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fatealPM
#1
Adren master
Feb 06, 2011 10:13 AM
fateal Member - Joined: Feb 06, 2011
Posts: 18
Hi so far i see the AM hasnt really been changed or added to. I have some ideas and thing that will need to change.

Rod will need to be nerfed with triple damage. However this then destroys the AM, so something else will need to take its place. rod+triple is far too powerfull as soon as some AMs hit 100+.

Beam will also be powerfull, but without beam and rod as they are now the AM is useless. It may need to be changed.

Some ideas for new artifacts:

A super speed booster, like the adren combo, but faster and far cheaper in adren, so that then can pretty much run it all the time. This will make the AM more nimble and durable, as they are currently far weaker than other classes.

A skil that lets weapon mods effect you adren skills.

An artifact that lets you teleport to the location of you crosshair. When teleported, you create some sort of blast or explosion. so you damage and teleport.

An artifact that makes you go invisable, but so the monsters actually dont attack you.

An artifact that make you permanently reflect plasma shots.

an artifact to create a reflective barrier.

an artifct that makes a small explosion around you every time you are hit, knocking all enemies back.

((>>F8_AL<<)) ...........medic

F8_AL<((AM)) ...........Adren master
jefejefejefePM
#2
Feb 07, 2011 6:16 PM
Jefe Co-Owner - Joined: Jul 05, 2010
Posts: 419
Thanks for starting this topic, you're right we haven't done much with the Adren Master class... yet.

I agree, rod and triple need nerfing. Maybe just making triple less effective with rod active? Setting lower damage caps might work too.

The regular speed adren combo does suck, I think reducing the adren cost of the combo would be a good idea. An artifact would work too, but I think both would be overkill (especially if used simultaneously.) One possibility is disabling the adren combo completely and replacing it with an artifact (available to all classes and found randomly.) The upside would be that you could turn it off and on as needed and use it at the same time as other combos.

Adding weapon effects to artifacts (beam for example) would likely be very over powered (vorpal on rod!! omg!!) Coding any additional effects to work on artifacts would also likely be very tricky. I think adrens have trouble with healing and could use a low level of vamp, and in fact an overhaul of vamp itself might be a good idea. Possibly lowering each level by half and doubling the number of levels - WM's would still have the same net effect, and we could offer "vamp 1/2" to adrens or possibly other classes/subclasses.

Teleport could be cool, but if you've ever used the normal teleport command offline (just type it into the console or keybind it) you'll notice that it's very easy to get out of bounds of a map - even if the map is blocked off properly, teleport bypasses blocking volumes. I don't think this is feasible to fix and would be very easy to exploit and break maps.

I think a damage dealing Adren teleport could be good - as long as it works like the current teleport artifact. So it could leave an explosion, and then teleport you to a random path node (which prevents the potential out of bounds abuse.)

Invisibility sounds interesting, I just think it would be very difficult to get coded and working with all monsters.

A reflect artifact would be pretty similar (in terms of overall effect) to globe. A reflection sphere might be interesting though, especially on the skaarj wave. Maybe a defense sphere that blocks a percentage of all shots, similar to a defense sentinel could work. Still in terms of function, it would be very much like the existing inv sphere, just less expensive to run and less effective.

The explosion artifact sounds pretty similar to retaliation and repulsion. If we add any new artifacts, I'd like them to be fairly unique, rather than variations on existing skills and artifacts. One problem we'd run into is running combinations that are OP because of overlapping effects.
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Last edited by: jefejefejefe Feb 07, 2011 6:39 PM
hollonPM
#3
Feb 07, 2011 7:46 PM
Hollon Admin - Joined: Sep 12, 2010
Posts: 346
Great ideas
From my perspective, the adrenaline master is a powerful class if the correct skills and tactics are used. You must be critical of everything- the kinds of magic weapons you have, the amount of adren you are consuming and saving and your health.

fateal wrote:
Rod will need to be nerfed with triple damage. However this then destroys the AM, so something else will need to take its place. rod+triple is far too powerfull as soon as some AMs hit 100+.

I agree, lightning rod and triple damage is too powerful, even though it sucks up a lot of adren, but on skaarjs, this combination is deadly.
fateal wrote:
Beam will also be powerfull, but without beam and rod as they are now the AM is useless. It may need to be changed.

I personally use the beam as my main weapon as an AM, along with the aid of another weapon. I think I might get rid of Bolt, since its a medium between rod and beam and no one uses it, unless someone objects.
fateal wrote:
Some ideas for new artifacts:

A super speed booster, like the adren combo, but faster and far cheaper in adren, so that then can pretty much run it all the time. This will make the AM more nimble and durable, as they are currently far weaker than other classes.

I like this concept- mages and wizards in RPG games or fantasy stories are usually agile and nimble. Perhaps increase the max level of Quickfoot an AM can purchase? Or as you mentioned, create an artifact for it.

fateal wrote:
A skil that lets weapon mods effect you adren skills.

Ditto with Jefe, that in turn may make an AM too powerful.

fateal wrote:
An artifact that lets you teleport to the location of you crosshair. When teleported, you create some sort of blast or explosion. so you damage and teleport.

This is creative and a useful means of using the Teleporter artifact. An "upgraded" teleporter artifact, would you say.

fateal wrote:
An artifact that makes you go invisable, but so the monsters actually dont attack you.

Ditto with Jefe, this may be a little difficult to do. Monster controller AI is a mess.

fateal wrote:
An artifact that make you permanently reflect plasma shots.
I feel like a reflecting weapon would do just fine, and globe would cover the damage of plasma plus all others. An artifact that does one job of another artifact just adds to artifact cluster, although key binding here would be helpful.

fatealan wrote:
artifct that makes a small explosion around you every time you are hit, knocking all enemies back.
Retaliation and countershove! Why spend adren when you can buy these skills and save you more adren?

Great ideas though, I plan on nerfing the Rod and Triple and getting rid of bolt. I like the telexplosion(lol) idea. In fact, this may replace Mega Blast(with a smaller blast). IMO, using your bare weapons alone will kill a Titan faster and inexpensive of adrenaline than MB. Increased agility for AM's is possible.

I want to try and reduce the amount of artifacts an AM has, by deleting unnecessary ones or combining the effects into one(telexplosion). This is the reason why keybinds should be made, but of course there are other people that don't use them.

Currently, I'm also in the midst of a busy senior year, so things may have to wait for a little while. But come around spring time, hopefully time opens up
Steam: hollon11
fatealPM
#4
Feb 16, 2011 6:16 AM
fateal Member - Joined: Feb 06, 2011
Posts: 18
I will keep my ideas coming

I think the Am is ok atm, but as players get higher you will hit problems. On a server i used to play it had to be severely nerfed.

Some more ideas anyway:

Fireball- pretty odvious.

Chain lightning- like bolt but chains.

another idea for the exploderteleport- the AM gets a special Adrenlocator, which can be loaded with different adren based skills. IE- explosion- when you teleport, you make a small explosion. or posion- when you teleport, make a poson blast. Teleporting could then use adren, instead of ammo.

another more complicated idea, that may not work:

reactive teleport- when you get hit, you teleport to nearby mosnter and make an explosion.

Also if you have ever played chaos UT, the votex from that would be a cool skill to replace megablast.
((>>F8_AL<<)) ...........medic

F8_AL<((AM)) ...........Adren master
fatealPM
#5
Feb 16, 2011 6:19 AM
fateal Member - Joined: Feb 06, 2011
Posts: 18
some more ideas-

clone, make a clone of yourself that does nodamage, but draws fire away from you

to increase AMs speed and agility, what about a slo-mo sphere, but the AM can still move at max speed in it.

even an auto dodge skill, like a bot that auto dodges.
((>>F8_AL<<)) ...........medic

F8_AL<((AM)) ...........Adren master
fatealPM
#6
Feb 16, 2011 6:20 AM
fateal Member - Joined: Feb 06, 2011
Posts: 18
Also does beam work with triple and dd sphere? if it does that will sadly neeed nerfing also, as you can instagib everything.
((>>F8_AL<<)) ...........medic

F8_AL<((AM)) ...........Adren master
jefejefejefePM
#7
Feb 22, 2011 11:03 PM
Jefe Co-Owner - Joined: Jul 05, 2010
Posts: 419
Some of these should be doable, and I'm pretty sure chain lighting is part of the newest version of druids.

I'm not sure about the reactive teleport, that would overlap a lot with the telexplosion idea. (Which I really like btw.)

Slow-mo sounds cool but I don't believe it would not be possible to limit the effects to a sphere - I think it would affect the entire server. There are built-in commands for setting gamespeed, its possible a skill could affect that. It would likely be disorienting for everyone on the server. But if done right could be very fun.

Angel Mapper made a clone type mutator, I'm just not sure if it would work online or with monsters very effectively. Monster AI is pretty wonky.

Auto-dodging goes along with reflect and invulnerability: the end result is essentially the same. Dodging also means that your view would change, I'd find that frustrating.

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