleash a primal roar that shakes the very foundation of the earth.
Effect: 5% chance to win any PvP encounter regardless of stats/gear and legion, both on the offensive and on the defensive.

Wanderer:

Buff: " 7 mile shoes"
Description: On your journeys you have found a pair of boots that lets you walk 7 miles in one stride.
Effect: 5% proc for double % increase on the quest.

Debuff: "Fortune stone"
Description: You have found a stone that has so far granted you good fortune on your journeys.
Effect: 5% proc on any quest that, that quest press dident cost any energy.

Buff: "Teleport"
Description: You have learned to teleport across vast distances.
Effect: You can move up and down on the difficulty tiers on the quests withouth having done the previous ones.

Debuff: "Tricks of the Wanderer"
Description: You have learned a great deal of tricks on your journeys which you use when under pressure.
Effect: Takes half the damage from quest bosses, deals double damage on quest bosses.

Adventurer:

Buff: "Adventurers folly"
Description: You plunge boldly ahead where few dare.
Effect: 5% proc to recive 1% stamina refill.

Debuff: "Monster Slayer"
Description: You have slain countless monsters on your adventures and you know where to strike for maximum effect.
Effect: 5% proc for double damage on Monsters.


Buff: "Adventurers wisdom"
Description: Your adventurs have granted you great wisdom.
Effect: 5% proc to recive 1% energy refill.

Buff: "Primal transformation"
Description: Your many adventurers have lead up to this one moment in time. You are now one with all, in perfect harmony.
Effect: You can now have the base benifits off all classes( timers) at the same time, but you dont have acess to class-specific buffs/debuffs.

Sovereign
9th August 2010, 20:54
Reserved.

Locke
9th August 2010, 23:06
+1

Wow, Sovereign. Props for coming up with a great idea and thinking it through. Great ready,
concrete suggestions for the de-/buffs too. I for one would love this basic idea implemented.
Some of the things you suggested might need to be revised but most are brilliant as they are
IMO. And as a whole... Love it! :D It would make the classes really stand out from eachother
and would make the game even more dynamic and fun. Of course everything would need to be
in a balance. Hopefully we'll see some of this in the future. :)

Felendis
10th August 2010, 04:53
Very good ideas there, we do have plans for personal buffs/debuffs, hope to have them out in a bit. Wont be super soon, but the first parts of it are coming along...

Sovereign
10th August 2010, 07:28
+1

Wow, Sovereign. Props for coming up with a great idea and thinking it through. Great ready,
concrete suggestions for the de-/buffs too. I for one would love this basic idea implemented.
Some of the things you suggested might need to be revised but most are brilliant as they are
IMO. And as a whole... Love it! :D It would make the classes really stand out from eachother
and would make the game even more dynamic and fun. Of course everything would need to be
in a balance. Hopefully we'll see some of this in the future. :)

Thanks mate =) Yeah these buffs/debuffs are just examples for the community to discuss and the devs to look at, my way of saying thanks to a great game and trying to do my part.

I also feel that they are pretty good to go from start, but final descision is always up to the devs and the ideas they have for the games future =)

Yeah I agree Locke, the classes needed some more mechanics to them to make them stand out more, and linking the buffs/debuff slots to the milestones at 50/100,500 and 1000 also seemed like a good reward for reaching milestones and at the same time link them up with the classes and make the class choice we all do more meaningfull.

And at the same time diversify the game community more, and make sure that battlemasters are needed/wanted for their ability to increase the raid timers, same with wanderers for their ability to jump up in diffuculty in a newly realesed quest area instantly and go get the summoning item for the new raid for their guild/army asap. Dident give a wanted/needed buff to the adventurers but gave them more personal buffs/debuffs in line of them being generalists and not specialists.

Also this would impart a more RPG feel to the game with personal class based buffs/debuffs, which I find appealing too.

And this is just the start, it could very easily be exapanded upon and made into a big feature if wanted/needed =)

Sovereign
10th August 2010, 07:32
Very good ideas there, we do have plans for personal buffs/debuffs, hope to have them out in a bit. Wont be super soon, but the first parts of it are coming along...

Such a tease mate =P, but still great news that they are on the way!

Thanks for the feedback, and could we have some more info on it?

For example is it already set in stone so further discussions are meaningless, or do you want us to continue discussing probable class buffs/debuffs?, do you want us to head into more general buffs/debuffs or stay with the class concept?

Also thanks mate, I tried to give some suggestions to improve a great system in the game =)

Felendis
10th August 2010, 07:56
Very few things are absolutely set in stone, things need to be fluid to some degree. Please, continue discussing this and head in any direction you like. The first buff that comes out will not be class specific, but that doesn't mean we wont come out with those in the future. Have at it! ;)

Karnage
10th August 2010, 11:29
+1 @ topic
+2 @ Felendis

Locke
10th August 2010, 15:48
It's great to hear that this great idea is going to be reality in some form or other. I would like to
add an idea for the possible Class-only Buffs: Give a couple of different choices per Class
milestone. Like when you reach LVL 100, you have to choose between "Pulse of the Battle" and
"Storm of Vengeance" for example if you're going the stamina-based build. Maybe the choices
could differ from eachother a lot. Like one would be more offensive/active and the other choice
more defensive/passive. That would allow one to create a lot more personal looking character.

Lawrence
10th August 2010, 16:37
Very nice discussion with tons of potential. :D

And of course, another spill from Rob.
Thanks mate, looking forward to it. :D

Sovereign
10th August 2010, 16:44
Il be in later tonight, prepping dinner for the girl and all that atm.

But yes Locke, the examples I gave was just examples of several diffrent abilities. It was meant with choice in mind and also to be able to be adjusted to lvl, for example to have level based requirments on primal transformation at lvl 500, just couldent type all my thoughts in one go, I wanted input from others before I went ahead =) Will put down more info later tonight and give more examples as well =)

Because I agree with you more choices at diffrent levels leads to a even more divirsified build choice for us players, this system is a step in that way, and several personal buffs/debuffs to choose from at the milestones furthers this path down into more diversification and overal more uniqeness and not too mention more fun for all involved ;)

Locke
10th August 2010, 18:40
If something I suggested in the Game Mechanics>Health Stat thread would be implemented
(referring to the Party Health and Healing portion), a couple of different paths for an
Energy-based Character Class could be a Quester (Buffs to help you complete Quests more
easily or get more drops from them) or Healer (Buffs to give you more Healing efficiency in
Raids). Also a Buff for any Class fitting that would enable you to be very agile and evasive,
thus giving you a proc chance to avoid any retaliation damage to you and Party Health when
attacking in Raid. Or PvP. "Evasion"? Hehe, it would be cool if then a complete Thersite's
Equipment Set would give you a bonus to your Evasion skill/buff. xD

Also, I think we'd need a +Critical Chance Buff. "Lethal Precision", "Accuracy" or something to
that effect. I wouldn't mind if it lowered your base damage a little to even it out.

"Lucky Bastard," lol, gives you more Coin per attack or raises the chances of better loot. ^^;;

Maybe Buffs that effect the whole group in a raid. Like Auras that add a little to the damage,
crit chance etc. Or reduces damage taken... "Inspiring Presence", "Leadership", "Warmonger",
"Aura of Valiance"...

RockCastellum
12th August 2010, 21:17
Overall they seem like good suggestions. However, I'd recommend having the "use no energy" proc being at a much, much lower interval than the stamina negations. You can only use up to 5 stamina at a time, but you can use considerably more energy. Even adjusted for the number of stat points you've allocated, having it at the same random rate totally offsets the balance of the game.

I know that you were just throwing options out there, but I figure if the Devs decide to incorporate this into the game, issues like this need to be brought up.

Ronin
20th September 2010, 08:15
Now see, searching for topics before posting one does pay off, and I just proved it. I was going to suggest this, but I was sure this had probably been suggested before. Mind you, Sovereign put much more thought into it than I did, but I blame thinking of other things... yeah, that's the ticket.

Really the best I'd been able to come up with so far for personal buffs was elemental in nature, whereby raid mobs had certain elemental weaknesses and strengths, and players could buy, loot, or craft different levels of corresponding elemental magic to attack with. I'll think more on the issue later.

In any case, I know I'm necroing this thread, but like I said, better than re-posting a topic that someone else already did better, and it deserves a bump to see if anyone else has had any fresh ideas to suggest to the devs.

Tor..
20th February 2011, 16:23
This thread needs to be brought back to life! Some really nice ideas.

Class specifik magics, items and abilities would give players a reason to pick something else than the stam adding class.

Diffrent armors and weapons would be nice, like:

Energy class / rogue / hunter :

Light armor, bows, xbows, wands , flutes ( bard ), knives

balanced class / soldier :

medium armor, swords, spears, shields

stamina class / brute :

Heavy armor, warhammers, huge axes, long swords, two-hand weapons!


Also different perks for the different classes in GvG, would add a whole new level of tactics.


Ok thats what I have for now, mostly wanted to revieve this thread.

radioactive75
20th February 2011, 16:44
Yest definitly needs life revived. I love this idea and wonder why it was not implemented or at least had begun to be implemented. Felendis did say that the first personal buff was going to be released. I would like to see this!

UndeadKnight
22nd February 2011, 01:52
This thread needs to be brought back to life! Some really nice ideas.

Class specifik magics, items and abilities would give players a reason to pick something else than the stam adding class.

Diffrent armors and weapons would be nice, like:

Energy class / rogue / hunter :

Light armor, bows, xbows, wands , flutes ( bard ), knives

balanced class / soldier :

medium armor, swords, spears, shields

stamina class / brute :

Heavy armor, warhammers, huge axes, long swords, two-hand weapons!


Also different perks for the different classes in GvG, would add a whole new level of tactics.


Ok thats what I have for now, mostly wanted to revieve this thread.

The thing that could be cool is req on armors maybe like wow there si this new 60/60 armor but ohh i need 200 base def to be able use it and maybe 500energi so he can carry it. maybe even lvl rq? any way if u upgrade SoCK agin why not try adding the other idea i had so next time when it gets upgraded people can choose if they want it as an axe,sword,mace or other wepon could be realy cool 2 have same legandary just what look did u take? but its for far futer :)

Locke
1st March 2011, 19:02
Would still be awesome. :)

Arishok
2nd March 2011, 01:19
First time I've seen this thread, but I like the Idea.
Obviously back in August things were different, so I'm not sure how Class Specific Buffs would work 6 months later after a lot of players have chosen their Classes, I'm at Level 420 now.
Perhaps having the option of choosing one at each of the milestone rather than being given another dependent on your class.
Also you could have an option in the Bazaar, where for a PC cost (10 or even 20) you can change one of your Buffs if you don't like what you have.

Locke
6th June 2011, 13:30
Devs, do you still have plans to have something like this in the game at some point?

Katana
6th June 2011, 14:07
Exellent idea Sovereign. Read this for first time and love the effort u've put in to flesh it out. The abilities are creative (devs can adjust proc rates to maintain balance)

I wonder if this has anything to do with familiars?

Also, KnightofGoh brought up an interesting idea of stat requirement for some items - could lead to more variety of builds and allow more flexibility in item abilities