Dancer Archive
Thread: Cool Non-Combat Buff Ideas
Panthu wrote:
Yup, so this proves I've finally made that step all the way into crazy eccentric glowiehood... that's fine! I'll just start wearing big hats and purple.
:suggests she now be called crazy Auntie Dancer Glowie
as long as the only other thing u are wearing besides that had is some hawtpants, thats ok auntie panthu![]()
*hugs*
Panthu wrote:
I don't think the Devs are actually asking for feedback on this right now or Eshie would have asked us for a list.... but I can't stand it any more! I'm dying to talk about what kind of cool non-combat buffs people have been thinking about! *bounces*
My favorites are:
Extended Color Palette buffs for IDs, Tailors, BEs, and ASs
Buffs for WSs for unique skins for weaps (same stats, just visual)
Run buffs for all, just because I love them
Bouncy buffs for real jumping!
Buffs for IDs that let them make people teeny tiny or huge
Dance lesson buffs so people can state dance while inspired
Disguise buffs for Smugglers/BHs/Rangers/BEs (again given to IDs from us then passed on? Don't know)
Something that helps CHs draw out unique babies to tame, not sure on the details of that one... but it sounds cool!!
Then of course all the normal stuff all the Crafting SEAs do that I'm sure will be our real bread and butter, but it's the silly stuff I'm really hoping gets included at some point.
I would suggest this:
Doctor, Combat Medic, Medic could get buffs that would increase healing potency. Say....10%. I do not think that decreasing the time between heals is viable. as that is a huge issue as is. but the strength of the heals...could certainly be a buffable stat. Maybe for CM...10% effectiveness...i dunno, just a few thoughts.
Scout/Ranger could get buffs to increase maybe: Terrain negotiation, burst run efficiency and/or harvesting
Your point above about CH, would be tough...Its almost like how the "luck" tree in FS is supposed to work with loot. I'm not sure how viable this would be. Cause, i'm wondering...lets say theres a Lair. You and me are there milking it. If i shoot it, is the spawn of the creature determined by me shooting it? Or is the spawn determined randomly by the damage just being done to the lair? If you shoot the lair, could the results be different? I would say no, that any damage, regardless of who does it, triggers a spawn. However, when a CH goes into the wild and gets say...a5 creature spawn to occur without a lair, maybe then the % to find a baby could/would be increased with a CH buff. I dunno...just my thoughts.
As for Image Designer, im not 100% what you could buff that could be realistic and helpful. Colors? I think yes...however, im not sure if this is viable. No offense to anyone, but with the color palatte problems that ID has had recently, and in the past, im do not know if id' be willing to risk any bugs with respect to color palattes for my lil ole id
So that begs...what could be a useful buff? How about longer lasting holoemotes? I'm not sure adding "additional" skills/abilities would be viable. However, it would, and could surely make dancer/musician/entertainer buffs important enough that people would really be inclined to seek out services, much more so than now.
Crafters are also very tough. I'm not sure that it is viable to add additional "skins" or appearances to items thru buffs. Sadly, i dunno if additional buffs will be added to target crafters, unless it was + to experimentation points...and that...is very powerful, so im not sure how viable. Buffs that increase chances to hit certain experimentations already exist, and i have a bad feeling that is the extent. Assembly is not nearly as important as it was, as crit fails are gone. And the % that you get a critical success...is SOOO low, that i dont think that a "critical success" buff is something that could, or even should be added, as critical success is the pinnicle of crafting assemblies.
as a CH I'd love anything that gave me a higher chance of getting a baby from a lair but I dunno the logistics of that, sounds like it'd be backwards...I'd think that the lair is coded with the chance to spit one out and not the player with a chance to draw one out....but if I could buff my chance at being offered a bull rancor/blurrg raptor/etc. etc. baby? /drool
I definitely hope for terrain negotiation buffs..
Something I think would be neat is a crafting time reduction buff. Make the stuff come out of the tool faster. If that could carry over to factories...
Temporary pets that are just for looks -- 'rent' a birdie to follow you around (I miss my WoW pets
Umm. I'll thikn of more!
A buff that boosts survey range.
A buff that gives crafters one extra experimentation point.
A buff that
A buff that
Also, critical failures are supposed to be gone? I had three last night.
Umi
Message Edited by Sunjammer on 07-01-2005 03:52 PM
Doriana wrote:
My understanding is that they no longer cause you to lose the resources/items on a crit fail but I'm not a crafter so I probably shouldn't answer
Yes - what was fixed was that you no longer lose the resources and final product. You'll always produce something now, but I guess in the worst case it will just be a low quality result. As a Tailor I never had to worry about the quality of the outcome, though, just the number of sockets which was random anyway.
GunJacker wrote:
That would be a camo kit (see your local ranger)
Maybe we could give Rangers a buff for crafting kits though, to make them stronger.
I think the key to not stepping on other profs' toes might be to help enhance their ability rather than just offer a substitute maybe.
/whisper Chrysalide is really nice guys! We're lucky to have him working on our stuff again!
Lessee...terrain negosh has already been mentioned....what about a bonus to harvesting? Get like 5% extra units of leather or bone or whatever...
Umi