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Message ID: 2489
Date: Mon Jun 21 18:53:56 BST 1999
Author: Wizard
Subject: Re: Make research fun
>From: "shypht" <evanschu@...>Silverion
>
>When I first started EQ and was told about the research skill. I thought
>"Wow! Cool I'll be able to find new spells". But low and behold what a
>dismal dissapointment this skill is. It is a skill that you NEED to be of
>any use at high lvls. More and more of your "Main Spells" become research
>only, the skill is TEDIOUS AS HELL to raise, finding runes can be hard.
>Finding the ones you need is the worst and finding enough of the ones you
>need to get to a descent skill level is HELL.
>
>So what do I suggest for this skill? A few things
>
>(A) Have 2 spell components per rank buyable at guilds. So you can buy the
>runes/components you need at that lvl to get to a descent skill to make your
>other spells.
>
>(B) Make all of the "Main Spells" buyable. So for
>
>- Wizards : Direct damage, Gates
>- Magi : Direct damage, pets
>- Encs : ???? Buffs and Debuffs ???
>- Necros : Pets and DoTs
>
>These would be the "basic spells" for those ranks. Things like area effect,
>buffs/debuffs for some class's. Root, util spells, etc would be research
>only. Then, have some nice "upgraded" DDs, DOTs, Buffs, etc that are rare
>research runes. And verant could constatnly be adding new combos, etc. ie)
>
>lvl 29 wiz spell does 240 dmg. Make it buyable (which it is), Have another
>lvl 29 wiz spell that is harder to get, research only, etc, but have it do
>like.. 270 dmg for only a few more mana.
>
>If verant was to be constantly adding componet combos/etc to the game it
>would add alot to it.
>
>So for example, a wizard would get every DD and every teleport buyable. But
>any of his other spells would need to be researched, etc.
>
>Or a magi could buy every "basic pets" he would need. But he could be lucky
>and manage to research a pet at the same lvl that has more hp and hits for
>more damage then his standard one would.
>
>(C) In certian areas in the game, you should be able to invoke the research
>skill to digup components. Much like the forage skill. ie) Wizard is putsing
>about in Befallen, in the library he uses his research skill, he may dig up
>a rune from the shelf that could be used for a spellt aht he needs. This
>would also provide an alternative way to raise your skill.
>
>(D) Have various components that change the effect of your spells. And the
>mana/dmg/cast time.
>
>(btw: I play a wizard so all my examples will use wizards, this does not
>mean I want to "buff up the class" since this would effect all the other
>casters in this game aswell)
>
>So, lets say I find rune Hot and rune Bolt, which would make the Inferno
>Shock spell. I dont want to have the "standard" look of the inferno shock
>spell. I'd like it to look like a healing spell but just do a pallet swap so
>it looks like fire not the cool-healing blue it is. I'd also like to incrase
>its mana efficeny by sacraficing it's casting time ( so it takes longer to
>cast ). So while researching the spell, I toss in the componets and pop out
>the inferno shock spell. Then, I put the scrool back into the wizards
>lexcion, then mix/match combos etc untill I get the new desired effect that
>I want.
>
>I think this would add ALOT of diversity to all of the magic casters. Every
>other magi looks like the next, every wizard looks like the next when
>casting. Not a whole lot sets them apart.
>
>Wizard (A) May have a fast casting inferno shock that is less manna
>efficent, but he can pop them off faster then wizard (B), whos inferno shock
>does more damage but takes alot longer to cast.
>
>Comments ?
>
>
>
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