Dev Dread Megathread

sorry to triple post (not actually sorry) but the thing about reagents is that to remove them completely leaves yet another empty field in a spell file that is still mostly zeroes and also obviates the utility of reagent conservation an entire focus line! so reasonable implementation of reagents sounds a lot better to me than no reagents ever.

How many people go out of their way to get that focus? I mean, really? All reagents amounts to is a waste of time usually, as the most common one by far is peridot it seems. That means either I hit up a mage bud to load the spell and summon me some, or I log in a mage bot to do it instead. Reagents were removed from pet costs, one would assume it was to make things easier, as the were insanely easily obtainable anyways. Well, so are these. Replace the reagent con focus with another focus or effect then, and the issue is solved.

And I like the cleric spell idea, very nice for a cleric soloing or doing dps as part of a duo.
 
I think you'd have to remove the whole gem summon line, really. And you'd have lots of angry mages (all 9 active ones) complaining about losing part of their limited utility.
 
Conversely removing the summon: peridot spell would also work, and act as a needed cash sink.

a cash sink for beastlords who haven't raided PoN to get the reg con6 boots (best reg con i've seen) and dont/forgot to swap them out since every other class who uses regents gets plenty of options and swapping would be much easier since the spells are long duration buffs or for spells on specific fights (except Enchanters who like to rune often).
 
Have spells that take reagents receive a 10-20% increased duration or 5-10% increased HP buff when cast with the correct amount of reagents? They can also be cast without reagents but lost 5% duration and HP.
 
Have spells that take reagents receive a 10-20% increased duration or 5-10% increased HP buff when cast with the correct amount of reagents? They can also be cast without reagents but lost 5% duration and HP.

yeah i was thinking of something similar, be able to cast it with no regent OR consume a regent and give it a 5-10% more of whatever it grants. I'd also say remove regent summons and nerf down reg con so that it actually takes regents.

Though wouldn't you have to create a 2nd spell file for each of these? which are in short supply? It would also give beastlords 2 savagery spells.
 
Hey now, discussion threads are for discussion.

The problem with reagents is they are primarily that they are a requirement that has no real cost. Peridots in particular are used by many classes, fairly often. Since any 44+ mage can get you as many as you need for free, it becomes an annoying extra step. If the spell didn't exist, the spells would have an actual cost, could probably be made a bit better (for those that are a bit underperforming), and function as an actual cash sink for those who want to optimize.

Granted that's probably not the kinda of analysis you WANT, but it is a fairly valid one from a different perspective.
 
yeah i was thinking of something similar, be able to cast it with no regent OR consume a regent and give it a 5-10% more of whatever it grants. I'd also say remove regent summons and nerf down reg con so that it actually takes regents.

Though wouldn't you have to create a 2nd spell file for each of these? which are in short supply? It would also give beastlords 2 savagery spells.

Spells aren't as limited as they once were with all the crazy coding we've added over the years. We can crop out nearly all NPC spells from tiers 1 - 8 if we REALLY needed the slots and fill them in with customspells. And in theory such an idea could be done on the code side of things, like buff duration and mana cost focus effects.
 
Well, unless you gave my savage buff a real duration, it would promptly get stuffed in a back page of my spell book, never to be used again. The base 6 minutes it lasts would never be worth the cost of peridots to keep it up on myself/rogues.
The next shortest duration is an eternity in comparison, Symbol of Naltron at 54 minutes! Most of those spells last 2 hours or more. If you want to give Savage at least an hour duration, then it could be balanced for the cost. Otherwise, it becomes another useless spell wasting code space.
 
Granted that's probably not the kinda of analysis you WANT, but it is a fairly valid one from a different perspective.

No, I mean I get it. I have the ability to understand if a change is for the Greater Good but seriously there are a million other places reliable plat sinks could be (replacing the mop with translocators) and at 3 peridots for SB group raego which lasts roughly a million years I can't see free peridots inflating the economy in any way worth mentioning(possibly way back but not now), this is not even touching on how much ikisith jacked up the economy, which is not a judgment it is just food for thought.

Anyways DERAIL DONE. Keep the cool stuff coming and KEEP IT REAL
 
What if these higher level spells required a different reagent, one not summoned by a mage. I think completely removing the magicians ability to provide reagents is a bit extreme.

So a magician could provide lower level groups with components for spells via summons. The higher level spells could be adjusted to use vendor bought components. While grouping, if these reagents ran out the mage could still provide summoned components for the lower level spells.
 
sorry to triple post (not actually sorry) but the thing about reagents is that to remove them completely leaves yet another empty field in a spell file that is still mostly zeroes and also obviates the utility of reagent conservation an entire focus line! so reasonable implementation of reagents sounds a lot better to me than no reagents ever.

This actually reminds me of the little focus that couldn't:

Experimental Runes
Slot 1: Increase Spell Duration by 3%
Slot 2: Increase Healing by 3%
Slot 3: Increase Spell Haste by 3%
Slot 4: Increase Spell Damage by 3%
Slot 5: Increase Cost by 3%
Slot 6: Limit - Spell - Exclude Spell: Complete Healing
Slot 7: Limit - Spell - Exclude Spell: Circle of Completion
Slot 8: Limit - Spell - Exclude Spell: Word of Completion
Slot 9: Limit - Spell - Exclude Spell: Word of Fulfillment

What a cool little focus you say, I've barely seen it in the game past level 20 if at all. Do any of those focus features stack with other focuses at all? No??? So it gives me rank 1 all focuses (no reagent con, ahuhuh) aside from the redeeming Mana con which is gives me rank 3 (?!?!?!??!) of?? Truly this is the dog's butthole.

Don't get me wrong here folks, I think this focus is really the cat's meow for the early levels but those tier 1+ focuses come fast and they come hard and please don't read too much in that phrasing but occasionally you will see it on a high level item and if you're like me you can't help but think of what could be for this little focus. Could it provide some minor stacking benefit with it's single hot cousins, could I one day be wearing a high tier item with such a badass focus name? I'm no Nostradamus but I think that just maybe there is some potential to be unlocked for this rarely seen little gem.
 
yeah that thing is weird too!!! there is much weirdness to be had which is like the charm of the game
 
yeah that thing is weird too!!! there is much weirdness to be had which is like the charm of the game

Way too many of my posts in this thread but it just occurred to me that if it had the chance to randomly add a little stacking value like, 1 out of 8 casts will trigger an extra whatever % that could make it fun and cool. Much like myself.

Although casters may kill me for another focus they feel they have to get. Please casters, noooo
 
Some sort of raidwide buff (with a duration resembling savagery) that gives the entire raid the ability to crit undead. I feel like this would be an excellent extension as Paladins are almost always placed in melee group for undead mobs anyway so really it picks up the stragglers - tanks, bards, and rangers.

Some sort of single target recourse style buff that when cast on an undead target gives the Paladin mitigation vs. undead that is similar or better to a Warrior or Shadowknight's mitigation on a normal target. This could be in the form of added AC, chance to parry/riposte/dodge, or maybe even a +% increase in heals.

Ideas that aren't as cool and could maybe use some work:

Another spell in the Champion of Althuna line.

Another heal in the Blessing line of self heals that has a much lower base but a much faster cooldown. A self heal like this would help alleviate the mitigation disparity between Paladins and the other tanks that prevent a Paladin from tanking at the high end due to spike damage.

I had a social encounter with a girl In Real Life (yeah I know scary).. and since SoD is the only thing I have ever known I brought up my post and asked for her interpretation.

This is what she said: "Oooo my god are you going to rape me??? Get away creep!!!"

Translation: Wouldn't it be cool if the raidwide undead crits were somehow provided as an unlisted buff that was combined with a champion of althuna style of buff for yourself???

Yeah I got super excited, bowed before the lady and thanked her for her service...
 
Heres my crazy idea about regeants. Make all the archaic spells consume a regeant to either cast the spell OR consume a regeant that will make it extra potent (like +damage, or a better resist check) to not completely penilize the caster for missing a regeant in their bags. Make the regeants cheap and available at jewelers and have them drop in game off of mobs. This would increase the value of regeant conservation items in game and make it something thats not a "keep in bag only put on when casting buff item like duration inc is".

Rangers shouldnt be the only class that has to pay to keep top effiencey on DPS (or utility for priest classes if this idea was ever put in).

*EDIT*: I would even be open to extend this to Relic spells too as this would be a nice extra money sink that is needed in game, and the fact that its not a omgwtfcasternerf type idea!
 
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why dont you just become a dev rorne? You clearly have the mindset and insight for it...

Oh god the kiss of death.

Really though having ideas and implementing/balancing ideas is totally different and stuff that seems cool from the perspective of a player isn't necessarily a good idea for game balance and I question my ability to elevate an idea beyond that and etc etc etc etc, also I am already on the staff in a different capacity.


Keep the hits comin'
 
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