Heya! I study game design and thus have a great interest in new ideas and more balance, interesting game play. I'd like to know what you, as the community think of my ideas that I might use in a future server. Thank you!
If you're going to leave feedback, please include a logical reasoning in your post and be ready to be counter-argued as this is a discussion thread after all. I want us to argue for our views here.
Note:
This is for an old school tibia server, so I am looking for feedback only from such players. As for 7.4 or potentially 7.72
These changes could either be used on a real map (nothing else changed than what is stated below) or a custom map with custom features but normal old school vocation except for these changes.
Vocation changes including spells, rune changes and general stats:
Poison storm is very rarely used in tactical strategies regarding pvp. Therefore the spell has been boosted to add a poison tick for 40 damage every 2 seconds for 20 seconds.
Wild Growth has also been changed in a way that it has a 45 second longer duration than magic wall (it's even longer on normal old schools I believe), but if machete has been used on the tree, the duration is decreased by 30 seconds. This is to remove the ability to just cut down a wild growth with a simple machete and thus not making this spell rather useless against experienced players.
Explosion rune has been hosted in a way that is deals 40-70% relative to sudden death damage, with an average hit of 50% of sd. From now on, only druids can use explosion runes, but they cannot use SD anymore. However they heal 25% more with both exura and exura gran. The mana amount to make explosion will also be increased to 250 from 180.
To compensate (and slightly boost) knights for not being able to use explosion anymore, their attack speed has now been increased by 15%.
Paralyze use and mana to make the rune have been lowered to 600 mana from 900.
Druids also have a new rune they can use called "Great Soulfire". It burns the (single target) for 60 seconds with a tick damage of (50% heavy magic missile damage) every second. This rune will require 500 mana to use, and 220 to make.
What will these changes do?
They will change druids rather much, to make them into a more supportive role, with DOTs (tick damage) and explosive damage (aoe) as main damage output. This will promote druids to focus more on support (due to ticks only having to be activated once in period). Aka exura sio, spamming magic walls, exevo grav vita, mass heal, etc and leading the team. If they for some reason don't need to do that in the moment, they use their explosive runes to add further support damage. Druids will now be a support role that is fun to play, while sorcerers have the clean burst damage (insta damage ue, insta damage single target rune).
Paladins and sorcerers are already rather successful creations if you ask me. Knights needed not a huge, but just a small small bonus to their giant hammers and steady swords.
Thank you for reading, remember to leave a logical, argumentative feedback!
If you're going to leave feedback, please include a logical reasoning in your post and be ready to be counter-argued as this is a discussion thread after all. I want us to argue for our views here.
Note:
This is for an old school tibia server, so I am looking for feedback only from such players. As for 7.4 or potentially 7.72
These changes could either be used on a real map (nothing else changed than what is stated below) or a custom map with custom features but normal old school vocation except for these changes.
Vocation changes including spells, rune changes and general stats:
Poison storm is very rarely used in tactical strategies regarding pvp. Therefore the spell has been boosted to add a poison tick for 40 damage every 2 seconds for 20 seconds.
Wild Growth has also been changed in a way that it has a 45 second longer duration than magic wall (it's even longer on normal old schools I believe), but if machete has been used on the tree, the duration is decreased by 30 seconds. This is to remove the ability to just cut down a wild growth with a simple machete and thus not making this spell rather useless against experienced players.
Explosion rune has been hosted in a way that is deals 40-70% relative to sudden death damage, with an average hit of 50% of sd. From now on, only druids can use explosion runes, but they cannot use SD anymore. However they heal 25% more with both exura and exura gran. The mana amount to make explosion will also be increased to 250 from 180.
To compensate (and slightly boost) knights for not being able to use explosion anymore, their attack speed has now been increased by 15%.
Paralyze use and mana to make the rune have been lowered to 600 mana from 900.
Druids also have a new rune they can use called "Great Soulfire". It burns the (single target) for 60 seconds with a tick damage of (50% heavy magic missile damage) every second. This rune will require 500 mana to use, and 220 to make.
What will these changes do?
They will change druids rather much, to make them into a more supportive role, with DOTs (tick damage) and explosive damage (aoe) as main damage output. This will promote druids to focus more on support (due to ticks only having to be activated once in period). Aka exura sio, spamming magic walls, exevo grav vita, mass heal, etc and leading the team. If they for some reason don't need to do that in the moment, they use their explosive runes to add further support damage. Druids will now be a support role that is fun to play, while sorcerers have the clean burst damage (insta damage ue, insta damage single target rune).
Paladins and sorcerers are already rather successful creations if you ask me. Knights needed not a huge, but just a small small bonus to their giant hammers and steady swords.
Thank you for reading, remember to leave a logical, argumentative feedback!