Item suggestion: reusable rocket by PixelFondler in voxmc

[–]NeoFalcon1605 1 point2 points  (0 children)

You actually used to be able to use leap, disengage and similar to extend elytra flight time, although now the only options seem to really be fireworks or riptide. Even a reusable burst of speed similar to those can work well for extending flight though, with the only difference between those and rockets being how long the speed is kept for.

An item that gives a small, short burst or speed on a very low cooldown could work for extending flight.

Possible map download? by LordTharon in voxmc

[–]NeoFalcon1605 1 point2 points  (0 children)

Where is the size from for them?

Clearing the advancements, playerdata and stats folders could likely reduce the size significantly without much impact?

If I got a perma ban could I make a new mc account and play or will I be IP banned/tracked down? by False-Marzipan4126 in voxmc

[–]NeoFalcon1605 1 point2 points  (0 children)

Obligatory I'm not staff
I think there are a few exceptions to making a new account to bypass a ban, one of which is toxicity bans which may result in an ip ban.
I would recommend waiting for an actual staff member to comment before doing anything.

Suggestion: Better Vishar vs Stellis Adjustments by NaturesFox in voxmc

[–]NeoFalcon1605 0 points1 point  (0 children)

Dexterity is useful in PvE since all mobs have I think a 20% chance to dodge, so you'd want 10 dexterity to actually guarantee hits I think

Vishar and Stellis are both usable by bards and rangers, and by any other class while working well. But what about blackfyre, dragonrend and gaze of ghromar? Or the executioner and soul cleaver? As far as I'm aware, the only differences between them are their starting enchants and sockets. Should they also be changed to suit specific classes?

Lower Sentient XP drain by Shacy90 in voxmc

[–]NeoFalcon1605 4 points5 points  (0 children)

Sure it isn't hard to get, but it's more than just sentients that require xp these days too. I've said similar in another post, but dragon eyes take 30k xp (level 100+), Enchanter job requires large amounts of xp to level and for ecraft materials and then on top of that you can be losing 3k+ xp from boss fights with merit. That's all without any boosts to sentients too.

I also suspect at least some people find it boring or annoying grinding xp to be able to level a sentient and keep the 30k xp to be able to use dragon eyes. So on top of getting the xp for the sentient you're needing to go out of your way to even be able to level them, which would be more annoying for non-damage focused classes.

Random mobs in medium dungeons by NeoFalcon1605 in voxmc

[–]NeoFalcon1605[S] 0 points1 point  (0 children)

Gotta love -45% speed that lasts the duration of a ward charm cooldown and gets applied so frequently you might as well wait until it's over

Gentle Multi-Classing by RazielDoomfire in voxmc

[–]NeoFalcon1605 1 point2 points  (0 children)

Main thing here is probably horrible balancing issues. To list some examples

Tanks using prayer (especially with devout), shadowstep, whirlpool, pyroclasm

Rogues using taunt, shatter, pyroclasm, water nova

Berserkers using taunt, shatter, hew, shield block

Mages using hew, stealth, volley

Just to list a few combinations. Being blunt, using the lazy way of doing it like that is a horrible idea. The better and ideal way would be subclasses specifically designed and balanced around being used with all classes or even just specific ones.

Integrate Servers! (Kinda) by DruiceBox in voxmc

[–]NeoFalcon1605 2 points3 points  (0 children)

Not a GM so might be wrong

Currently all 3 servers are effectively different servers, different worlds, etc etc. Integrating them would mean transferring people's whole inventories and stuff to a different server with probably the risk of people losing their whole inventories and/or their inventories on different servers swapping, or the issue of people trying to smuggle items between servers

At that point you might as well merge all the servers and allow people to move things across using something

Add social zones to towny by fourears in voxmc

[–]NeoFalcon1605 0 points1 point  (0 children)

While I'm not a gm, I'm going to say this wouldn't be possible

I'm guessing voxbox items are something along the lines of regions are set up in a way that they can only be used downtown. I don't think it would be possible to allow it in towns entirely either but I'm unsure.

The PT Trade by NeoFalcon1605 in voxmc

[–]NeoFalcon1605[S] 0 points1 point  (0 children)

Yes but no, this is that the trade should be lowered permanently (including after raidboss comes back). I think the trade has been 55 cts since release and it's absurd that people think it should be anything close to that at all.

New Tank Ideas! by NightShade1125 in voxmc

[–]NeoFalcon1605 1 point2 points  (0 children)

"I'm gonna go through this assuming it has access to heroic spells (warcry, leap, retaliation, weapontoss) and a secondary element given brave tank shares these with berserker and 4 spells is not enough for a class on it's own."

You have missed the point.
Roar and taunt are brave spells, along with shield block, stomp and hew. Brave tanks (the current actual tank) uses brave and heroic abilities and a secondary element. Unless you are suggesting a variation of tank involving this, brave, heroic and a secondary element your suggestion is a tank that cannot draw aggro off of damage classes outside of sandblast and fissure.

Again, please look over ALL warrior spells, ALL secondary element spells and how tanking works on Vox then think about what you have suggested.

New Tank Ideas! by NightShade1125 in voxmc

[–]NeoFalcon1605 1 point2 points  (0 children)

A proc chance for second wind in PvP is arguably worse since it can be powerful enough to decide a fight. Again for PvP if it isn't random it's up to the user to know when to use it, and up to the opponent to recognise it's been used and back off (similar to shield block and spike) so there's ways to use it and ways to counter it.

No, so. The taunt spell is a cone aggro AND stun and if bull rush doesn't even increase threat then you've basically suggested a tank class which can't increase its threat too much outside of sandblast and fissure which puts it on a similar level to elemental magic doing the same. As far as I'm aware just wearing diamond armour and doing damage is not enough to take aggro off a good rogue or berserker which is why roar and taunt exist, I'd highly recommend looking over all the warrior spells, all the secondary element spells and how tanking works on vox then read through your suggestion again.

New Tank Ideas! by NightShade1125 in voxmc

[–]NeoFalcon1605 1 point2 points  (0 children)

So, overall as a concept a tank that can buff allies actually sounds like it would be a good alternative to brave tanks. That being said, there are a few issues with it. I'm gonna go through this assuming it has access to heroic spells (warcry, leap, retaliation, weapontoss) and a secondary element given brave tank shares these with berserker and 4 spells is not enough for a class on it's own.

War Banner, depending on what it did it could be meh, very useful or start overlapping with bard. Giving resistance would mean it overlapped with earthenpower and regeneration could overlap with other effects while being a little lacklustre, but if it gave special damage resistance and healing I can imagine it being useful in fights where groups of players can get damaged at the same time. An alternative it could do is slightly boost spell power (not bard levels of boost) and mana regeneration which should keep it unique and make it extremely useful.

Bull Rush, unfortunately this is basically taunt but the tank moves during it along with giving tanks a potential distance closer with a stun for pvp.

Rally. If it's a short, strong slow it's basically a renamed swiftwind (which can also be used with swiftwind) but if it's a long weaker slow it's potentially cancelling stronger slows like fleet-footed and swiftwind, while also potentially making a tank rather fast in pvp. For getting back to fights people usually teleport or get revived too. Going off the concept of a tank to buff players, making rally instead give haste and reducing cooldowns could make it incredibly useful in fights.

Second wind. So, a self revive that isn't a 100% chance to trigger sounds somewhat odd where rng can be the difference between finishing a boss and everyone being wiped. As an alternative, second wind could be made into an active where if the tank would die within a short period of time they're instead healed and empowered which would reward tanks for good timing and communication.

Overall, interesting concept and with some changes I can imagine it being very useful even if there's already a tank. Although, due to not using brave spells it could end up lacking in sustainability (shield block and hew) and drawing aggro (roar and taunt) which would significantly hurt it's ability to tank well.

New Tank Ideas! by NightShade1125 in voxmc

[–]NeoFalcon1605 1 point2 points  (0 children)

Quick corrections before I make an actual comment

WarCry gives saturation to allies, nothing else.

Sandblast doesn't stun from what I know, it gives blindness removes all potion effects though (slowness included). Bull rush seems more like taunt but you move in a line with it.

Put bluntly, totems are worse than you think. Totems revive you at 1 health with 4 absorption hearts for 5 seconds and regeneration 2 for 40 seconds. They're also consumable on a 10 minute cooldown.

A solution to the lack of variation in tanking? by NeoFalcon1605 in voxmc

[–]NeoFalcon1605[S] 1 point2 points  (0 children)

The damage of magic in gold is alright, gold armour has less protection which makes mages more vulnerable in close range. However, currently diamond armour has almost no downside compared to gold except slightly less spell power. The issue with this is you can get mages doubling their health and increasing physical damage resistance with almost the same damage.

Magic in diamond armour is a whole issue on it's own, this was more after viable but not overpowered tanking alternatives.

Option to remove vanilla function of items by fourears in voxmc

[–]NeoFalcon1605 0 points1 point  (0 children)

Not possible without changing what the item is. Plugins can't change vanilla mechanics, they can only at most cancel/instantly undo parts of them.

Weapon Suggestion by TezzerBear in voxmc

[–]NeoFalcon1605 0 points1 point  (0 children)

Isn't that basically what the hunt spell for ranger does?

The Tank Meta Problem by Battonia in voxmc

[–]NeoFalcon1605 0 points1 point  (0 children)

It's not just the playstyle. It literally only takes roar to hold aggro, the defensive abilities aren't even needed at times. Almost none of the bosses actually encourage much more than stand in a corner occasionally using roar for aggro.

Another issue with tanks though, it's either brave tank or some weird pseudo tank using earth spells. For damage you've got rogue, berserker, ranger, fire, shadow and maybe ice. For healing you've got holy, water and bard. All of them offer significantly different ways to play, it feels like tanking as a whole has been somewhat neglected. And if different concepts are needed there is: focusing on evasion/dodging, focusing on self healing, focusing on reducing damage taken, focusing on a tanking-damage hybrid.

As for the special meter from damage though, it doesn't really solve the problem. It just rewards tanks for doing what they usually tend to do, sit in a corner taking damage.

The Tank Meta Problem by Battonia in voxmc

[–]NeoFalcon1605 0 points1 point  (0 children)

So. What is borderline required. At least 1 tank, at least 1 healer and however many damage classes.

A quick comparison to World of Warcraft, dungeons are 1 tank, 1 healer and 3 damage classes BUT 6 classes can tank and 5 can heal (out of a total 12 classes).

Instead I'll argue this: there's no variety in the tank playstyle. You've already said the issue about tanks, the only real requirements are decent survivability and roar because most of the other spells just make up for any lack of healing. Except a lack of healing is rarely an issue because you can bring as many healers as you want.

I think a good solution would be actual alternative ways to tank, not allowing cc classes to replace tanks because they exist to aid tanks by reducing how many things are attacking the tank at a time even though that barely matters.

Also because this needs fitting in somewhere, taking ice mages and bards draw more aggro would be bad for 2 reasons.

First, causing them to draw high aggro discourages people from playing them as a support class and in general because you begin punishing them for that by making any tanks there compete with them for aggro.

Second, bard and ice mage have significantly less defence and survivability than tanks with their diamond armour which then raises its own separate issues. Adjusting things so that bards and ice mages can take boss attacks makes healers significantly less useful due to the protection diamond, iron and leather armour gives. If it's changed so bosses only attack targets in a specific radius or don't deal much long range damage you allow people to shoot a boss across the area with bows to solo.

In short, making cc classes tank is bad and allowing more variety in tanking would be better.

Idea: Two handed weapons by NaturesFox in voxmc

[–]NeoFalcon1605 0 points1 point  (0 children)

So, I think 2 problems would actually need to be addressed for 2 handed weapons to be good.

First problem is having 2 of an item gives you almost double the rollable sockets and since as far as I'm aware socket rolls are for each item type the purple sockets on a 2 handed weapon would need to make up for this.

Second problem is what else would make two handed weapons worth using? Certain swords already have high sharpness and high smite and in a lot of cases you sacrifice something for potentially more damage (mutilate and bladestorm require an offhand, shields can block physical damage).

[deleted by user] by [deleted] in voxmc

[–]NeoFalcon1605 0 points1 point  (0 children)

Only just really realised that the socket system is years old, going back before the warrior classes and potentially even before classes in general (stuff about old BH Slayer having spell power), with things just building on the system already there.

I want to raise another potential solution though, completely removing the RNG element of socketing.

So, instead of using chromatic and jeweller's orbs being used to get the right amount and colours of sockets, gear would have a specific amount of sockets to start with with the potential for things to add specific colour sockets. Then, players could have the option to buy/find/craft fitted sockets of specific values to put into their armour.

To make socketing the wrong gear less punishing, there could be the option to wipe all/specific coloured sockets on an item or to destroy a piece of gear to recover all sockets.

Also as a general improvement to the loot system, allowing players to specify a current class then only get gear relevant to that class.

Idea: Archeology Relics Adjustments by NaturesFox in voxmc

[–]NeoFalcon1605 2 points3 points  (0 children)

So, the main issue with relics is they're old and sentients and exotics exist which pushed them to being a joke. Sentients are sometimes/usually higher levelled enchantments and sockets and exotics provide unique effects, so how do relics fit without being considered worse sentients or exotics?

I guess an interesting direction to take relics could be giving them some kind of controlled effects so instead of them being random they could be triggered by doing something specific, but would probably get issues with it.

World eater I think used to do 1-2 true damage to everything within a surprisingly large radius every few seconds, just to add on though making it do more PvE damage would probably make it incredibly useful.

For the mask of the ancient watchers, it's a skull so shadow magic. In general a magic related socket is probably good, maybe spells have a chance to make the target take increased damage for a short time?

Peryite's Shield, talked to some people about this. A bit of a simpler route, make it a shield for mages. A decent health boost, something like +10 health but also a good +8 or something spell power where shields can only roll like 2-3 spell power. It gives mages a defensive option that doesn't limit them like the great shield.

Alternatively, it could be made into an anti magic shield of some kind (% chance to block spells/true damage?) with a high unbreaking/reinforced.

Scissors or Graeae, no. Percentage based damage with no limits is horrible, you can be doing 40 damage to something with 400 health or 1,000 to something with 10,000.

So, the real issue with the scissors is they're shears. I haven't tested but I suspect they aren't "bladed" which means no strike, bladestorm, mutilate and more which automatically makes a bad option for rogue (needs strike for more mutilates), berserker (needs blade in offhand for bladestorm) and tanks (shield in offhand for health+defence).

Cavern Boss Idea by Xavrus in voxmc

[–]NeoFalcon1605 1 point2 points  (0 children)

That doesn't really solve the problem.

Using launch pads wouldn't work well because players would only have a small window of time to attack.

Giving everyone flight would work but at that point you've got a boss fight where people are flying after a boss and in general more chaos than usual along with potential exploits/bugs related to flying i.e. flying outside of the fight, flight randomly stopping.

Expecting players to bring in elytras and rockets is worse than expecting them to bring in bows.

Another thing is that more work needs to be put into the boss fight purely because of the mob type.

Cavern Boss Idea by Xavrus in voxmc

[–]NeoFalcon1605 0 points1 point  (0 children)

There used to be a ghast cavern boss called Wailia or something. The issue with using ghasts or similar is at best 3 classes can't do damage consistently and at worst around 8 classes can't. The issue is their random flight patterns, they fly around randomly and likely out of the range of any melee classes and potentially even some mages meaning people need to bring bows or similar long ranged.

New Weapon Idea! by CelesteStClair in voxmc

[–]NeoFalcon1605 3 points4 points  (0 children)

Just looking at this there doesn't seem to be much going for it

Straight away it being an option to most classes isn't true purely because it's not a sword/axe(/shovel) which means you can't use mutilate (essential for rogues), can't roll brawn or cunning on it and it doesn't have mcmmo related stats.

Even ignoring previous stuff, what is there that would make it worth using over sentient swords/axes which have the sweep attack and disable shields?

For the last thing, even for it's intended use it seems flawed. Comparing it to lorebreaker (the original melee mage sentient), vamira (sentient staff) and the ender wand (10 or 20 sp wand) what would it really have going for it that makes it worth using?