Just a couple of thoughts (ideas) came to my mind on this stone form thing. What if you were able to choose which "solid stone" you could be in stone form? This could require mined granite or ore to be a regeant along with the fertle dirt,blood moss,and garlic. Want strong resistance to physical? Cast "Stone Form: Dull Copper". More resistance to fire? "Stone Form:Bronze"
Next idea. For those like myself that will be adding the mystic skill to a pure caster,for each of the different type of stone form,allow the magic in that class to do extra damage. "Stone Form:Bronze" would allow my caster to deal more damage with fire type spells. "Stone Form:Shadow Iron" would add damage to cold spells.
And I have to ask...stone form in other games has been known as a monk type skill/spell,so I ask you...allow those of us that would love to have a unarmed monk type character to do 'real' damage with our fists in this form.please?
Interesting idea. How would you see this working with LRC? If I had to guess whether it's likely a change like this would actually happen, I would say it's unlikely. Creating 8 different stone forms means that QA would have to test 8 forms instead of just 1. Also, code changes would need to be made to allow you to select which form you want to choose.
Looks cool.
Since you cannot be mounted, is it possible to add a damage reduction property like swampies?
Good point. I think it would be worth testing. One of the problems swampie dmg reduction creates is that people can be in vamp form while riding a swampie, so they are immune to poison 1-4 and they leech back health as they hit stuff.
Since this form has no life leech, swampie dmg reduction may not present problems here. All the devs would have to do to test that is build a Necro/Mystic/Dexer hybrid and test this form with a hard hitting, Fast HML weapon and the necro spell Curse Weapon.
I haven't run the numbers, so I can't say whether or not the property would be overpowered, but I have a feeling it would be ok. They should test this anyway, because raising resist caps by 5 each could potentially cause this problem. It's basically sampires 2.0
Anyway, the ability or inability to solo boss is a good way to see if it is or not overpowered in PvM. I am pretty sure people will try (increased resists means you have less need of leeching and more damage means you leech more, so it will be worth the try).
I agree
The only gimplate I forsee is the dismount/stealth/tamer. Currently they already need to be on foot and need not worry too much about speed, for the most part.
At first I was thinking "hmm... how do you fit imbuing and mysticism on a dismount/stealth/tamer", but I'm assuming you are only thinking about a template that puts maybe 64 Mysticism on the character.
If that's the case, I think your scenario makes a great case for why the immunities need to be scaled from 0% immunity at 0 Imbuing/Mysticism to 100% immunity at 120 Imbuing/Mysticism. I think a good equation to determine your chance to resist an effect would be (ImbuingSkill + MysticismSkill -40) / 2 (or something similar). Basically, I'm scaling the effectiveness, but putting more weight on higher skill values.
I like you. I am glad you are pushing them to look at more than just the skill itself and to see how different things can come into play to affect balance. That is what I was talking about before. There hasn't been enough of that. Hopefully this is a move in the right direction instead of just an anomaly.
Thanks. I'm just trying to find the problems now so they can be addressed early and SA doesn't break a bunch of stuff. I don't want to see SA go poorly and jeopardize my favorite pasttime. I've been playing this game over 11 yrs and it would be a bit of a lifestyle change for me if the game went away.