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The little things you want changed.

Discussion in 'Toram Online General Discussions' started by The Brahmnic Boy, Dec 9, 2020.

  1. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    Brahmnic
    What are the little things that you want to be changed in-game? I am going to categorize each change into reasonable and radical.
    • Reasonable: The Assassin skill (Arcane strike) should have 100% physical pierce. Since it already has a ridiculous cost and a drawback of not having any MP after the attack, it deserves, at the very least, 100% pierce.
    • Radical: Arcane strike should ignore both Defenses and Resistance of the mob. The dagger whirling animation is like evasion, every attack at you gets evaded, as well as adds a stack to shadowstep.
    • Reasonable: Shadowstep and Backstab cannot be guarded if the user doesn't have aggro, as they are supposed to be 'assassin skills'.
    • Radical: All assassin skills cannot be guarded if the user doesn't have aggro. Assassin skills gain the perfect aim attribute if the user has 'Sneak Attack' charges and doesn't have aggro.
    • Outrageous: Backstab gains +1 multiplier for each Sneak attack charge, and all charges are lost after Backstab.
    • Reasonable: Mana crystal is now created in front of the player's location, can be cast without familia, familia only reduces cast time. (I don't even know if there is a limit on how many mana crystals you can make.)
    • Radical: There is no limit on the number of mana crystals that can be made, and they are all susceptible to AOE attacks and have a timer when they disappear.
    • Reasonable: The skill Earthbind has a damage buff of +1 multiplier on all levels.
    • Radical: Earthbind has a range +1m on all levels and its AGI scaling is now AGI/250.
    • Reasonable: Decoy shot now gains range up to half of Power wave (if power wave taken.)
    • Radical: Decoy shot now gains range up to 75% of Power wave (if power wave taken.)
    • Reasonable: Sub-weapon element takes precedence over Javelin element.
    • Radical: Daggers now have elements and take precedence over the main weapon elements.
    • Reasonable: Power wave at 10 and Rush at 10 causes Rush to activate as Power wave if used from 8m or away. Rush damage accordingly decreases. This version is a Normal proration skill.
    • Radical: The sonic blades, however weaker than short-ranged, now explode on contact dealing AOE damage around the boss.
    • Reasonable: Ether Flare, Element Slash, All wizard skills are now Magic skills and count towards Imperial ray and Burst.
    • Radical: Flashblast and Shadowalk are now normal proration.
    • Reasonable: Resonance skill has a cyclic pattern of predictable buffs.
    • Radical: Remove all current buffs, and this skill adds the MATK to the ATK OR the ATK to the MATK while making the former 0.
    • Reasonable: Shellbreak cap of only an additional +5 multiplier for high defense boss is now increased to +15.
    • {The formula is [(Mob def - Mob level)/50] capped at 5}
    • Radical: Shellbreak cap of only an additional +5 multiplier for high defense boss is now removed.
    • {The formula is now [(Mob def - Mob level)/100]}
     
    Last edited: Dec 9, 2020
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  2. Pregnant

    Pregnant Well-Known Member

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    Little things? That would be to change the non-textured free avatar miku pantsu into a light-blue stripped pantsu. (Reasonable)
    Radical: Add a pet food which also can increase pet's exp so they can also level up on our land.
     
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  3. Balugbog056

    Balugbog056 Well-Known Member

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    Butz'
    Change pet battle stamina into fix timer

    Old = Battle Stamina depend on number of target (which pet very fast to exhaust in Boss with mobs) while leveling pet is more harder than your main character

    New = Give a fix timer to exhaust the pet (like 2hr for full stamina)

    Give equipment of pet (even with op pet with absorb hp pet they cant still survive in ultimate battle due to op damage of boss and very small growth from def/mdef)
     
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  4. Kaisyl

    Kaisyl Elite Member Elite Member

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    Well, the thing is, to fix the game requires extreme changes that the community is rather dickish about.

    1) Combos
    Mind Eye: Make it hit all the time, remove combo length dependency for that factor. Extended combo length results in boosted ailment rates which ignore resistance times.

    Save: Ignore skill use entirely, retain same effect. Unused MP translates to mana explosion effect.

    Tenacity: +40% resistance during skill effect, +5% based on combo tag placement

    Swift: Can exceed max motion speed. If max motion speed exceeded, skill animation is ignored and following skill/normal attack is used.

    Smite: 50% damage debuff for 10-cc tag location seconds.

    Bloodsucker: Rename to spirit surge, initial effect boosts damage by 10% * cc tag location and reduce hp by % damage boost. Secondary effect causes all skills to restore HP by 10% per use. All skill damage reduced until effect finishes.

    Invincible: Skill cost = invincible duration. Cannot use combos whilst invincible.

    2) Skills

    Blade:
    - Final slash of rampage knocks back enemy.

    - Super sonic blade has a 1MP skill cost, duration +5 seconds.

    - Spiral Air: Perfect aim, increased pierce whilst in effect.

    Shot:
    - Power Shot: No ailment penalty for bowgun.

    - Fatal Shot: Makes break parts show in addition to lengthening them.

    - Snipe: Remove armor break for bowgun, add buff to physical pierce.

    - Moeba Shot: Remove slow for bowgun, add buff to motion speed.

    - Paralysis Shot: Remove paralysis for bowgun, add buff to ASPD.

    - Smoke Dust: Remove blind for bowgun, add buff to Hit.

    - Arm Break: Remove lethargy for boegun, add buff to ATK.

    - Arrow Rain: Sub weapon variable bonus for bowgun. (MD: Reduce magic resistance of target, Shield: Lethargy chance ailment, Dagger: Stop chance ailment, Arrow: None.)

    - Bullseye: Bow, bonus to attack motion speed.

    Magic:
    - Magic Arrows: Always increase speed of next magic by skill lvl * 10%. MD bonus, skill has no cast time.

    - Magic Javelin: Assume opposing element. +100% damage on ailment infliction. MD bonus adds another javelin of MD element.

    - Magic Lances: Changes the skill to a buff for 1 minute. Every 5 seconds, a lance is released at the enemy. Remove stop ailment. Duration is doubled for MD, Frequency 3 seconds for MD.

    - Magic Impact: Tumble ailment only for non-staff/MD users.

    - Magic Finale: Allows for building of magic charges. Magic charges are incurred from using magic skills except Magic Impact and Magic Javelin. Each magic charge adds 10% magic pierce.

    - Magic Wall: Moves with player. The closer the enemy is to the player, the stronger the knockback.

    - Magic Blast: Always assume opposing ailment of the target. MD bonus boosts elemental effect by matching element. Staff bonus adds magic pierce = skill lvl%.

    - Magic Storm: Adds non-resistable stop ailment (non-bosses) at core of storm. Bosses only get slow ailment.

    - Magic Burst: No cast time. Always assume opposite element of target. MD bonus, dual element. Staff bonus, elemental bonus on matching element. Each magic skill used prior boosts elemental damage by 3% for a maximum of 24%.

    - Chain Cast: If following skill is a magic skill, add 10% CSPD buff. Stack = skill lvl.

    - Maximizer: If mana recharge = lv10, skill cast time = instant. Adds a passive MP recovery = ampr for normal attack speed. No weapon bonuses. Cannot reuse whilst ampr is in effect.

    - Guardian Beam: Changed effect. Adds a buff that pre-loads magic bolts every 5 seconds for 9 minutes. When attacked by an enemy, unleash a maximum of 10 bolts per attack received.

    Martial:
    - Smash: Flinch effected only when skill used during enemy attack. +50% default motion speed.

    - Sonic Wave: Tumble inflicted only when skill used during enemy attack. +50% default motion speed.

    - Bash: Stun inflicted only when skill used during enemy attack. +50% default motion speed.

    - Shell Break: 100% armor break chance (knuckle only).

    - Heavy Smash: If target has armor break, unleashes an AoE with radius = 5m.

    - Chariot: if target is armor broken, 100% chance to add fear. Beam is persistent. Continuously damage enemies as long as they remain inside beam (frequency of damage depends on AGI). Readjusted damage calculation for lower, multi-hit damage.

    - Earthbind: Stop is non-resistable on tumbled targets. Stop has no resistance cooldown time.

    - Triple Kick: Final attack tumbles the enemy.

    - Rush: +10% motion speed everytime skill is used for a maximum of 50%

    - Chakra: Convert magic power to attack power temporarily. Continuously recover MP by ampr based on ASPD.

    - Aggravate: Boost short range damage.

    - Chase Attack: Chance to double up on martial skill damage.

    Crusher:
    - God Hand: Reduces fractional damage.

    - Combination: No weapon requirement. Inflicts phys proration for non-knucks.

    - Annihilator: Additionally adds 10% pierce.

    - Breathworks: Visual timer for when full heal is available.

    Wizard:
    - Familia: Dodges linear or centered AoEs. Able to instruct familia to stay or follow.

    - Meteor: Blast Zone radius = MD finale final hit radius.

    - Stone Barrier: Adds buff that creates a regenerative shield that has a maximum of skill lvl * 250 + INT. Buff and shield removed if inflicted with ignite or poison.

    - Mana Crystal: Can create a maximum of skill lvl mana crystals. Or. Create a zone of mana recovery.

    - Advanced Familia: Create a familia of random element. Weapon element influences familia element. Dual element with MD. Randomly attacks current target with elemental bolt (single target).

    - Imperial Ray: Dual element with advanced familia. Double blast effect with familia.


    ----------
    That's all I have for now. Yeah this is ridiculous but so is bow ao why not make everything just as ridiculous.
     
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  5. The Brahmnic Boy

    The Brahmnic Boy Well-Known Member

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    • Bow is not that ridiculous, it doesn't use its tier 1 and 2 skills that effectively. It just has 3 skills that make it powerful - Crossfire, Satellite, Decoy.
    • That's why I included Sneak Attack to buff Assassin skills a little. Bowgun + Dagger would benefit from that.
    • Also, I've asked multiple bow users, they don't seem to take Fatal shot at all. Maybe if we changed Part break mechanism itself then it would be sort of lucrative. (Example, can't kill big monster until you break it's core, in its tail)
    • I don't think 100% armour break on Shellbreak is good, since it will just be a short ranged copy of Snipe. But, the removal of the cap for increase in multiplier for higher defense bosses makes it a very interesting skill. At low defense bosses and at normal and hard difficulty, it will have very low multiplier, but it becomes more useful in Nightmare/Ultimate modes and high defense bosses.
    • Even if this is the ONLY change I get, I'll be happy.
     
  6. Kaisyl

    Kaisyl Elite Member Elite Member

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    No, bow is definitely ridiculous. All skills are useable. Even the t1 slow ailment which barely any boss is reactive to and can even potentially nuke some bosses' resistance.

    The ridiculousness of bow is by design of the game and not just those three skills. Even Arrow rain has some useability as an AoE cleanup follow-up whereas bullseye is a good opener and the charge time of power shot is modifiable in addition to it's 16m range. Most you can argue is fatal being useless but even then, it's still a nice opener.

    Sneak attack is useful as a ranged opener due to its lengthy animation time. It has the added bonus of no aggro generation from active skills but it's still really useful.

    100% arm break for a close range class should be a given. Ranged classes are the one that should have to deal with the proc RNG given their innate safety distance. Also, if it really is too much, why not just have stun be the requirement for 100% arm break? Knux is all about chaining rapid attacks... or at least is supposed to be.
     
  7. redsmite

    redsmite Well-Known Member

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    Impact and Finale - requres staff, md and sub md to use
    Crossfire - increase charging time
    • 3 sec for 2nd charge
    • 10 sec for 3rd charge
    • 25 sec for 4th charge
    • 40 sec for 5th charge
    Satellite Arrow - reduce physical pierce to 50%
     
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  8. Clover

    Clover Well-Known Member

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    I want an MP-providing pet skill;
    -it gives (100*Skill Lvl)MP to party members except itself and other pet/s.
    -it has 1000MP cost.

    I want changes in Chain Cast;
    -it should be applied to all attack skills in magic skill tree, not just by using Magic:Arrows (not too OP, right?) but finale stays unaffected by it.

    I want a "Place Order" system in CB;
    -where you order a specific item (with taxes, ofcourse) so that if an interested seller sees it, he/she can sell the specified item immediately.
     
  9. tamaki_trash

    tamaki_trash Well-Known Member

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    +meds+
    Idk if this has been inputted... when clicking the food buff icon when viewing the other player's island list a pop-up showing what type of food buff they have would be nice

    Remove post animation of finale and add an offensive earth element skill in wizard tree to complete the spells x/
     
  10. LapizLazuli07

    LapizLazuli07 Well-Known Member

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    brOHwh
    I want CB search filter to be better and more useful by allowing us to set filters such as Equipment stats, refine, etc.

    Also, I want the Page2+ of CB to work
    Like, we can see multiple pages. Imagine if your item gets buried away from latest and cheapest. nobody will find it in CB anymore unless they're searching very specific stuff
     
  11. Lucifere

    Lucifere Angel of Rebellion Elite Member

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    Reasonable:Release another magic branch.
    Radical:Rebuild magic branch upside down.
     
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  12. Lil☆Neko

    Lil☆Neko Well-Known Member

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    I want to hit "repeat" when statting.
    Give us more reason to increase skill level on other skills other than t3/t4 skills
    Give bullseye a knockback effect on the boss.
     
  13. The Lost One

    The Lost One THOT BEGONE AGENT Elite Member

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    <-Kenji-
    ✓20% magic pierce and 50% cast time reduction or animation speed if it's insta cast of all active skills at level 10 from magic tree for main/sub magic device. Cast time reduction stackable with chain cast passive.

    ✓Main/Sub MD should be capable to reach 100% stability magic damage instead of 90%.

    Reason: It's a high tech weapon to begin with so it must be imbued with some random magic chants/circles to make the casting time faster in exchange of lower power damage compared to staff.
    ✓Knuckles should gain 1 attack points from STR.
    ✓Motion Speed should affect the movement speed of the character just like saber aura. Max motion speed with saber aura will be like a speed hack character lmao.

    Reason: If it affects animation speed, it should also affect the movement speed of the character.

    ✓ Tier 1-3 skills should have a bonus effect when at max level (10) like hard hit level 10 will increase the duration of flinch for 1 more second making it a 2 sec flinch or Shell Break lvl 10 will add more +25% armor break chance making it 50% instead of 25% default.

    Reason: level 10(max) is mastery level of the said skill so it would make sense to add some bonuses into it making those tier 1-3 skills viable from the current meta.
     
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