The Allflame
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Be awesome if it was an alternative use quest. I like the idea of keeping it until act 3 but I think that may be too long a payoff for a quest. Especially when being compared with a skill point, it needs to be something unique, permanent, and not easily obtained. Examples of bad implementation is a +mana mod (alira) which is almost never taken by anyone ever in the world.
I would say if you could consume it to get something unique, such as giving you a bonus to your life pool (but feels to Oaky). Something relating to eternal life (ethernal life in OP, lololol). But Something not super powerful (must have, ala Oak unless CI), or not even comparable with a skill point (pointless, ala Alira unless some weird specifically want tons of mana build) |
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How about: Grants you the "minions cannot die aura". Should be time limited or drain life or mana or require you to keep killing stuff so as to fuel the Allflame. The "keep killing" stuff would make it to be not OP in boss fights, since there are not so many monsters around most of the time.
Bird lover of Wraeclast
Las estrellas te iluminan - Hoy te sirven de guía Te sientes tan fuerte que piensas - que nadie te puede tocar |
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" If it runs out, its useless. If you can only get it once (for example cruel/merc you have to take skill point), it fails in its goal. If it needs to be 'refilled', its an entirely new setup not fitting with the current gameplay but instead requiring a new system to be able to exist. Also this is so OP for summoners useless for msot |
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" I really much like the idea of having a choice. Lowlife chars need lightradius in dungeon areas. The Allflame could provide a light radius, getting bigger by killing mobs, getting smaller with time. This would not be useful for all chars but for Lowlifers. A solution storywise might be getting the passive point directly after killing Fairgraves. The Allflame might break after its creator (?) dies, releasing the contained souls. Those souls might reward their saviour with a passive point. |
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Well I have a idea on how to make it so it gives good bonuses if they decide to make a separatte type of quest for the all flame.....What if it gives you a multiple choice gem...I have them lined up and they are auras.
the first is a aura that reduces the mana use of all your abilities and spells that could work for a elemental witch or a ranger or a reaver and any other character. The next would be a gem that can render you invisible. Although this aura has it's drawbacks...it would have the mana reserve of haste and when the person under this aura attacks someone, it makes them translucent at best and making them visbile for a short time. This gem would keep the enemies from seeing you until you start attacking, but after you attack them, it would take a few seconds to go back to invisible. The next gem I was thinking about was a gem that is also a aura. It would be called the prism shell. It would offer enchanced elemental resistances to all elements except for chaos. You would suffer a weakness to chaos. The last one I am thinking about is guardian angel. The gem would have a aura that would revive a person from the grave and restore a percentage of health to you based on levels and if in cruel or merciless, you suffer the experience penalty by half. %2.5 in crual and %5.0 in merciless. Of course you can only get one of these gems per level and no merchant would sell it and it never drops....it would be completely a quest based reward and nothing else....Also the best part is all three gems should be white so any class can use them....What does everyone else think? |
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Lots of fun ideas in this thread! Here's mine:
Choose from either a skill point or the following permanent effect: +X% life regeneration for 1 second per monster killed. Maybe cap it at 30 seconds, or no cap at all (if X is low enough, it could still be easily balanced). Life builds are already shat upon, so no need to give an equivalent for ES, imo. They can just take the skill point. (This could be made even more powerful to incentivize life builds, as part of an overarching strategy to make them more appealing.) AND +0.5% light radius per monster killed, for one second. So if you killed 30 monsters in one blow, you'd have a +15% light radius for 30 seconds. Maybe the value is too low, but it could be adjusted. It would be fun to get both of the above effects, with the values low enough so as not to be OP. Or just one of the two, but slightly more powerful. I'm not sure which idea is better, but it's important that it not outclass the skill point reward. EDIT: And here's what I dislike about my own idea: It incentivizes fast killing and moving, further moving the game away from tactics and toward pewpewpew gameplay. But GGG has arguably already driven the game way too far down that path to slow down now. Wash your hands, Exile! Last edited by gibbousmoon#4656 on Oct 24, 2016, 12:43:08 AM
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But you need to give the all-flame to fairgraves so he can become the act 5 boss..
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