Light Spell

Ideas and suggestions for improvement of existing content or further game development go here.
Ryff
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Re: Light Spell

Post by Ryff » Tue Jun 17, 2014 3:28 am

Glowing weapons could work. I think I'll mess with this just out of interest.
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Fred
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Re: Light Spell

Post by Fred » Tue Jun 17, 2014 9:10 am

Sealav wrote:What about adding some weapons that glow as quest items. Like u do for the Swamp quest except make it so when u have that weapon equipped it lights up area
Honestly I thought this was a brilliant idea, especially if doing only 1 swamp circle would give you a small area glow, 2 a medium one and 3 a 'large' area glow and maybe even add another one from the exkorden forest stone circle.

However then I realised that swamp circle glow turns your weapon into a quest item... something I don't really want once I start using my own weapon instead of a ruby one... How would you fix this? Since you can't remove quest item for the holy parts, otherwise ppl just trade their 42 holy weapon to do Swamp King quest & Exkorden Spider quest...

Timber
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Re: Light Spell

Post by Timber » Tue Jun 17, 2014 10:35 am

If we add light without torches, what exactly is going to be the downside of staff/th?

Ryff
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Re: Light Spell

Post by Ryff » Tue Jun 17, 2014 11:02 am

Could add a shield for 1handers to use in off hand. Not sure about mages tho.
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Timber
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Re: Light Spell

Post by Timber » Tue Jun 17, 2014 12:49 pm

I honestly don't see the issue with keeping it the way it is, and rather add slightly bigger bonuses for 2h.

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platinum
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Re: Light Spell

Post by platinum » Tue Jun 17, 2014 1:00 pm

Ryff wrote:Glowing weapons could work. I think I'll mess with this just out of interest.
how about we just play the game?
The Team, The Team, The Team. -Bo Schembechler

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platinum
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Re: Light Spell

Post by platinum » Tue Jun 17, 2014 1:02 pm

Timber wrote: honestly don't see the issue with keeping it the way it is
agreed.
The Team, The Team, The Team. -Bo Schembechler

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Sealav
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Re: Light Spell

Post by Sealav » Tue Jun 17, 2014 2:15 pm

Timber wrote:I honestly don't see the issue with keeping it the way it is, and rather add slightly bigger bonuses for 2h.
if u want to keep way it is don't add in extra bonuses

Tyce
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Re: Light Spell

Post by Tyce » Wed Jun 25, 2014 7:15 pm

Drop a torch or switch. I agree give a larger bonus to both versions of th.

However please give seyans staff!

Timber
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Re: Light Spell

Post by Timber » Thu Jun 26, 2014 11:30 am

Staff seyans could be an interesting idea.

It would all depend on how weapon bonuses are changed. I could easily see all weapons have different bonuses, other than just WV and attribute modifier

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