I agree on making the original elemental titans more useful, especially their specs. I also agree than simply increasing bonfire duration would not be too helpful, since it'll only be summoned when bonfiring and then dismissed once done, or not even be used at all since bonfire boosts already last quite long. Doubling the health bonus might be quite powerful, but only in 1 instance: when onslaughting. If the bonus only persist when the titan is summoned, then the titan will have very niche use. We'll need to change its spec as well.
I think a passive +x damage per swing might be too powerful, but it could work as a spec, i.e. spec gives boost damage of each swing by 1 for 1~2 minutes. Damage is increased every other tier, while the tier above has higher duration. i.e. bronze titan +1 for 1 min; iron titan +1 for 2 mins; steel titan +2 for 1 min; mithril titan +2 for 2 mins etc.
Either that, or have bronze - rune titan as smithing familiar and orikalkum - elder rune titan as combat familiar.
I don't really think that we have too many fishing familiars, so far its just some passive boosts, heck I didn't even realise I've neglected this skill in my original post.
We do indeed have quite a few farming ideas already, but I'm also a bit hesitant to add herblore familiars, I'm not even too fond of my own suggestion for it.
Admittingly - the bonfire familiar would be niche, but if the double effect would persist even if it's not there players could use it to activate the buff and switch to whatever they use normally (or well - just generally to train firemaking). The boost isn't just a few more life points, it also increases the potency of percentage based healing stuff: Healing ultimates, ice crystal healing from foreign crystals, (E)EE, unicorns, failsafes, whatever percentage based stuff they might release in the future,...
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03-Mar-2019 07:08:59
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03-Mar-2019 08:50:19
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Rikornak
As for smithing: It wouldn't need to be a flat boost (i.e. +1 per tier of titan, it also could work chance based). If it works as a spec or passively might be up to debate, it would now (post-rework) work either way. Generally I just think a secondary functionality never hurts, since pure combat familiars are dead the second something better suited exists (and I won't imply a higher levelled variant of themselves for this).
Fishing: Yes, I guess if a more interesting application than plainly boosting and storing certain kinds of fish could be introduced - why not?
Herblore: Thing is - artisan skills are always a bit weirdly to be covered - we see the very same thing for smithing now. I still think your idea might an interesting extension, but at least the increased duration part would be covered by one of the new incenses coming later this month. A problem with boosters just could be having to switch familiars too often.
Maybe also bringing in a new concept for a combat familiar: Tanking familiars - fairly durable (at least BoB dimensions) and they're going to try to get the attention of whatever you're fighting, but certainly not the first or even second choice if it comes to deal damage. Maybe even with some kind of passive to redirect part of the damage you take to themselves. A possible example for an existing family could be the minotaurs, maybe war pigs as a different one.
Skimmed a bit your list: You suggested a mining familiar related to finding more gems. I guess that might be fairly redundant now since you're getting lots more via geodes and gem rocks now than before. Maybe it could instead boost the chance for metamorphic geodes (instead of just becoming yet another general geode booster)?
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03-Mar-2019 07:21:36
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03-Mar-2019 09:23:25
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Rikornak
Rikornak
said
:
Admittingly - the bonfire familiar would be niche, but if the double effect would persist even if it's not there players could use it to activate the buff and switch to whatever they use normally (or well - just generally to train firemaking). The boost isn't just a few more life points, it also increases the potency of percentage based healing stuff: Healing ultimates, ice crystal healing from foreign crystals, (E)EE, unicorns, failsafes, whatever percentage based stuff they might release in the future,...
Of those listed, only EE is really used, ice asylum sometimes used when bringing learners to group bosses. As for more healing based on max hp in the future, I guess I will reserve my comments on them when/if they do come to the game.
Rikornak
said
:
Smithing: Chance to hit harder sounds better than flat bonus. So something like 5% to 50% to deal +1 or 2 per hit could work.
Fishing: Someone on Reddit suggested a familiar that consumes resource to boost chances to gain resource for the next few minutes, this could be applied to fishing too. Which reminds me, I need to correct the one on mining.
Herb: The problem with my suggestion, more of a personal bias, is that I don't really like the percentage chances of getting more potent version. I've always disliked this kind of mechanism in games, but if its guaranteed like smithing, then I'm ok with that, as long as there's a reasonable cost for the more potent version. It'd be pretty much be like a new tier over supreme ovl, which would then be boring. I'm pretty conflicted on this one.
If we have a familiar that can tank damage for us, we'll need a way to heal them, or else I'd rather tank the damage myself.
Healing stuff: Well - lots of players have the defence cape perk (failsafe with a 25/50 % resurrection) bound to their max or comp cape - don't ignore that. Also for players not having (E)EE unlocked yet (especially the elite variant has extremely high requirements) healing ultimates can still be a viable choice at times. And just because some of those other effects may be niche (it's certainly not stuff everyone uses), certainly none of them would be entirely useless. It's not like I started to list stuff like strawberries.
Smithing: The crystal hammer would offer a 1 % chance to double the progress for a distinct swing, so especially the low variants of the familiars sound pathetically weak, while the final ones
could
work. Thing is - the effects would need to add up enough progress to save you at least one swing if they occur - otherwise it won't be anything than a placebo effect. The hammer effect won't occur for every project, but when the effect occurs exactly this happens. Maybe it might help if the base was beefed up and the scaling flattened down (e.g. 30 % baseline + 3 % for each tier): A 60 % chance for 2 progress as the effect for an elder rune titan sounds like something that could certainly be some assistance for smithing.
Herb: Yeah, I guess the potion+1 thing isn't the best idea, also for the hellload of additional items it would create. Maybe it could be a chance to create a super/extreme variant of a potion instead of a regular/super when higher tiered variants exist? We would have too many 4 doses instead of 3 and double potion proc effects already.
Tanks: Could easily be solved via a special, a fitting consumable or a spell.
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03-Mar-2019 16:13:17
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Healing: The sign of life is 1 proc per hour. Well, I guess regenerate is used a lot at lower levels, but then again bonfire boost at lower levels is so small, I personally have never used it until near max level. Still, I believe its too niche in use but I'll add it to the list.
Smithing: OK, I didn't actually run through the numbers since I didn't think of the problems you brought up. I thought, why not make it chance to not reduce heat per swing instead? Would be easier than trying to calculate minimum additional progress per swing to actually shorten progress. Of course, we could have both as well, either new familiar or alternating, e.g. bronze reduces heat loss, iron increases progress, steel reduces more heat loss than bronze, mithril increases more progress than iron.
Herb: Yea that could work, it'll be too bad that it won't be useful to those who are making overloads/combination/higher level pots (unless they start from scratch)
Tanks: I don't think having the familiar just heal from consuming a scroll will be enough cost. Maybe using a scroll will also consume a raw fish/meat, similar to pack mammoth, except it's healing itself. And if that's the case, also let it function as a BoB to store more raw fish in it, but with less space than normal BoB.
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120 Summoning Familiar ideas
.
Ok, I've actually run out of space in the herblore section to add your suggestion, I think I really need to make a new thread. Probably not so soon if I attempt to cover the whole skill expansion.
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120 Summoning Familiar ideas
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Sine you’re now screwing around with existent titans make them
skilling
familiars instead of combat, the ideas have become more ludicrous. What I trained for elemental combat familiars are now nothing more than skilling aides.
If you’re so insistent on making your new titan suggestion the only source of elemental damage, in fact, the only source of damage from titan classes, may I ask you to at least make your titan range up to shadow within the achieveable 99? Going all the way to a ridiculously high 109 is too much work both in charm gathering and obelisk running just to get our titan damages back.
Leave in whatever dragons or metal titans above steel with high damage for your 99 to 120.
Have the ancient titans be somewhere around nihil level (level 92) all with the same level of summoning like nihil at the very least.
~ Princess of Wind ~
04-Mar-2019 00:04:54
- Last edited on
04-Mar-2019 00:07:44
by
Aria Ventus
Off-topic:
@Aria
-
Might be ridiculous to believe that CURRENT titans &/or minotaur variants, would be congruent after M&S rework.
-
On-topic:
Any ideals for 99-120,
Drop sources,
Shard amounts,
Charms,
Secondaries?
Abilities?
Specs?
Teleports?
Latteral improvement to such?
Leveling of Future Summons?
Edit:Loves
04-Mar-2019 01:07:07
- Last edited on
04-Mar-2019 01:14:43
by
ChicNbiskits
- Smithing: I would keep the basic role consistent within a distinct family, so ALL metal titans should have the very same effect. Reduced heat loss (with a chance) as the sole solution has the issue it's significantly more niche, as long as players aren't smithing +5 (maybe also +4) legs and chest upgrades, burial sets or masterwork plates, since the risk to drop in heat isn't that high for most items - especially ignoring the potential of players having the super heat form available. Also it wouldn't help players at all who do this superheat reheating after each swing technique.
- Herb: Thing is, we shouldn't try to solely appeal to maxed players, but since extreme potions also are needed to make overloads it would help them as well. It might be a bit of gambling (if making the super potions from scratch could cause less loss due to extreme procs than outright buying them)
- Tanks: Yeah, I guess that might be details, and I actually like your idea. Another option would be making the spiritualize food spell better usable (in some way unlockable for the other two spell books, usable more than once per familiar (not for the stat boost obviously),...). That also would help that not all tank familiars would need the same spec.
- New post: I guess that could also help to clear some questions raised, that are not directly related to familiars. Getting rid of no-summoning zones, charms used for familiars (even a new variant?), new materials,...
@Aria:
Most familiars, while not used for combat by players, are able to fight. What would be the issue if titans would get additional abilities (for both future-proofing, as well as giving a reason to use some of them in first place), while keeping their fighting capabilities as is?
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04-Mar-2019 07:12:43
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04-Mar-2019 07:29:48
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Rikornak