Iconoclastic
02-24-2006, 07:11 PM
This is pretty long, so if you really wanna read it, take a bathroom break, grab a quick snack, and make sure you're comfortable.
The more I play Lineage 2, the more ideas I come up with. I don't know if they've been discussed in the forum before, so bear with me.
Something that really kinda annoyed me was how unique the dwarven race was. Even though they don't have mystics, they're the only race that can make things (sure we've got common craft, but lets be honest... it's not that great) and it seems like everyone has one or two dwarven alts for the sole purpose of getting some extra adena through manufacturing or selling mats to manufacturers. But instead of making things even by taking away the dwarf's unique-ness, I thought it'd be interesting to make the other races MORE unique, to even things out.
So then I started thinking it'd be pretty nifty if every race had their own specialized feature, not for making adena, but just for the sake of making each race more different, more unique. I don't know if anybody else shares my opinion, but I think it's kinda boring that the only major difference between elves and dark elves is appearence and a few tweaks in stats and skills. Other then that, they have the same classes, same basic skills, same basic uses, features, even their villages are similar, one basic structure in the middle (the elf tree, the dark elf hand+energy ball thingy) with shops lined up around it and the starting point (Shilen temple, mother tree) just outside the village. Anyways, the point is I came up with new 'Race Features' for each race that I thought would make Lineage 2 alot more interesting, diverse, and just more fun.
So here goes
Elves.
My idea is basically just a variation of the whole 'dwarves make/find items' system thing. I thought that seeing as how elves are pretty much aligned with nature and 'the light' (good) then Herbology would be right down their alley. The idea is that monsters could drop different kinds of Herbs (like berries or leaves from different kinds of plants, maybe even fungus) and the entire elven race would have skills in herbology that would let them mix these herbs, the same way dwarves do, to make Medicines. You'd be able to use these medicines like you would any other consumable, but like I said before, elves are pretty much aligned with the light (good), so the medicines would only have beneficial effects. Like some medicines could increase your hp or mp regeneration rate, some could give you different kinds of buffs, etc. Basic good stuff.
Like with the Create Item skill, you'd be able to level up your Herbology skill, and that would let you make more and more potent medicines. Just like there are lesser healing pots, you could start out making lesser kinds of medicines, but as you level up your herbology skill you could make regular and enhanced medicines. Also, the more you level it up, you can learn more 'advanced' kinds of medicines, like medicines that have more then one effect or something.
And instead of randomly chancing upon recipes for these medicines, there would be an NPC stationed with the rest of the magisters and masters that teaches you the herbology skills.
The thought of making a whole new elf class dedicated to Herbology (maybe even 2, with the same roles as scavengers and artisans) has crossed my mind, but I haven't put enough thought into that to decide if it would be a good idea or not. I initially wanted this to be something that ALL elves could do, not just some of them. I also wouldn't know whether to make it a fighter or mystic class, either.
I might just be saying this because of my love for summoning, but I also had an idea that higher-level herbologists could have their own kind of stationary servitors. Like you would be able to summon a 'Magic Plant' or whatever, and a plant would grow up right next to you that would buff+heal you and your party members. It would have it's own set of hp and mp, that way it doesn't drain you of all your mp due to it constantly healing, and enemies can stop it by killing it, so you'd have to defend it to keep it alive, because it wouldn't be able to run away (it is a plant, after all). And you could summon different kinds of plants that have different strengths and weaknesses, like one kind of plant would have more powerful healing spells but less buffs, and another would have a variety of buffs but weaker healing capabilities. But it's stats would be based off yours, that way you don't end up with elven fighters that have a never ending source of health due to how powerful their servitors healing spells are, because fighters generally aren't that good with magic. Like I said before though, the plants would be stationary, and they would be uncontrolled servitors.
Dark Elves.
Ok, I know I'm gonna sound like a hypocrite, because of how I said I don't like how similar dark elves and elves are, but this is MY post so I'm allowed to say whatever I want. This idea was that dark elves would have the same basic system that elven herbology does, but with Hexology.
Dark Elves would be capable of collecting hex materials (rat tails, bat wings, the kind of things you might see a stereotypical witch use in her potions) from monsters, the same way that monsters drop dwarven mats (and the same way I suggested they drop herbs for elves), and mix hex mats with each other to make Hex Emblems, just like elves mix herbs to make Medicine. But unlike elves, dark elves are associated with dark (it's even in their name), so unlike medicine, hex emblems would have offensive traits.
Basically it's just the opposite of medicine, like instead of healing and buffing it's attributed to damaging enemy hp or mp, using curses and debuffing. I realized that there would be a fault to having hex emblems that just damage enemy hp, because then anyone could just save up a bunch of damage emblems and run around killing monsters way out of their level range. But there are alot of ways that hex emblems would be able to help you deal damage instead of just doing it for you. There could be hex emblems that reflect damage done to you back at the enemy, hex emblems with a poison/chill flame effect (gradually lower hp), hex emblems that add certain types of damage (fire, dark, water) to your attacks (ADD damage, not just give your attacks an element effect), hex emblems that only damage the enemy if they run, maybe even a hex emblem that uses wind to throw an enemy up in the air, and the resulting damage comes from how far they fell instead of any relation to how much magic attack you have.
As for debuffs, of course there would be the common ones, such as emblems that lower enemy stats like speed, defense, and magic attack. But seeing as how this system is exclusive to dark elves, I thought it should have some exclusive debuffs that other races can't get. Like a Confusion debuff: pretty common in games, the enemy runs off and attacks one of your enemies either until he gets killed or the debuff wears off, but if your too close to whatever enemy it attacks, then instead of attacking back, the enemy your victim attacked runs after you. Or a Leech debuff: a random stat of the enemies is significantly lowered, but in turn a random one is enhanced, but to less of an extent, as if one stat was leeching off the other (ex: p.atk -20, m.def +10). Or you could come up with a whole set of debuffs that consists of pre-determined stats leeching off others, whichever.
Like I said before, pretty much the same as herbology, so you'd have some kind of Hex Master NPC with the magisters and masters that let you learn skills so you can make hex emblems. You could level up an Hexology skill to get more powerful hex emblems and more kinds. Like with herbology, higher levels could get hex emblems with more then one effect, and maybe summon Obelisks instead of plants. Once again, opposite of herbology, so there would be different kinds of obelisks with different sets of debuffs, but still stationary, still uncontrolled, and still with their own sets of hp and mp. But I thought for obelisks, each one has an aoe debuff effect for enemies (one obelisk has a automatic physical defense aoe debuff, another has magic attack aoe debuff, etc) along with debuffs that they have to individually cast on enemies.
Side notes: I don't think it would be very hard at all to pull this off (the Herbology and Hexology systems) because it's just a variation of the dwarve's create item system, with some tweaks. Technically, the only work that you'd have to do to make this possibility a reality is plan out the specifics of what kinds of herb mats, medicines, hex mats, and hex emblems to make, what kind of effects they'll have, skill levels, how many herbs/hex mats you need for each medicine/hex emblem, drop rate for monsters, visual icons (what the items look like when dropped or in your inventory), a couple new NPC's, the stats for the summons, and a few other specifics. That might sound like alot, but it's already been done with dwarves and their create item system, and with potions that you can buy out of stores. Plus, because the dwarves already have a similar system, this should be easier now that we have a tried-and-true system to work off of. All in all, if I needed to, I could plan all that stuff out in a week or two, and I don't think it'd be too hard to transfer that stuff from paper into the game. By the way, for all you elf lovers out there.... DARK ELVES RULE!!! :P
moving on
Orcs.
I thought it'd be a bit much if each race got a whoooooooooole new set of item creating stuff, but I still wanna keep the race individuality thingy goin on, so I thought up something new. Like I said when I was talking about elven herbology, I have a love of summoning. When I use to play Diablo 2 I was always a necromancer (I'd get a necromancer in L2, but I don't like humans much, so I'm settling for a Phantom Summoner) which gave me my idea for the orcs. Orcs are in touch with nature, or at least that's what I've been lead to believe through the monk/tyrants Totem Spirits. But unlike elves, who're in touch with the more tranquil side of nature, orcs seem to have an affinity with the more chaotic side of nature, more so with it's animals then anything. So, my love of necromancy + orcs animal affinity = Orcs reviving defeated animals as allies! Orcs are already reknowned for their brute strength, so they really don't need any more power, but that doesn't mean they can't gain allies with power, right? It was my idea that Orcs could gain skills that allow them to return the souls of their fallen enemies to them, thus reviving them. But in doing so, whatever enemy they revive has a chance (let's say 75%) of remaining aggressive, and attacking the orc again. I'd be mad at whoever killed me, too, so no problem. But if the orc is successful in returning the victims soul peacefully, then the revived enemy will become your servitor! Pretty cool, eh?
But then I thought that there are some pretty powerful monsters out there. And that got me thinking about how many different kinds of monsters there are. So then I thought 'well what if you could only revive certain kinds? That should even it out a bit, right?'. Plus, I had mentioned that orcs have an affinity for the ANIMALS of nature, not the monsters. So it would work out pretty evenly, in my opinion, if orcs could only revive animal-type monsters, instead of all kinds (I don't think the undead have souls, so it'd be hard to return what they didn't have. That's why they're undead, isn't it?). And the skills you learn could only let you revive monsters that are advanced as that level (learn the skill at lvl 10, revive lvl 10 monsters. at lvl 15, lvl 15 monsters. lvl 20, lvl 20 monsters). Another thought, higher level orcs could learn skills that enhance the stats of their revived allies, like +spd for faster allies, +str for stronger allies.
Also, seeing as how they are, after all, wild animals, they should remain 'wild' and should act just like an uncontrolled servitor would, or as it would before it was the orcs ally. It would only attack what the orc attacks, or what is attacking the orc.
I don't think the orc should possess the ability to heal the revived animals, though, because if you can't heal it, you have to get another when it dies. When you have to get another, the animal is more likely to attack you again then it is to become your ally. More fighting equals more gameplay, which equals more experience, which equals more efficiancy (and more adena, for all your greedy little hearts). Speaking of experience though, it's only fair that you get a slight experience cut, like all the summoners do when they summon servitors. The experience cut should be less then the cut of controlled servitors (such as shadows) though, because controlled servitors are more powerful then animals, and the animal an orc revives will still retain its original stats (until higher levels, when I said the orcs would be able to enhance their revived allies).
Besides, I always thought it was unfair that orcs are the only race without any form of summoning, so this should even things up a bit in that respect.
Humans.
Strength in numbers, that's always been a rule of thumb for humans, that's how they end up winning so many wars, and that's how they came to be the dominating race in Aden. It even effects our gameplay, more people in a party, more monsters and more powerful monsters defeated. It effects our economy too, in the form of clans fighting for castles. The clan with the highest number of powerful clan members usually comes out on top, and sets the tax rate. Variation is also a human attribute in Lineage 2, because humans have the potential to be anything they want, in terms of class. So I thought up a system that combines the term 'Strength in Numbers' and Variation in quite a beneficial way.
Here's the plan. You've got a human. You want your human to be stronger. You think to yourself 'hmm, maybe I should join a party... but with who?'. There's an Orc right in front of you, and you think 'he looks strong, maybe I should ask him if he'll party with me'. To your left, there's an elf, and you think 'hey, they'd be good support with their bow'. To your right, there's a dark elf and you think 'I'll bet she has powerful spells'. Behind you, there's a dwarf, and you think 'he could take alot of hits for such a little guy'. So you wanna party up with all of them, but when you look at yourself, you can't think of why anyone would want to party with you. There's nothing special about you, your just a human. Your look practically screams 'average'. There must be something you can do that would make you beneficial to a party, right? Well, I thought of a rather useful little way to make humans especially useful in parties.
There's power in numbers, and variety is key. Now, what if, when a human parties with you, you were to gain additional enhancements just because he's a human? What if humans had passive abilities that surface only when they're partied with other races? For example, wouldn't it be great if a human partied with an orc, and suddenly, the orc felt stronger? Or if a human partied with a dark elf, and suddenly the dark elf's spells got stronger? Or if the dwarf found he had more hp then he did before he partied with the human?
In case you have the IQ of a marshmellow and haven't figured it out yet, I'm saying that I think humans should learn passive skills that allow for them and their party members to have enhanced skills, depending on who's in the party. For example, a human could learn a skill that grants him and the rest of the party a +5 p.atk when partied with an orc. As that skill gains levels, it gains potency.
And depending on what race the human is partied with, different skills are enhanced. If a human parties with a dwarf, +p.def, elves = m.def, dark elves = m.atk, and humans... well, I honestly haven't figured out what to give humans... speed maybe? And I thought as humans gain higher levels, they gain the potential to have more stats enhanced. Like once they get the 'Dark elf party member' skill up to 10, they'd have m.atk +50, and it could give a bonus of accuracy +25, and each one gains +5 for every skill lvl. I also thought that for every 5 lvls the skill gains, it could get a stat jump, so on the fourth lvl it would be +20, but then on the fifth, it would be +30, then on the sixth it would be +35, get it?
This might lead to some issues with big parties being too powerful, but come on, a big party is already powerful.
So yea, those were some things I thought would make the game a whole lot more interesting. There's probably all kinds of flaws in my ideas, but then again there's all kinds of flaws in Lineage 2, but that doesn't make Lineage 2 bad. I've got some more ideas that don't have to do with races that I'll post about later. So tell me what you people think.
:cool: what makes him think he's so cool, anyways?
The more I play Lineage 2, the more ideas I come up with. I don't know if they've been discussed in the forum before, so bear with me.
Something that really kinda annoyed me was how unique the dwarven race was. Even though they don't have mystics, they're the only race that can make things (sure we've got common craft, but lets be honest... it's not that great) and it seems like everyone has one or two dwarven alts for the sole purpose of getting some extra adena through manufacturing or selling mats to manufacturers. But instead of making things even by taking away the dwarf's unique-ness, I thought it'd be interesting to make the other races MORE unique, to even things out.
So then I started thinking it'd be pretty nifty if every race had their own specialized feature, not for making adena, but just for the sake of making each race more different, more unique. I don't know if anybody else shares my opinion, but I think it's kinda boring that the only major difference between elves and dark elves is appearence and a few tweaks in stats and skills. Other then that, they have the same classes, same basic skills, same basic uses, features, even their villages are similar, one basic structure in the middle (the elf tree, the dark elf hand+energy ball thingy) with shops lined up around it and the starting point (Shilen temple, mother tree) just outside the village. Anyways, the point is I came up with new 'Race Features' for each race that I thought would make Lineage 2 alot more interesting, diverse, and just more fun.
So here goes
Elves.
My idea is basically just a variation of the whole 'dwarves make/find items' system thing. I thought that seeing as how elves are pretty much aligned with nature and 'the light' (good) then Herbology would be right down their alley. The idea is that monsters could drop different kinds of Herbs (like berries or leaves from different kinds of plants, maybe even fungus) and the entire elven race would have skills in herbology that would let them mix these herbs, the same way dwarves do, to make Medicines. You'd be able to use these medicines like you would any other consumable, but like I said before, elves are pretty much aligned with the light (good), so the medicines would only have beneficial effects. Like some medicines could increase your hp or mp regeneration rate, some could give you different kinds of buffs, etc. Basic good stuff.
Like with the Create Item skill, you'd be able to level up your Herbology skill, and that would let you make more and more potent medicines. Just like there are lesser healing pots, you could start out making lesser kinds of medicines, but as you level up your herbology skill you could make regular and enhanced medicines. Also, the more you level it up, you can learn more 'advanced' kinds of medicines, like medicines that have more then one effect or something.
And instead of randomly chancing upon recipes for these medicines, there would be an NPC stationed with the rest of the magisters and masters that teaches you the herbology skills.
The thought of making a whole new elf class dedicated to Herbology (maybe even 2, with the same roles as scavengers and artisans) has crossed my mind, but I haven't put enough thought into that to decide if it would be a good idea or not. I initially wanted this to be something that ALL elves could do, not just some of them. I also wouldn't know whether to make it a fighter or mystic class, either.
I might just be saying this because of my love for summoning, but I also had an idea that higher-level herbologists could have their own kind of stationary servitors. Like you would be able to summon a 'Magic Plant' or whatever, and a plant would grow up right next to you that would buff+heal you and your party members. It would have it's own set of hp and mp, that way it doesn't drain you of all your mp due to it constantly healing, and enemies can stop it by killing it, so you'd have to defend it to keep it alive, because it wouldn't be able to run away (it is a plant, after all). And you could summon different kinds of plants that have different strengths and weaknesses, like one kind of plant would have more powerful healing spells but less buffs, and another would have a variety of buffs but weaker healing capabilities. But it's stats would be based off yours, that way you don't end up with elven fighters that have a never ending source of health due to how powerful their servitors healing spells are, because fighters generally aren't that good with magic. Like I said before though, the plants would be stationary, and they would be uncontrolled servitors.
Dark Elves.
Ok, I know I'm gonna sound like a hypocrite, because of how I said I don't like how similar dark elves and elves are, but this is MY post so I'm allowed to say whatever I want. This idea was that dark elves would have the same basic system that elven herbology does, but with Hexology.
Dark Elves would be capable of collecting hex materials (rat tails, bat wings, the kind of things you might see a stereotypical witch use in her potions) from monsters, the same way that monsters drop dwarven mats (and the same way I suggested they drop herbs for elves), and mix hex mats with each other to make Hex Emblems, just like elves mix herbs to make Medicine. But unlike elves, dark elves are associated with dark (it's even in their name), so unlike medicine, hex emblems would have offensive traits.
Basically it's just the opposite of medicine, like instead of healing and buffing it's attributed to damaging enemy hp or mp, using curses and debuffing. I realized that there would be a fault to having hex emblems that just damage enemy hp, because then anyone could just save up a bunch of damage emblems and run around killing monsters way out of their level range. But there are alot of ways that hex emblems would be able to help you deal damage instead of just doing it for you. There could be hex emblems that reflect damage done to you back at the enemy, hex emblems with a poison/chill flame effect (gradually lower hp), hex emblems that add certain types of damage (fire, dark, water) to your attacks (ADD damage, not just give your attacks an element effect), hex emblems that only damage the enemy if they run, maybe even a hex emblem that uses wind to throw an enemy up in the air, and the resulting damage comes from how far they fell instead of any relation to how much magic attack you have.
As for debuffs, of course there would be the common ones, such as emblems that lower enemy stats like speed, defense, and magic attack. But seeing as how this system is exclusive to dark elves, I thought it should have some exclusive debuffs that other races can't get. Like a Confusion debuff: pretty common in games, the enemy runs off and attacks one of your enemies either until he gets killed or the debuff wears off, but if your too close to whatever enemy it attacks, then instead of attacking back, the enemy your victim attacked runs after you. Or a Leech debuff: a random stat of the enemies is significantly lowered, but in turn a random one is enhanced, but to less of an extent, as if one stat was leeching off the other (ex: p.atk -20, m.def +10). Or you could come up with a whole set of debuffs that consists of pre-determined stats leeching off others, whichever.
Like I said before, pretty much the same as herbology, so you'd have some kind of Hex Master NPC with the magisters and masters that let you learn skills so you can make hex emblems. You could level up an Hexology skill to get more powerful hex emblems and more kinds. Like with herbology, higher levels could get hex emblems with more then one effect, and maybe summon Obelisks instead of plants. Once again, opposite of herbology, so there would be different kinds of obelisks with different sets of debuffs, but still stationary, still uncontrolled, and still with their own sets of hp and mp. But I thought for obelisks, each one has an aoe debuff effect for enemies (one obelisk has a automatic physical defense aoe debuff, another has magic attack aoe debuff, etc) along with debuffs that they have to individually cast on enemies.
Side notes: I don't think it would be very hard at all to pull this off (the Herbology and Hexology systems) because it's just a variation of the dwarve's create item system, with some tweaks. Technically, the only work that you'd have to do to make this possibility a reality is plan out the specifics of what kinds of herb mats, medicines, hex mats, and hex emblems to make, what kind of effects they'll have, skill levels, how many herbs/hex mats you need for each medicine/hex emblem, drop rate for monsters, visual icons (what the items look like when dropped or in your inventory), a couple new NPC's, the stats for the summons, and a few other specifics. That might sound like alot, but it's already been done with dwarves and their create item system, and with potions that you can buy out of stores. Plus, because the dwarves already have a similar system, this should be easier now that we have a tried-and-true system to work off of. All in all, if I needed to, I could plan all that stuff out in a week or two, and I don't think it'd be too hard to transfer that stuff from paper into the game. By the way, for all you elf lovers out there.... DARK ELVES RULE!!! :P
moving on
Orcs.
I thought it'd be a bit much if each race got a whoooooooooole new set of item creating stuff, but I still wanna keep the race individuality thingy goin on, so I thought up something new. Like I said when I was talking about elven herbology, I have a love of summoning. When I use to play Diablo 2 I was always a necromancer (I'd get a necromancer in L2, but I don't like humans much, so I'm settling for a Phantom Summoner) which gave me my idea for the orcs. Orcs are in touch with nature, or at least that's what I've been lead to believe through the monk/tyrants Totem Spirits. But unlike elves, who're in touch with the more tranquil side of nature, orcs seem to have an affinity with the more chaotic side of nature, more so with it's animals then anything. So, my love of necromancy + orcs animal affinity = Orcs reviving defeated animals as allies! Orcs are already reknowned for their brute strength, so they really don't need any more power, but that doesn't mean they can't gain allies with power, right? It was my idea that Orcs could gain skills that allow them to return the souls of their fallen enemies to them, thus reviving them. But in doing so, whatever enemy they revive has a chance (let's say 75%) of remaining aggressive, and attacking the orc again. I'd be mad at whoever killed me, too, so no problem. But if the orc is successful in returning the victims soul peacefully, then the revived enemy will become your servitor! Pretty cool, eh?
But then I thought that there are some pretty powerful monsters out there. And that got me thinking about how many different kinds of monsters there are. So then I thought 'well what if you could only revive certain kinds? That should even it out a bit, right?'. Plus, I had mentioned that orcs have an affinity for the ANIMALS of nature, not the monsters. So it would work out pretty evenly, in my opinion, if orcs could only revive animal-type monsters, instead of all kinds (I don't think the undead have souls, so it'd be hard to return what they didn't have. That's why they're undead, isn't it?). And the skills you learn could only let you revive monsters that are advanced as that level (learn the skill at lvl 10, revive lvl 10 monsters. at lvl 15, lvl 15 monsters. lvl 20, lvl 20 monsters). Another thought, higher level orcs could learn skills that enhance the stats of their revived allies, like +spd for faster allies, +str for stronger allies.
Also, seeing as how they are, after all, wild animals, they should remain 'wild' and should act just like an uncontrolled servitor would, or as it would before it was the orcs ally. It would only attack what the orc attacks, or what is attacking the orc.
I don't think the orc should possess the ability to heal the revived animals, though, because if you can't heal it, you have to get another when it dies. When you have to get another, the animal is more likely to attack you again then it is to become your ally. More fighting equals more gameplay, which equals more experience, which equals more efficiancy (and more adena, for all your greedy little hearts). Speaking of experience though, it's only fair that you get a slight experience cut, like all the summoners do when they summon servitors. The experience cut should be less then the cut of controlled servitors (such as shadows) though, because controlled servitors are more powerful then animals, and the animal an orc revives will still retain its original stats (until higher levels, when I said the orcs would be able to enhance their revived allies).
Besides, I always thought it was unfair that orcs are the only race without any form of summoning, so this should even things up a bit in that respect.
Humans.
Strength in numbers, that's always been a rule of thumb for humans, that's how they end up winning so many wars, and that's how they came to be the dominating race in Aden. It even effects our gameplay, more people in a party, more monsters and more powerful monsters defeated. It effects our economy too, in the form of clans fighting for castles. The clan with the highest number of powerful clan members usually comes out on top, and sets the tax rate. Variation is also a human attribute in Lineage 2, because humans have the potential to be anything they want, in terms of class. So I thought up a system that combines the term 'Strength in Numbers' and Variation in quite a beneficial way.
Here's the plan. You've got a human. You want your human to be stronger. You think to yourself 'hmm, maybe I should join a party... but with who?'. There's an Orc right in front of you, and you think 'he looks strong, maybe I should ask him if he'll party with me'. To your left, there's an elf, and you think 'hey, they'd be good support with their bow'. To your right, there's a dark elf and you think 'I'll bet she has powerful spells'. Behind you, there's a dwarf, and you think 'he could take alot of hits for such a little guy'. So you wanna party up with all of them, but when you look at yourself, you can't think of why anyone would want to party with you. There's nothing special about you, your just a human. Your look practically screams 'average'. There must be something you can do that would make you beneficial to a party, right? Well, I thought of a rather useful little way to make humans especially useful in parties.
There's power in numbers, and variety is key. Now, what if, when a human parties with you, you were to gain additional enhancements just because he's a human? What if humans had passive abilities that surface only when they're partied with other races? For example, wouldn't it be great if a human partied with an orc, and suddenly, the orc felt stronger? Or if a human partied with a dark elf, and suddenly the dark elf's spells got stronger? Or if the dwarf found he had more hp then he did before he partied with the human?
In case you have the IQ of a marshmellow and haven't figured it out yet, I'm saying that I think humans should learn passive skills that allow for them and their party members to have enhanced skills, depending on who's in the party. For example, a human could learn a skill that grants him and the rest of the party a +5 p.atk when partied with an orc. As that skill gains levels, it gains potency.
And depending on what race the human is partied with, different skills are enhanced. If a human parties with a dwarf, +p.def, elves = m.def, dark elves = m.atk, and humans... well, I honestly haven't figured out what to give humans... speed maybe? And I thought as humans gain higher levels, they gain the potential to have more stats enhanced. Like once they get the 'Dark elf party member' skill up to 10, they'd have m.atk +50, and it could give a bonus of accuracy +25, and each one gains +5 for every skill lvl. I also thought that for every 5 lvls the skill gains, it could get a stat jump, so on the fourth lvl it would be +20, but then on the fifth, it would be +30, then on the sixth it would be +35, get it?
This might lead to some issues with big parties being too powerful, but come on, a big party is already powerful.
So yea, those were some things I thought would make the game a whole lot more interesting. There's probably all kinds of flaws in my ideas, but then again there's all kinds of flaws in Lineage 2, but that doesn't make Lineage 2 bad. I've got some more ideas that don't have to do with races that I'll post about later. So tell me what you people think.
:cool: what makes him think he's so cool, anyways?