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Ability/Item: Ability
Name: Sphere of Comfort
Description: AoE buff to Hyper and Hypo.
Ability/Item: Item
Name: Different Alchemic Potions
Description: Allow potions to be made.
Mender:
Healing potions
Stamina potions (yes I know they have them)
Arcanist:
Sleep grenade
Hunger Potion
Likely way more, but I am just throwing an idea out.
Name: Animalist
Description: Uses the beasts around them to imitate and or magically use.
Ability Example:
Claw of the Raptor - Boost to Melee
Allo Rend - Causes Bleed on Melee
Ability: Targetted Taunt
Description: Like Mass AOE except only taunts what you are targetting. Could have melee range and be called Shield Bash
Class: Defender
Ability: Stand your ground
Description: You have 100% movespeed reduction, but you cannot be knocked back by attacks.
also elemental arcane mage fire/lightning/ice/earth
boosts craftiong bonice
bosted shild
bosted bolistas or differinb ammo for them
diferint fomulas to decreeds time for breeding
craftibal milk
feeding trofts for infents
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REQUEST #1: Dynamic damage scaling per level (configurable via INI). This would allow fixed abilitiy & DOT scaling independent of the melee multiplier for abilities. Ideally this would also be further scaled via the melee multiplier if configured.
Example: DynamicDamageIncrease = 2.00 @ level 100 would provide raw scaling up to what today's fixed multiplier of 3.0 would offer. Essentially adding 2% scaling per player level.
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REQUEST #2: Add the ability to scale passive ability buff durations. Again I'd love to see this scaled via level through the INI or by player input somehow (melee multi, fortitude, stamina?)
Example: Mass Taunt II (30 sec duration) @ 2.0 duration multi = 1 minute duration
Example 2: Player with 300 stamina. DurationPerStamina = 0.5
(((300 - base stamina) * DurationPerStamina) / 100) + 1.0 = 2.0 multiplier
More melee items in drops. Bow staff to replace spear/pike or club. Special brass knuckles that deal torpor and disorient enemies.
Of course this would horrendously tip the balance scales for this game, and make it much, much easier.
I.E. Swapping between Defensive and Attack stance is sometimes a pain, as well as then swapping to transfusion, taunt, and then attacking on the fly as defender.
What if transfusion was an item that didn't need to be casted, but can be used from the inventory and the effect goes off?
I don't know how everything is triggered, or if that's even possible, but it would immensely help if we could use abilities without swapping and "firing" them.