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Avatars: Redundant Buff Rework

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Subzero

Subzero

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I discussed this with a few fellow Clanmates, and whilst the core functionality of the Avatars is quite limited, the less useful (and in some case nearly useless) buffs could be improved to overall bolster the usefulness of an Avatar.

Let Players Choose Their Buffs

Personally, I would like if players could choose which buffs affected them. For example, if I summon an Avatar with three buffs assigned to it, all clanmates could choose which of one of those three buffs they wished to receive. This allows a level of customisation and strategy within the use of Avatars. If this is technically feasible, then I will rework my below balancing to suit this system.

My Pitch for the Buff Rework
Below is a few ideas I had for specific buffs which I feel are somewhat redundant, feel free to list your own on this thread too.
Subzero

Incursione 2100+/130+ Clan, Avatar access for all.

14-May-2015 20:20:18 - Last edited on 20-Dec-2015 02:24:46 by Subzero

Subzero

Subzero

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Heal Over Time:

Old: Heals clan members in range of the avatar for 2% of their maximum life points every five seconds.

New: Heals clanmates on the same world by an amount of Life Points equal to their Summoning level every 5 seconds. Heals those close to the Avatar for 1.5x their Summoning level every 5 seconds, and the Warden for 2x their Summoning level..

Assuming everyone has 99 Summoning, Heals those in-range for 148.5 Life Points every 5 seconds, and those on the same world for 99 Life points every 5 seconds.

Comparison to a Bunyip at level 68 Summoning, assuming the Warden also has 68 Constitution:

Clan Avatar heals Warden by 136LP every 5 seconds
Bunyip heals 45.3LP every 5 seconds, but has various, additional passive effects.

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Familiar Faces:

Old: Doubles the familiar's timer when summoning one in range of the avatar. Entering the area of effect with a summoned familiar, or summoning a creature within the area of effect, will double the time for which they can be active. The effect is lost if you leave the area of effect.

New: Reduces the Special move cost of Familiars on the Avatar world by 10%, increasing to 20% for players close to the Avatar. Furthermore, all familiars on-world will have their damage boosted by 5%, or 10% if the player is close to the Avatar..

This buff creates a trade-off synergy within PvM teams. One teammate can hold the Avatar, and completely sacrifice their familiar, in return for all other teammates having their familiars significantly boosted. For this to be worthwhile, you will typically need more than 5 players on your team, to make up for the shortfall in one player not having a familiar.
Subzero

Incursione 2100+/130+ Clan, Avatar access for all.

14-May-2015 20:20:36 - Last edited on 09-Feb-2016 02:22:40 by Subzero

Subzero

Subzero

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Auto Ort:

Old: The avatar adds dropped/skilled Anagogic orts straight into your inventory when collected in range of the avatar.

New: Any Orts collected by players on the same server as the Avatar will be automatically converted to x bonus XP, and heal any Avatar which needs it by 200 Life Points. The bonus XP will automatically go towards your lowest Skill.

x = Total Level * 5
Maximum = 12975 bonus XP per day at total level 2595.

I feel that this will encourage its use somewhat like a Daily Clan D&D. This is just an idea, and I'd like feedback mainly on its balance. I think it's reasonable, but I appreciate that players may disagree and want to discuss the balance of handing out bonus XP.

Furthermore, this buff has synergy with the Protector buff. As Clanmates collect Anagogic Orts with the Auto-Ort buff, the orts will automatically heal Avatars.

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Skill Plot Bonus

Old: 10% more resources per minute from skilling in the citadel; this does not increase the cap for the individual, but instead increases the rate of resources produced. Note that XP gained per minute does not change, so after reaching your cap you will have received ~9.1% less XP!

New: Players receive 12.5% more resources per minute, with those close to the Avatar receiving 25%. Basically, a much greater trade-off, making this buff more noticeable.
Subzero

Incursione 2100+/130+ Clan, Avatar access for all.

14-May-2015 20:20:49 - Last edited on 19-Dec-2015 02:26:17 by Subzero

Subzero

Subzero

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Superior (Random) Resurrection

Old: Resurrects a player. This can only be done to each player once a day, and for a limited amount of total times per clan per day depending on the citadel tier.

New: Resurrects a player on the same server as the Arvatar. This can only be done to each player once per hour, and for a limited amount of total times per clan, per day, equal to the Citadel's Tier. When players die, their maximum Life Points will dealt as damage to the Avatar.

If a player dies within range of the Avatar, the Avatar will apply a passive Damage and Defensive boost of 25% to the Avatar Warden, 12.5% to the revived player, and 6.25% to everyone else in range of the Avatar with the Resurrection buff active on them. This buff will last for an amount of minutes based on the Citadel's Tier.


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Protector

Old: The avatar takes some of the damage dealt to a clan member in range of the avatar.

New: The avatar will absorb 2.5% damage to Clan members on the same world, or 5% for those within range of it. The Avatar's Warden will receive a 10% damage reduction.

As above, this encourages Clanmates to use the my Auto Ort buff to heal the Avatar.

Overall, this would emphasize an Avatar being 'alive' - as if it is sacrificing its own health to protect Clanmates. I believe this narrative, alongside the mechanics could adds depth to it as content.
Subzero

Incursione 2100+/130+ Clan, Avatar access for all.

14-May-2015 20:21:09 - Last edited on 12-Feb-2016 19:19:54 by Subzero

Bresmine
Oct Member 2023

Bresmine

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I think this is a good idea. I would definitely like to see more versatility and usefulness for the avatars. I only have once concern about this, though..

Each avatar can carry three buffs, and they may each be different. Instead of allowing each to have their own, what if leadership was given an avatar buff toggle similar to how the new familiar actions work.

Example

1. Avatars have no buff slots. None.
2. Clan leadership chooses three buffs: XP, healing, auto-ort. These are universal among any avatar pulled out.
3. Warden summons avatar. Buffs only apply to the world where it is located and function as per your ideas above.
4. Clannie may click the avatar in game to select which buff they want. Similar to the click to pay function.


Good, well though out idea as always, Sub. My pleasure to support!
BRESMINE
| Perpetual Noob | XP Extraordinaire | Leader of
The Halls of Light

14-May-2015 21:19:50 - Last edited on 14-May-2015 21:22:37 by Bresmine

Bresmine
Oct Member 2023

Bresmine

Posts: 4,609 Adamant Posts by user Forum Profile RuneMetrics Profile
What about the buff that saves someone from death? I've never used it so IDK what the mechanic is exactly, but it could be changed to function as a ring of life for clannies on the same world, maybe with a four hour cooldown or something?

Just a thought.
BRESMINE
| Perpetual Noob | XP Extraordinaire | Leader of
The Halls of Light

14-May-2015 21:28:54

Subzero

Subzero

Posts: 23,266 Opal Posts by user Forum Profile RuneMetrics Profile
Bresmine said :
Each avatar can carry three buffs, and they may each be different. Instead of allowing each to have their own, what if leadership was given an avatar buff toggle similar to how the new familiar actions work.

Example

1. Avatars have no buff slots. None.
2. Clan leadership chooses three buffs: XP, healing, auto-ort. These are universal among any avatar pulled out.
3. Warden summons avatar. Buffs only apply to the world where it is located and function as per your ideas above.
4. Clannie may click the avatar in game to select which buff they want. Similar to the click to pay function.


I think that keeping the 'Assign buffs to Avatar' thing is worthwhile just to make different Clans choose their 'scene' almost. I imagine PvM Clans may be, for example, interested in having more Avatars with buffs focusing on the Combat bonuses, where Skilling Clans focus on Skilling buffs. However with that in mind, at the moment there aren't enough buffs for this to really be effective, so I'd personally be indifferent about buff slots being used at all or not.

I'm not sure about having to go to the Avatar to toggle it, as players may want to switch between buffs on the fly. If one of our Admins summons an Avatar, then logs into World 84, if I'm already at Nex it's convenient for me to just be able to switch the buff without leaving Nex.

Bresmine said :
What about the buff that saves someone from death? I've never used it so IDK what the mechanic is exactly, but it could be changed to function as a ring of life for clannies on the same world, maybe with a four hour cooldown or something?


This is essentially what I've suggested above, but each person can only use it once per day, and each Clan can only use it [Citadel Tier] times per day.

Cheers for the feedback. :)
Subzero

Incursione 2100+/130+ Clan, Avatar access for all.

14-May-2015 22:03:08

Subzero

Subzero

Posts: 23,266 Opal Posts by user Forum Profile RuneMetrics Profile
Bresmine said :
I would be concerned that being able to switch on the fly might be a bit OP. Maybe a citadel toggle, similar how you can pay the avatar there?


A Citadel priority order might be a good compromise? I.E. you set the order in which you'd like buffs to effect you, and when the Avatar is summoned you will automatically have the one highest on your priority applied.

To encourage Citadel participation perhaps you could only rearrange this priority list whilst you've got above the resources required for Fealty that week?

I'd probably also set it so that once your Auto-Ort buff was 'capped' for the day (I.E. you'd earned all the BXP you could from it) it was scratched off of your priority list until reset.
Subzero

Incursione 2100+/130+ Clan, Avatar access for all.

14-May-2015 22:14:51 - Last edited on 14-May-2015 22:16:50 by Subzero

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