Xtopher Posted November 22, 2011 Report Posted November 22, 2011 (edited) Below are the effects of the current infernal capes. In red will be my suggested changes. Effect: Walking speed +10%, Reduce damage taken from demi-human monsters by 5%. Professor, High Wizard Matk +10%, SP +5%, Int +20 Mat+10%, SP/HP+5%, Int +20 Gypsy, Clown, Sniper Hit +80, SP +5%, Dex +20 Atk+ 7%, HP/SP+ 5%, Dex+ 20 Lord Knight and Paladin Attack +10%, HP +5%, Str/Vit +10 Attack+ 10%, 7% reflect, Str/Vit+10 Assassin Cross Hit +80, HP +5%, Str/Vit +10 HP +5%, Attack+ 7%, Str/Vit +10 Taekwon, Soul Linker, Star Gladiator Hit +80, HP/SP +5%, Int +20 Star Gladiator Attack +8%, HP/SP+ 7%, Str/Agi +10 Taekwon Attack +10%, HP/SP+ 5%, Str/Agi +10 Soul linker Mattack +10%, HP/SP+ 7%, Int+ 20 Gunslinger Long Range attack +10%, Hit +80, Dex +20 Long Range attack +7%, HP +10%, Dex +20 Ninja Matk +10%, HP/SP +3%, Int/Str +10 Matk+ 7%, HP/SP +5%, Int/Str +10 Whitesmith CT Damage +10%, HP/SP +3%, Str +20 No change. Good job. High Priest Matk +10%, Increase healing skills by 10%, Int +20 Cast Delay -10%, Increase healing by 10%, Vit/Int +10 Stalker Attack +10%, SP +5%, Dex/Int +10 Attack+ 10%, HP/SP+ 3%, Dex/Int+ 10 Champ Hit +80, SP +5%, Int +20 Hit+ 80, Throw Spirit Sphere Damage+ 10%, Str/Int+ 10 Creator Hit +80, SP +5%, Int +20 MATK+ 10%, HP/SP+ 5%, Int+ 20 My last suggestion: Add 1-2 more colors. A nice dark red or a black would be really great. If not implemented now, maybe an NPC to switch them later? **********Edit*************** Grouping suggestion removed after considering Shield's post. Feel free to add comments or give me some troll feedback. ie: "DAT SHIT OP" Edited November 24, 2011 by Xtopher 2
Shield Posted November 22, 2011 Report Posted November 22, 2011 My only comment is on the grouping suggestion .. Due to each class having different size dimensions as well as movement actions they CAN NOT be used by other classes without having some wild sprite bouncing at the present time. Each .act is specifically tailored to follow that classes every move, shoulder width, attacking frames, walking/sitting/standing, etc... Paladins have huge shoulders compared to LK's. Prof's have those dangling things off their arms that HW's don't. Gypsy's are more slender than the Clown and have some different attack frames. etc, etc..
Drax Posted November 23, 2011 Report Posted November 23, 2011 I agree with everything Xtopher posted, except maybe taking out the hit + 80 for sinx and replacing that with the HP +5% like it was originally everything else seems good
Kittie Posted November 23, 2011 Report Posted November 23, 2011 I think the taekwon/soul linker/sg class should be separate. Taekwon Attack 15%, HP/SP 7%, Str/Dex +10 Soul Linker MATK 15%, HP/SP 7%, Int/Dex +10 Star Gladiator Attack 7%, HP/SP 7%, Str/Agi +10 Taekwon needs more buffs on attack than SG, and soul linker should focus more on their magic.
Xtopher Posted November 23, 2011 Author Report Posted November 23, 2011 (edited) I think the taekwon/soul linker/sg class should be separate. Taekwon Attack 15%, HP/SP 7%, Str/Dex +10 Soul Linker MATK 15%, HP/SP 7%, Int/Dex +10 Star Gladiator Attack 7%, HP/SP 7%, Str/Agi +10 Taekwon needs more buffs on attack than SG, and soul linker should focus more on their magic. I agree. I kept it the way it was just for simplicity. I'll edit. Edited November 23, 2011 by Xtopher
Kittie Posted November 23, 2011 Report Posted November 23, 2011 I still think the Taekwon Class should get a higher attack bonus percentage since they do not have the "Hatred" skill which greatly boosts the SG's desirability in a team fight. 15% wouldn't hurt. :]
Xtopher Posted November 23, 2011 Author Report Posted November 23, 2011 I still think the Taekwon Class should get a higher attack bonus percentage since they do not have the "Hatred" skill which greatly boosts the SG's desirability in a team fight. 15% wouldn't hurt. :] I'm reluctant to suggest that. As a SG user I could see that turning them into imbalanced WoE breakers.
Kittie Posted November 23, 2011 Report Posted November 23, 2011 (edited) The SG would stay at 8%... The Taekwon class would be 15%... They are two completely different classes. I'm not sure how beefing up the Taekwon class would relate to you being an SG player. Edited November 23, 2011 by Kittie 1
Xtopher Posted November 23, 2011 Author Report Posted November 23, 2011 I'm still not sure they need 15% more attack with those kinds of reductions. If they were a ranker that would give them way too much tank and damage capacity. I misread what you said, I thought you wanted to boost SG and TK by 15%. I know they're different classes.
.Kyuubi. Posted November 24, 2011 Report Posted November 24, 2011 I like the new suggested effects for the capes +1. Some capes don't look as good on certain classes though, Understandable if this can't be helped.
Pancho Posted November 24, 2011 Report Posted November 24, 2011 I'm sure if we suggest more ideas for the capes with weaker effects and less appeal, they will edit it. It's all about what we as the community agree on and then of course if the staff agrees with the community.
Kittie Posted November 24, 2011 Report Posted November 24, 2011 (edited) I'm still not sure they need 15% more attack with those kinds of reductions. If they were a ranker that would give them way too much tank and damage capacity. I misread what you said, I thought you wanted to boost SG and TK by 15%. I know they're different classes. I'm still going to argue for at least 10%, if not 15%. As a ranker, I go either full tank/reflect, or go full strength with decent HP with 100+ VIT. They really don't have that much HP as everyone thinks. As full strength, they really don't have enough attack power to be considered a good DPS class, so I don't think 15% would be overpowered. I know Genesis is reading this too, so hopefully he'll take my opinion as credible, since I do play Taekwon (Ranker), and you have more experience with the SG branch of that class. Edited November 24, 2011 by Kittie
Xtopher Posted November 24, 2011 Author Report Posted November 24, 2011 I'm still going to argue for at least 10%, if not 15%. As a ranker, I go either full tank/reflect, or go full strength with decent HP with 100+ VIT. They really don't have that much HP as everyone thinks. As full strength, they really don't have enough attack power to be considered a good DPS class, so I don't think 15% would be overpowered. I know Genesis is reading this too, so hopefully he'll take my opinion as credible, since I do play Taekwon (Ranker), and you have more experience with the SG branch of that class. Fair enough. 10% it is.
Kittie Posted November 24, 2011 Report Posted November 24, 2011 I noticed you changed SG to 10% too. I was referring to Taekwon to be at least 10%, not SG. SG really should stay at 8%...
.Kyuubi. Posted November 24, 2011 Report Posted November 24, 2011 Honestly, TK Rankers don't need any hp boost, they have Super Novice hp. enough said.
Xtopher Posted November 24, 2011 Author Report Posted November 24, 2011 (edited) I noticed you changed SG to 10% too. I was referring to Taekwon to be at least 10%, not SG. SG really should stay at 8%... Picky girl. I separated them. Reduced TK hp % boost though. Rankers get enough HP. Any comments on adding more colors? Or an npc that allows color switching in the future? Edited November 24, 2011 by Xtopher
Veracity Posted November 24, 2011 Report Posted November 24, 2011 - Accepted and implemented - Thank you to everyone who contributed!