Reviewing your suggestions for AO!

has the potential to be a cool kill effect, doesn’t have to even have the said requirements necessarily. being killed by any of these effects even by potions could leave some kind of parting effect.

dying from insanity could show your avatar being one of those dark figures you see before you respawn, liquid magics could show you becoming a puddle, spirit and other intangible magics could show you vaporising with said magic being the effect, magics like crystal and metal can show you turning into hunk of crystal or metal ( or just leaving shards or crystal/ metal/ glass behind).
that should group together things nicely, it’d be cool if you leave a gravestone( or note) behind and how you died too which disappears in 5 minutes

as for blood… maybe dying to glass or weapons leaves a pool of blood, we do need a smoother way to die, it’s pretty sudden and the game doesn’t tell you how to avoid it next time which isn’t easy for newer or younger players.

only sense i could make out of this was a fighting style that implemented criticals, would probably have multiple elements to it and would involve actively switching them to deflect attacks back maybe even charge them back increasing the projectile speed ( some kind of complicated parrying)

I’ma rant about some things to compare these effects to bc I got nothin better to do

Fire-
B.

Ice-
A.
Mortal Kombat Sub-Zero fatality

Earth/Metal-
A.
Hydraulic presses

Light-
A.
1NPQvm
B.

Acid-
A.
Waltah White

Lightning-
A.
skeleton-shocked

Plasma-
A.

Sand-
A.

Explosion-
B.
Spontaneous Human Combustion, don’t even gotta make a reference, this is a real thing :skull:

Ash-
A.

try think of fun and unique ways to add these for each of the magics and ways you can die ( in a minimalist way since we don’t want too many chunks of code, and it’d come in as some kind of QoL patch)

Couldn’t sleep so decided to write a siege weapon rant since it seems those will be important this update

Siege Weapons-


Common

Mortar-
What we have now

Mounted Cannon-
Basically like a mix between a swivel gun and a cannon.
Has 2x the damage of a cannon and 1.5x the reload time.
Can be aimed from either the captains wheel or aimed manually and can move even while the fuse is lit

Catapult-
Similar to the mortar but it requires a more clear line of sight, and the landing pattern is a rectangle instead of a sphere.
It can be loaded with other projectiles like gunpowder barrels or it can even launch players.


Uncommon

Greek Fire-
Fires a stream of fire in an arc like shape. It does high damage over time, but does not stack.
Fire can form on the waters surface, allowing it to burn any boats that touch it.
It cannot be aimed after the weapon is used.

Ballista-
Fires a barrage of large arrows at a targeted location.
The ballista doesn’t move once it starts firing, so if the ship is moving, it will keep firing in that location relative to the ship. If the ship is standing still you can turn the turret while the barrage is firing.


Rare

Harpoon-
Fires a harpoon that attaches to the targeted ship on contact, connecting it to your ship with a rope.
This slows them down by 0-40%, depending on how far they are.
If they get far enough, the rope breaks.
The rope would also break after like a minute, and the harpoon would also have a long cooldown.

Archimedes’ Mirror-
Concentrates sunlight into an extremely tight and powerful beam.
Doesn’t work at night or in the Dark Sea.
Fires a concentrated beam of light that gives high DPS and a stacking burning effect. The beam does progressively more damage the longer it is charged, capping at 30 seconds.
The beam will stop firing and go into a long cooldown if the ship takes 10% of its HP in damage
The beam can fire indefinitely as long as the sun is out and it isnt damaged.
The beam can only fire while the ship isn’t moving, and can only be turned if someone is physically using the mirror.

-puppykeeper1234

4 Likes

Dark Sea Treasure Charts-

Can be found anywhere in the Dark Sea, or in the War Seas, but exclusively in the ocean.

These would contain a brief explanation of the direction you should head in relative to one of the islands in the sea, and would say roughly what range they are in.
There would also be a description of the dark sea island you are looking for

These would give gear that has a modifier depending on the island type it is found on, and would give exponentially more loot depending on the range.

Example-
Me and my crew have been trying to return to civilization, and have had to dump our loot to lighten our ship for the voyage, I decided to write the location down in case we ever make it out of this eternal storm…

East of Harvest Island, sail until you reach the border of the far reaches, there will be a tall island covered in orange leaves, all of my treasure can be found in the sand on the side farthest from the War Seas…

These islands would spawn once a player acquires a Dark Sea treasure chart, and would stay spawned till that player loses the chart or leaves the game.

Farther reaches would probably have far better loot, to make it worth the immense time it takes to get there. Treasure in farther ranges would probably include Atlantean weapons instead of normal ones.

-puppykeeper1234

2 Likes

It would be very difficult to find them. Maybe the specific island can have a shipwreck (if applicable) or just a beam coming from the sky

I was thinking of maybe making it so that you could use the treasure chart to call out for help from the original owners, and a ghost ship would spawn, and head in the direction of the island for like 30 seconds, would probably have a long cooldown tho.

1 Like

That’s way better

many sound good for things outside the specified use, like for defending claimed islands or as reilics/ artifacts.

perhaps ones that are on the same dark sea island, i don’t remember how dark sea generation works, it does sound like a good idea in case it was set, i’m worried it may be tiresome and annoying keeping in mind tall an large islands.

this is a GOOD idea it could be exclusive to second sea/ third sea too

This post been going for a while huh?

But I would love it if damage over time status effects did stack.
Would give DoT magics more options than 1 projectile to do max damage and would make multi-strike weapons cause lots of bleeding wounds rather than a tiny amount of bleed.

I put these in Scrollcord, so i figured I might as well put them here too

Lost Spell Idea- Bind


Creates a magic circle on a surface. A few seconds after the circle is created, it unleashes 4 chains from the ground that all focus on the nearest player. Each chain that grabs the player slows them down by 12.5% and pulls them in. If all 4 grab the player is becomes near impossible to escape. Once the player is pulled into the center of the magic circle, it causes a pillar shaped explosion.
Unless the spell grabs a player, it will despawn after 8 seconds of being cast

The chains would also have health, making them destroyable if you can cast an attack before it grabs you,

Chain Shape-
Purely cosmetic, changes how the chain looks, options I have thought of so far are chain, rope, tentacle, and arm.

Speed-
How quickly the chains move, default is 100% and can increase up to 200%
The bigger the number the less damage it does. (50% less damage at 200% speed)

Range-
How far the chains can reach, can increased to 200%, default is 100%
The higher this is, the less the spell lasts before despawning or grabbing a player. (despawns in 4 seconds at 200%)


Rare Technique Idea- Cascade


A strength technique where you slam down to the ground, causing a cascade of rock pillars to burst out of the ground infront of you in a cone like shape.

Style-
Purely cosmetic, how you perform the attack, probably could share the same animations as smash since they are kind of similar.

Height-
How high the pillars reach, default is 100% and can go down to 20% or up to 200%.
The higher it is, the less damage

Spread-
How wide the row of pillars is, maximum is 100% and minimum is 20%, lowers how far the pillars go the more spread there is, basically like surge spread.

Bonus stuff to add to it ig:
Make what the pillars are made of depend on the ground you slam on, so dirt, rock, sand, ect ect
I am not really sure how to make it easier to tell what type of fighting style was used, but maybe have like the fighting styles effect where the pillars come out of the ground?
Maybe have the technique work on the surface of water and apply soaked if it hits someone? idk


Rare Spell Idea- Blade


User creates a blade around their arm using magic, slashing infront of them.
Think of it like flash strike, but without movement and the slash extends further out like a projectile. The slash and the projectile act like two different attacks, so it does more damage if the target is pointblank
It charges extremely quickly, and always causes bleed no matter the magic.

Shape
Purely cosmetic shapes, sword, arm blade, claws, axe, greataxe, dagger, great sword, katana, rapier, arm energy.

Slash Angle-
Change the angle of the slash, either left, right, middle, or up.


-puppykeeper1234

2 Likes

If there ever comes a day where hybrid spells and techniques get added, this would be pretty fitting for conjurer.

Oh fuck didn’t realize that was almost a month ago

Its fine, just happy someone saw my psychotic rant :smile:

Yeah, maybe make it so if it is used on an Arcanum weapon, it casts as the weapon itself instead of forming one out of magic :man_shrugging:
flying slash 2.0

Speaking of arcanium weapons, has there been anything ever said about what they do? I can’t recall if there’s anything that we know about that differentiates them from just imbued weapons aside from point requirements.

I’ve probably seen all the info about them a while ago but it’s been almost a year since a I looked thoroughly at it so if there was anything I don’t remember.

Your supposed to be able to use weapon abilities, but also cast spells with them, and depending on the weapon, it changes the stats of the spell
kinda like blast shape, but more extreme
image

I’d try research whether this was considered at any point in time, and then get peoples feedback on this, i remember you could BLEED with atlantean greatsword skills, and this does make sense as you can bleed from multiple places.

try think of the possible places they can drop from and the cooldowns, first one and second sound exclusive to two mini-bosses, the third one may have been considered already in the form of conjuring and magic sword, and is pretty much in the game through the class of conjurer.