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Avenger's Problems and Solutions


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#1 Nadesh

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Posted 26 March 2011 - 10:39 AM

First of all, and before someone start to flame, know that the Erunil Tower pets wont be able to be captured in the near future, in fact, that was alredy implemented in Korea.

Captured Monsters:

Since the traps were nerfed, in pve, the Avengers depends a lot of the captured monster. The problem is only a few of those monsters worth to be captured, and if the player isnt at the specific lvls to get those, then is in troubles.

Taking a simple division of mobs in: normal, elite, nightmare and dungeon; i want to make the following suggestions:

-The normal, elite and nightmare monsters, when are captured, should suffer a transformation in lvl and stats. This kind of monsters should be automatically leveled to the skill + dna lvl: this way if the skill is the Capturing High Level Monster lvl 2 (lvl 73) and also have the Dna at lvl 2, then the monster should become in a lvl 75 monster. And the monster should be affected by the character stats, like the Dominator's summoned monsters are.

-Also, the normal monsters should become elite when they are captured, otherwise most of them dont worth to be captured.

Traps:

This isnt needed like the Captured Monsters suggestion but is something i thought not long ago.

First lets leave clear that the problem isnt the damage but the random way in wich the traps work. Lets also leave clear that Hunters have 2 traps (Explosive Trap and Guided Trap) and Avengers have 2 Traps (Bomb Trap and Paralisys Trap).

-One of the things that could be done, could be to move all the traps to the Avenger's Tree and make 2 lines of skills, one for Explosive Trap and Guided Trap, and another for Paralisys Trap and Bomb Trap. This part isnt really needed, the 2 Hunter's traps could stay where they are.

-The 2nd thing could be to make the traps explode in a normal way, like it was before but reduce the radius, being the maximum posible 10 m radius. Ofc, this skills still will be light damage and will suffer damage reduction by the light resistance like they are now.

-The 3rd thing could be to change Bomb Trap and Paralisys Trap to grenade skills instead of trap ones. The skills would have the same casting time, CD and damage but with the difference that both would explode after 3 seconds of the activation of the skill, instead of be activated when an enemy step over them, or in a random time like it is now.

With this, Avengers would have 2, 1 target, traps that explode when someone step over them (not random like it is now), and 2 grenade skills that would explode 3 seconds after be casted. This way the Avenger must be at range to use some of their attacks, and cant leave a precasted serie of traps, ready to kill the ones that step over them.

Any idea to improve this ideas or new ideas to add are welcome. But flames, qq and troll arnt :wub:
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#2 Nadesh

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Posted 07 April 2011 - 09:31 AM

Also, i insist that Avengers should have a skill to resurrect their own pets:

Rise Monster:

Lvl 50~71. This skill let the player summon the last captured monster. When a player capture a monster, it get registered in this skill. Once the monster is destroyed, the player can re-summon it.

-Lvl 60, hp recovery upon resurrection 50%
-Lvl 63, hp recovery upon resurrection 70%
-Lvl 66, hp recovery upon resurrection 80%
-Lvl 69, hp recovery upon resurrection 90%
-Lvl 71, hp recovery upon resurrection 100%

Skill Downtime: 1 minute
Casting Time: 3 secs

Original idea from: In the light of the new DNA: Hunter/Avenger Skills and DNA
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#3 CarpD

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Posted 07 April 2011 - 10:37 AM

I see no reason why Avengers can't capture 1+ pet at the same time...

Yes, they should not capture ET mobs, but that's GRAVITY's fault for making generic mobs so boss-like.
Maybe if they nerf ET mobs and to keep the difficulty, could double the ET mobs and give them less HP.

Could do...
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#4 Nadesh

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Posted 25 April 2011 - 09:07 AM

They could do that, but i think that with a skill to re-summon the captured monsters, would be more than enough.
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#5 CarpD

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Posted 25 April 2011 - 09:31 AM

I'd say.

Re-summon dead pet OR capture 1+ pet.

One or the other, not both.
In fact, the Avenger could skill to choose one or the other.
But that will be a revamp on the current skill tree setup, so doubt it'll ever happen.
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#6 Nadesh

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Posted 25 April 2011 - 10:41 AM

The 2 most important changes would be to add the re-summon skill, wich would be the addition of one skill (dont need to change the system or anything, because the mob could get registered in the skill itself) and change the way in wich the traps works. If they change those 2 traps and make them bombs, and make them work in a not random way, then Avengers could choose to not play with the pets, if they want.
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#7 Nadesh

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Posted 05 May 2011 - 10:27 AM

Also, i dont know if this is alredy posible or not, but since the enemy dominator's pets or avenger's pets are basicaly mobs, then should be able to be captured.
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#8 MakoXD

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Posted 07 May 2011 - 06:28 AM

First of all, and before someone start to flame, know that the Erunil Tower pets wont be able to be captured in the near future, in fact, that was alredy implemented in Korea.

Captured Monsters:

Since the traps were nerfed, in pve, the Avengers depends a lot of the captured monster. The problem is only a few of those monsters worth to be captured, and if the player isnt at the specific lvls to get those, then is in troubles.

Taking a simple division of mobs in: normal, elite, nightmare and dungeon; i want to make the following suggestions:

-The normal, elite and nightmare monsters, when are captured, should suffer a transformation in lvl and stats. This kind of monsters should be automatically leveled to the skill + dna lvl: this way if the skill is the Capturing High Level Monster lvl 2 (lvl 73) and also have the Dna at lvl 2, then the monster should become in a lvl 75 monster. And the monster should be affected by the character stats, like the Dominator's summoned monsters are.

-Also, the normal monsters should become elite when they are captured, otherwise most of them dont worth to be captured.

that could be good. its boring to see only 2 or 3 differnt mobs at capped BGs , some more lower lvls transformd to high lvl mobs could ne fun
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#9 Nadesh

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Posted 29 August 2011 - 08:45 AM

Traps:

-The 3rd thing could be to change Bomb Trap and Paralisys Trap to grenade skills instead of trap ones. The skills would have the same casting time, CD and damage but with the difference that both would explode after 3 seconds of the activation of the skill, instead of be activated when an enemy step over them, or in a random time like it is now.

With this, Avengers would have 2, 1 target, traps that explode when someone step over them (not random like it is now), and 2 grenade skills that would explode 3 seconds after be casted. This way the Avenger must be at range to use some of their attacks, and cant leave a precasted serie of traps, ready to kill the ones that step over them.

Any idea to improve this ideas or new ideas to add are welcome. But flames, qq and troll arnt :sigh:


I want to focus in this part of the suggestion:

First, in that idea, maybe the time for explode could be reduced to 2 seconds.

Also, the mines (as suggested in another thread) could have a manual trigger. How to do that:

When the Hunter place a mine, an ui bar, like the ones for the pets, would appear. This not also would give Hunters a way to know if someone fell in their trap or if the trap was disabled (bcs the ui would disappear) but also would give extra functions to the traps.

Agressive Mode: should be the default mode when the Hunter place the trap. In this mode, the trap would explode like it does now: if an enemy enter to the trap radius, it explode.

Defense Mode: when it is in this mode, the trap only will explode if the Hunter is attacked. This should be ideal to defend the Hunter.

Manual Mode: the Hunter will be able to manualy control the trap (see Attack and Retreat functions).

Attack: the Hunter can select a target and then press Attack, and the mine only will damage that target, when the target enter to the area of effect.

Retreat: this cancel the Attack action and let the player to select another function, but the player should be able to cancel also with the Esc key.

Detonate: they also could add a detonate function, that let the Hunter to make the trap explode when they want. This would be useful not only to dismiss a trap without cast another but also to make it explode manualy, when the mine is far away.

Seeing that they will implement new skills soon, i want to suggest this:

Radar: could be Stealth Detection modified or an version of that skill but for Avengers. The idea would be that the Avenger could place a small detection device that not only detect stealth targets at some distance but also make all the enemies appear in their mini map (or pvp map). This device would have hp like a pet, and would be able to be destroyed. The stealth detection wouldnt have such a big radius, bcs isnt the main function of this device. The main idea is to be able to know from which direction the enemies come and to be able to "Detonate" the mines manually.

Turret: the Avenger would be able to summon a turret that would shoot the enemies that approach at some distance. In some way, it would be like the Fire Totem but it only would hit one target, and would have a pet control ui like the other summons.

With this skills in convination with the traps, the Avenger would be a more strategic class, at least in pvp.
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#10 RumHoney

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Posted 29 August 2011 - 12:33 PM

great ideas hope they look at them might make me come back if they add them...... i was thinking maybe if the traps had a sensor that let them know when a target(s) are in the area of effect so that way they can detonate them....they way traps are now they can walk past an they wont go off it seems like it random then a delay because it goes off fast as i set them then next time it dont go off
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#11 Nadesh

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Posted 03 September 2011 - 05:16 AM

That would be great, if the radius of the trap appear in the map and the enemies inside it also appear (excluding the ones using stealth, otherwise would be too oped) it would be more interesting. Ofc, we are talking of a scenario in which the Bomb Trap and the Paralisys Trap become into bombs, leaving only the Guided Trap and the Explosive Trap.
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#12 RumHoney

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Posted 09 September 2011 - 09:34 PM

but if they become bombs then they should be aoe skills also
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#13 Nadesh

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Posted 10 September 2011 - 07:30 AM

Yes, the amount of targets would remain for the 4 types of traps.
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#14 RumHoney

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Posted 12 September 2011 - 12:47 AM

i thinking more of just making the para and bomb trap into aoe unlimited targets an also add make the other traps have a wider range about 35m..maybe

well for those played in S1 the skill that hunters had where we did mana damage they should bring that back an improve on it an add to avengers tree

Edited by RumHoney, 12 September 2011 - 12:55 AM.

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