Witch / Witch Hunters / Priests

Forum for suggesting changes to Salem.

Re: Witch / Witch Hunters / Priests

Postby Argentis » Mon Apr 18, 2016 12:18 pm

Dallane wrote:
Nsuidara wrote:
Dallane wrote:Your class system is really bad.

isn't class system...
and you really you bad Human Dallane xD


Witches need movable spells... because witches must made BAD thinks... and witches cant do ... because scent=dead...
low spells...


Yes you did indeed make a class system which is extremely terrible.

You should make some original ideas for witchcraft instead of piggybacking off the current bad, boring and unused system. Literally nothing you spewed in the OP makes witchcraft/hunting fun or interesting. Make some interesting systems that people will want to play a witch to get a advantage on others or scare the hell out of them with unexplained **** happening. There is so much fun stuff that can happen with witch craft without turning it into a theme-park system.

Not sure why you keep calling me a bad human or why you feel the need to PM me all the time saying it but please find a actual word or phase to use. There is nothing wrong with saying your idea is bad. Grow up.

Additionally a witch rework has been on the table for some time.


Well there's something wrong with being hypocritical though as the current system is a class-system; you are a witch or not, two classes. He merely proposes ideas to improve the current system. Anyway the only idea of his I liked was the ability for witch to speak in a world chat of their own, but as Kandarim suggested it should be limited to T2 for all witches and I would add that witches should instantly be able to mp the witch that made the doll they used to turn into a witch.
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Re: Witch / Witch Hunters / Priests

Postby Sipo » Mon Apr 18, 2016 12:19 pm

I think achievements will make some people want to play more to collect them and give newbies a sense of things to do especially when they run out of inspiration. I think the game should also have certain level of competition. I would agree if achievements were not to be public, but at least I would put more hours into the game with achievements and probably use my main more to do dangerous achievements. And yes, in the end I would like my star :)
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Re: Witch / Witch Hunters / Priests

Postby matan002 » Mon Apr 18, 2016 2:25 pm

I like the priest thing
+1
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Re: Witch / Witch Hunters / Priests

Postby Nsuidara » Mon Apr 18, 2016 3:04 pm

personally I would not say this as a system of classes ... just about additional features for a certain group of people

what the person is considered Priest - as there are no tools for this
what the person is considered to be a pirate - as there are no tools for this
what the person is considered Witch Hunter - as not track down any ...
what he wants to be a super farmer as someone can be super farmer and ogronikiem, because the game 1.5x more time from me ...

Grinding understand .. but you have to understand that not everyone has 10 hours to play or desire ...

personally I am not tenacious to do the same thing by 10h
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Re: Witch / Witch Hunters / Priests

Postby Paradoxyc » Mon Apr 18, 2016 3:17 pm

Nsuidara wrote:you really you bad Human Dallane xD
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Re: Witch / Witch Hunters / Priests

Postby Nsuidara » Mon Apr 18, 2016 3:34 pm

ahh you dont uderstand...

about i forghet Templar and Captain isnt for choose..

is:
Novice (Witch Hunter 1th )
Templar (Witch Hunter 2th )
Captain (Witch Hunter 3th )

can be only
Normal / Witches / Priest or Hunters...

and made more usefull Witches not for kill others.. but more trick and bad thinks ...
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Re: Witch / Witch Hunters / Priests

Postby Dallane » Mon Apr 18, 2016 6:29 pm

Lets make a class called THE MIGHT OF PROVIDENCE

1st passive skill is Perseverance
If you have not recently been struck by damage or enemy abilities you regenerate a percetage of maximum blood each second

1st active skill Decisive Strike
you gain a burst of speed breaking free of all slows. Your next attack strikes a vital area of a foe dleaing bonus blood damage and silencing them(perfect 2ndary class for a witch hunter class btw)

2nd active skills Courage
You passively increase your common and feral resist by killing witches and darkness animals, You can also activate this ability to grant a shield that reduces incoming damage

3rd active skill Judgment
You perform a dance of death with your current weapon. AOE DAMAGE BB

Ultimate skill Colonial Justice
The player with the most recent crimes is the villian, Attacks deal additional common damage to them.

You call uppon the might of Providence to deal a finishing blow to a enemy that deals damage based on missing blood. This is a common damage skill

oh man this is awesome lets keep more class ideas coming!
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Re: Witch / Witch Hunters / Priests

Postby Argentis » Mon Apr 18, 2016 6:44 pm

Dallane wrote:Lets make a class called THE MIGHT OF PROVIDENCE

1st passive skill is Perseverance
If you have not recently been struck by damage or enemy abilities you regenerate a percetage of maximum blood each second

1st active skill Decisive Strike
you gain a burst of speed breaking free of all slows. Your next attack strikes a vital area of a foe dleaing bonus blood damage and silencing them(perfect 2ndary class for a witch hunter class btw)

2nd active skills Courage
You passively increase your common and feral resist by killing witches and darkness animals, You can also activate this ability to grant a shield that reduces incoming damage

3rd active skill Judgment
You perform a dance of death with your current weapon. AOE DAMAGE BB

Ultimate skill Colonial Justice
The player with the most recent crimes is the villian, Attacks deal additional common damage to them.

You call uppon the might of Providence to deal a finishing blow to a enemy that deals damage based on missing blood. This is a common damage skill

oh man this is awesome lets keep more class ideas coming!


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Re: Witch / Witch Hunters / Priests

Postby Nsuidara » Mon Apr 18, 2016 6:45 pm

I would like to use an ugly word, but I will refrain.

this is "Ideas & Innovations"
so it gives a proposal with the ideaspecialization
so will not pass and ?

It gives you a lot of things that can be used for other things ...
moreover, the last JC said something about "priest"?
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Re: Witch / Witch Hunters / Priests

Postby TotalyMeow » Mon Apr 18, 2016 8:46 pm

We have witches in the game, but we try to make it so that it's not really a 'class'. There are some things witches can do that most can't and some that most people can do that witches can't, but overall the running of a base and the every day activities of life are the same for everyone. We wouldn't want that to change.

We did want some sort of Priest skill or some such that would allow certain players extra power against witches or abilities to detect them or nullify their activities, but we couldn't think of a good way to do that without making it too specialized and we really don't want a class system. So, we added the NPC priest in town and the prayer that anyone can do and moved on for now.

We actually have been thinking about witchcraft and witch hunting and there are many things we want to do that we couldn't do because of lack of the right code structures. John has been adding those code structures though, in some of the patches, and we'll be able to do a witch rework soon. Until then, you might not want to make too many suggestions, as things are going to change.

It's also a bad idea to make suggestions out in the open like this because it immediately invalidates them. If you make a good suggestion and the general population sees it... we can't use it. Witchcraft is a SECRET. If it's all out there in the open, it's no longer a secret. Do you see? Even if you had some good ideas here, we wouldn't be able to use them because you told everyone what they were. :/
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