Tamarac Elf
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Subzero
said
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My concept however, makes the Citadel relevant to all players, in particular, the ones that have maxed all of their Citadel skills - because it offers them bonuses that they can still put to good use. The problem with the Citadel is that it is catered towards low-levelled players who cannot afford good XP rates, or still need the XP; higher levelled players need neither of these things, but they could however still make use of the various perks I've written in the opening post.
Old Goats is in an almost identical position. We worked hard to get our Tier 7, 3 Avatar Citadel and are proud of the accomplishment; but nearly all of us are 99+ in the citadel skills. SubZero's proposal would be most welcome. Really hope this can go forward!
I understood it, thanks.
I may have also sneakily fixed the error. It's a bit confusing, but after you play around with the quoting you'll fathom its wonders.
Subzero
Incursione
2100+/130+ Clan, Avatar access for all.
24-Jan-2016 19:53:42
- Last edited on
24-Jan-2016 19:54:19
by
Subzero
I like the idea of players being able to gain an item that can be used to basically get the avatar buffs without needing the avatar.
I think these insignias should only have their effects work in areas where avatars are normally allowed, and I don't think they should really provide any extra utility over that of the avatars normal buffs.
It would be a nice way to give players who aren't able to host their clans avatars a way to have some kind of control over the buffs they receive as well as allow players to benefit from a different buff than what the current avatar is providing while still being able to hang out on the same world.
If we point out each others flaws, then we can fix them.
That way, we can all improve together
Subzero
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Here are some Examples of the bonuses the consumable, charged Avatar Insignias could provide when carried and activated by the player. Insignia are activated automatically, depleting charges only when used. These are based off of my
Avatar rework
bonuses.
1) - Heal Over Time
Heals for an amount of life points equal to the player's summoning level every 5 seconds. This lasts for one hour.
Thats a really really high amount of healing. In fact all of these seem pretty high.
Except the skilling buff I would im
agined it to be flat 6 for those who dont have ava access to benefit as much as admins.
I disagree with protector in pvp. Or atleast not the wilderness. Other pvp sure.
I do want to stress my support for this awesome idea. Just be careful not to make the buffs too op.
SwitchFlip
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Subzero
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Here are some Examples of the bonuses the consumable, charged Avatar Insignias could provide when carried and activated by the player. Insignia are activated automatically, depleting charges only when used. These are based off of my
Avatar rework
bonuses.
1) - Heal Over Time
Heals for an amount of life points equal to the player's summoning level every 5 seconds. This lasts for one hour.
Thats a really really high amount of healing. In fact all of these seem pretty high.
Except the skilling buff I would im
agined it to be flat 6 for those who dont have ava access to benefit as much as admins.
I disagree with protector in pvp. Or atleast not the wilderness. Other pvp sure.
I do want to stress my support for this awesome idea. Just be careful not to make the buffs too op.
Heal Over Time is lower than the current rate of the Avatar. The Avatar currently heals a player with 9900 Life Points for 198 Life Points every 5 seconds. Whilst I appreciate that for the Avatar you need to trade off your familiar, I think the balancing of my perk is reasonably fair. They have to be strong enough to be useful, else, they are dead content on release.
My portable Insignia bonus is a maximum of 99 Life Points every 5 seconds. 1188 Life Points per minute.
The portable Protector Insignia, in the scheme of things, doesn't feel like it needs explicitly barring from the Wilderness. 2.5% is a fairly minimal amount and it only lasts for one hour, of which, I presume most players would probably use whilst Warband PKing. If you die with the Insignia, you'll probably lose it - so it comes with that risk in mind.
Essentially, the buffs have all been balanced to be strong, but not gamechanging. They're a nice bonus, but they aren't going to make or break your success.
Subzero
Incursione
2100+/130+ Clan, Avatar access for all.