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Some of these might rely on the possibility of being coded with a break chance. What I mean by break chance is a percentage chance of the spell's effects ending each time the monster in question is damaged. The purpose would be to make the spells powerful in some respects, but also balanced. I will not be proposing any numbers other than 'low', 'medium', 'high', and '100%' due to an amount of testing that would be required to be sure that the spells are not made useless by the break chances, as well as the break chances being too minuscule to make relying on the spell any sort of risk.
Not all ideas here may be possible to code, or possible to code viably.
None of these are meant to overpower the player, but to allow further variety in gameplay. Some of these may have encounters built around their use, or encounters just plain made hellishly hard to compensate for them being in game. Take these all with a spoonful of salt.
Crowd Control
The purpose of crowd control is to turn a very bad situation into a handle-able one. Some of these ideas may border on strange, but all can be useful in the right places.
Roots: Roots are spells that would keep a target from moving, but would allow it full ability to attack at full speed and strength. Single target roots would have a medium chance to break, where as multiple target roots would probably work out best with a high chance to break. Roots would NOT function versus (most) bosses. The main functionality of roots would be to keep a mob or group of mobs from wrecking havoc on a party dealing with other things, or NPCs who require protection, with a secondary function of assisting in the leveling of ranged characters to a small degree. They would also likely have short durations. Roots would have full functionality in pvp.
Snares: Snares are spells used to slow a target, and would function similarly to roots, but to a lesser degree. While the cons may seem glaring to the use of snares over roots, the pros are large enough to merit the use of them in certain situations. The pros are longer duration and lowered break chances. The break chances for single target snares would be low, and multiple target snares would be medium. Snares would NOT function versus (most) bosses. Snares would not effect the attacking capability of any mobs. Snares would have full functionality in pvp.
Calms: Calms are spells that cause a mob to stop attacking, but allow the mob to slowly heal while it is in an idle state. The reason for the healing is to keep people from using them for offensive purposes. Calms would be meant to temporarily lower the number of attacking targets the person(s) using them have to deal with. Calms would have a 100% break chance, and would likely not last very long. Calms would NOT function versus ANY bosses. Calms would not function in pvp.
Blinds: Blinds are spells that effect the ability of the target to hit things, and versus players the ability to see. While blinds are already in game, in spell form they would also contain an attack rating debuff (you would have to make a more difficult roll to successfully hit your target while effected by a blind). Blinds would likely not last very long, but have no break chance.
Buffs
Buffs are beneficial effects. They may do various things and last for various amounts of time. I'm not nearly as enthusiastic about their inclusion as I am other things. These are just some ideas that popped into my head while thinking about the Crowd Control section.
+Heal Delta: This would provide a bonus to the number of Health Points gained from each tic of your natural regeneration rate. This type of buff would likely have a moderate or long duration to make up for it's seemingly little effect.
+Mana Delta: This would provide a bonus to the number of Mana Points gained from each tic of your natural regeneration rate. This type of buff would likely have a moderate or long duration to make up for it's seemingly little effect.
(Mana to HP): This spell would cause half of the damage received by the player to be taken from their Mana Points instead. To keep this from being too powerful in the wrong hands, this remaining half that is taken to MP would be doubled, effectively causing you to receive half damage to HP but full damage to MP. This spell would have a long duration, but would either have a low break chance, or would break upon reaching 0 MP. This spell would also remove the ability to gain Mana Points quickly from sitting, but would still allow a player's Mana Delta to tic normally. To fully benefit the player, a way to prematurely end the spell would likely have to be devised before implementation. (HP to Mana) would not be able to run at the same time as this spell. This would not be cast-able on other players.
(HP to Mana): This spell would cause half of the Mana Points expended by a player to be taken from their Health Points instead. To keep this from being too powerful in the wrong hands, this remaining half that is taken to HP would be doubled, effectively causing you to drain half MP, but receive full HP drain equal to the total Mana Cost of any spells being cast. This drain to HP would not be effected by Damage Reduction in any way, shape, or form whatsoever. This spell would have a short duration, would break upon reaching (low number) HP, and would possibly have a low break chance. This spell would also remove the ability to gain Health Points quickly from sitting, but would still allow a player's Heal Delta to tic normally. To fully benefit the player, a way to prematurely end the spell would likely have to be devised before implementation. (Mana to HP) would not be able to run at the same time as this spell. This would not be cast-able on other players.
(-% Mana Cost): This spell would reduce the amount of Mana Points expended by a player upon the casting of any spell. This spell would not effect either of the (Mana to HP) and (HP to Mana) spells. This spell would have a moderate duration, and likely a prohibitively high Mana Cost to require someone to likely have to take a break from combat upon casting this spell in order to regain Mana Points spent on refreshing this buff.
(+damage): These spells would give a bonus to the damage template of any weapon the effected player wields during the duration of the spell. The greater the bonus, the shorter the duration of the spell and the higher the Mana Cost. This would allow a small line of these spells to be introduced to allow characters of all levels to benefit from them. They would not be cast-able on other players.
I'll likely add to this later. Some of these ideas may or may not have been mentioned before, I can't be arsed to check...
Not all ideas here may be possible to code, or possible to code viably.
None of these are meant to overpower the player, but to allow further variety in gameplay. Some of these may have encounters built around their use, or encounters just plain made hellishly hard to compensate for them being in game. Take these all with a spoonful of salt.
Crowd Control
The purpose of crowd control is to turn a very bad situation into a handle-able one. Some of these ideas may border on strange, but all can be useful in the right places.
Roots: Roots are spells that would keep a target from moving, but would allow it full ability to attack at full speed and strength. Single target roots would have a medium chance to break, where as multiple target roots would probably work out best with a high chance to break. Roots would NOT function versus (most) bosses. The main functionality of roots would be to keep a mob or group of mobs from wrecking havoc on a party dealing with other things, or NPCs who require protection, with a secondary function of assisting in the leveling of ranged characters to a small degree. They would also likely have short durations. Roots would have full functionality in pvp.
Snares: Snares are spells used to slow a target, and would function similarly to roots, but to a lesser degree. While the cons may seem glaring to the use of snares over roots, the pros are large enough to merit the use of them in certain situations. The pros are longer duration and lowered break chances. The break chances for single target snares would be low, and multiple target snares would be medium. Snares would NOT function versus (most) bosses. Snares would not effect the attacking capability of any mobs. Snares would have full functionality in pvp.
Calms: Calms are spells that cause a mob to stop attacking, but allow the mob to slowly heal while it is in an idle state. The reason for the healing is to keep people from using them for offensive purposes. Calms would be meant to temporarily lower the number of attacking targets the person(s) using them have to deal with. Calms would have a 100% break chance, and would likely not last very long. Calms would NOT function versus ANY bosses. Calms would not function in pvp.
Blinds: Blinds are spells that effect the ability of the target to hit things, and versus players the ability to see. While blinds are already in game, in spell form they would also contain an attack rating debuff (you would have to make a more difficult roll to successfully hit your target while effected by a blind). Blinds would likely not last very long, but have no break chance.
Buffs
Buffs are beneficial effects. They may do various things and last for various amounts of time. I'm not nearly as enthusiastic about their inclusion as I am other things. These are just some ideas that popped into my head while thinking about the Crowd Control section.
+Heal Delta: This would provide a bonus to the number of Health Points gained from each tic of your natural regeneration rate. This type of buff would likely have a moderate or long duration to make up for it's seemingly little effect.
+Mana Delta: This would provide a bonus to the number of Mana Points gained from each tic of your natural regeneration rate. This type of buff would likely have a moderate or long duration to make up for it's seemingly little effect.
(Mana to HP): This spell would cause half of the damage received by the player to be taken from their Mana Points instead. To keep this from being too powerful in the wrong hands, this remaining half that is taken to MP would be doubled, effectively causing you to receive half damage to HP but full damage to MP. This spell would have a long duration, but would either have a low break chance, or would break upon reaching 0 MP. This spell would also remove the ability to gain Mana Points quickly from sitting, but would still allow a player's Mana Delta to tic normally. To fully benefit the player, a way to prematurely end the spell would likely have to be devised before implementation. (HP to Mana) would not be able to run at the same time as this spell. This would not be cast-able on other players.
(HP to Mana): This spell would cause half of the Mana Points expended by a player to be taken from their Health Points instead. To keep this from being too powerful in the wrong hands, this remaining half that is taken to HP would be doubled, effectively causing you to drain half MP, but receive full HP drain equal to the total Mana Cost of any spells being cast. This drain to HP would not be effected by Damage Reduction in any way, shape, or form whatsoever. This spell would have a short duration, would break upon reaching (low number) HP, and would possibly have a low break chance. This spell would also remove the ability to gain Health Points quickly from sitting, but would still allow a player's Heal Delta to tic normally. To fully benefit the player, a way to prematurely end the spell would likely have to be devised before implementation. (Mana to HP) would not be able to run at the same time as this spell. This would not be cast-able on other players.
(-% Mana Cost): This spell would reduce the amount of Mana Points expended by a player upon the casting of any spell. This spell would not effect either of the (Mana to HP) and (HP to Mana) spells. This spell would have a moderate duration, and likely a prohibitively high Mana Cost to require someone to likely have to take a break from combat upon casting this spell in order to regain Mana Points spent on refreshing this buff.
(+damage): These spells would give a bonus to the damage template of any weapon the effected player wields during the duration of the spell. The greater the bonus, the shorter the duration of the spell and the higher the Mana Cost. This would allow a small line of these spells to be introduced to allow characters of all levels to benefit from them. They would not be cast-able on other players.
I'll likely add to this later. Some of these ideas may or may not have been mentioned before, I can't be arsed to check...