Recent posts by rifathossain on Kongregate

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Topic: Rise of Champions / 9/12 Balance feedback

Originally posted by Krzysiumaxi:

Please remove the warrior 1st ability to give all allied +50% ranged resist the archers are weak with this :(

Remove the archer’s multishoot ability and avoidence and 50%poison and 25% damage ability because warriors are weak against those. Also rogues are supposed to be balanced characters then how come they have physical resistances (avoidence) and no magical resistances against a mage ?
 
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Topic: Rise of Champions / Aura mutation

The debuffs of mutations should be removed and buffs of mutations should be changed for every class. Since mutations are hard to get and it requires fragments to evolve they should not have any debuffs.

 
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Topic: Rise of Champions / Aura mutation

Aura mutation has -1% strength but mages don’t need any strength then how come giantism has -1% agility and fleeting has -1% constitution ?

 
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Topic: Rise of Champions / Suggestions

Originally posted by rifathossain:

Soul reaper
Class:Warrior
Target: one enemy(front row)
Energy Cost:70
Effect:ignores all physical resistances if the target using any physical resistances(Does not ignore armor) and deals as much damage as the reaper.

Soul blast
Class: Mage
Target:any enemy
Energy Cost:70
*Effect
: ignores all magical resistances if the target using any magical resistances (Does not ignore armor) and deals as much damage as void blast.

Heart render
Class:Rogue
Target:one enemy (front row)
Energy Cost:70
Effect: Ignores all physical resistances if the target using any physical resistances (Does not ignore armor) and stabs three times in the heart of the enemy and deals moderate damage.

Soul shot
Class:Rogue
Target:any enemy
Energy cost:70
Effect: Ignores all physical resistances if the target using any physical resistances (Does not ignore armor) and deals moderate damage.

Note:These skills are for defeating those who uses resistance runes.

 
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Topic: Rise of Champions / Skill Suggestions

Originally posted by rifathossain:

Soul reaper
Class:Warrior
Target: one enemy(front row)
Energy Cost:70
Effect:ignores all physical resistances if the target using any physical resistances(Does not ignore armor) and deals as much damage as the reaper.

Soul blast
Class: Mage
Target:any enemy
Energy Cost:70
*Effect
: ignores all magical resistances if the target using any magical resistances (Does not ignore armor) and deals as much damage as void blast.

Heart render
Class:Rogue
Target:one enemy (front row)
Energy Cost:70
Effect: Ignores all physical resistances if the target using any physical resistances (Does not ignore armor) and stabs three times in the heart of the enemy and deals moderate damage.

Soul shot
Class:Rogue
Target:any enemy
Energy cost:70
Effect: Ignores all physical resistances if the target using any physical resistances (Does not ignore armor) and deals moderate damage.

Note:These skills are for defeating those who uses resistance runes.

 
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Topic: Rise of Champions / Suggestions

Originally posted by rifathossain:

We all know that blacksmith abilities are still not available yet. So I think we can use some suggestions. Personally, I think that by using blacksmith abilities we should be able to use more runes on our gears. At every gear one can not use 2 runes of same type.For example, if anyone is using a magical resistance rune on a gear then they can not use any more magical resistance rune on the same gear. At this moment we can use only 2 individual runes on our every gear (1 major and 1 minor runes). By using blacksmith abilities we should be able to use 4 individual runes on every gear(2 major and 2 minor runes). Also by using blacksmith abilities we should be able to use more gems on every gear as well.

Originally posted by Devean:

Going with the name of the not yet available ability, I think it will be something with combining items to make them stronger. Something like item forging in Kings Road (one of the few good features that blatant cash grab of a game has). Like, sacrifice several Grands to get a random Supreme? Sacrifice some Supremes to get a Flawless?

Originally posted by asyataka:

@rifathossain:
when you suggesting to use 4 runes & 2 gems on every gear first think that you don’t have that gear, but fight against that gear

@Devean:
rising the rarity of the items (sacrifice) sounds iteresting, but … we already have a lot of ways to get almost any item (expeditions, looting, re-enchant); actually, re-enchant is the way to get new random item after salvaging some other items for essence. Re-enchant is almost the same as you ask:
you said “sacrifice several Grands to get a random Supreme”
re-enchant “sacrifice several Grands (or any others) to get a random Supreme (from one existing Supreme)”

as for me, if blacksmith will be used to create or affect items, i interested in:
1) creating new items, which can’t be looted (so, those items have to be added in game);
2) upgading items to their’s best base values:
for example, Great Sword, which i can loot, can have 40-44 base damage; sometimes expedition brings me nice flawless/epic sword with runes i prefer, but with 40 base damage; so, upgrading it to 44 base dmg is all that i need;
same with armors;

 
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Topic: Rise of Champions / Skill Suggestions

Soul reaper
Class:Warrior
Target: one enemy(front row)
Energy Cost:70
Effect:ignores all physical resistances if the target using any physical resistances(Does not ignore armor) and deals as much damage as the reaper.

Soul blast
Class: Mage
Target:any enemy
Energy Cost:70
*Effect
: ignores all magical resistances if the target using any magical resistances (Does not ignore armor) and deals as much damage as void blast.

Heart render
Class:Rogue
Target:one enemy (front row)
Energy Cost:70
Effect: Ignores all physical resistances if the target using any physical resistances (Does not ignore armor) and stabs three times in the heart of the enemy and deals moderate damage.

Soul shot
Class:Rogue
Target:any enemy
Energy cost:70
Effect: Ignores all physical resistances if the target using any physical resistances (Does not ignore armor) and deals moderate damage.

Note:These skills are for defeating those who uses resistance runes.

 
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Topic: Rise of Champions / Story suggestions

So far we have seen 1 mythic beast (Golem) and one pillar obesilk. Both of these enemies have some exceptional skills because players don’t have these skills. SO what are we going to see next ? A alpha wolf or an ancient dragon ?

 
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Topic: Rise of Champions / Blacksmith ability suggestions

We all know that blacksmith abilities are still not available yet. So I think we can use some suggestions. Personally, I think that by using blacksmith abilities we should be able to use more runes on our gears. At every gear one can not use 2 runes of same type.For example, if anyone is using a magical resistance rune on a gear then they can not use any more magical resistance rune on the same gear. At this moment we can use only 2 individual runes on our every gear (1 major and 1 minor runes). By using blacksmith abilities we should be able to use 4 individual runes on every gear(2 major and 2 minor runes). Also by using blacksmith abilities we should be able to use more gems on every gear as well.

 
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Topic: Rise of Champions / Skill Suggestions

True slash
Class: Warrior
Energy cost:70
Target: Single
Effect: Deals as much bleed as damage dealt.

 
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Topic: Rise of Champions / @Tomat- Suck it!

Today I was finally able to defeat Zumato at his present.

 
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Topic: Rise of Champions / Old Intidimate

If you people think that warriors are single most strong character in this game then yes you people are absolutely correct. Unfortunately,this game has no 1 VS 1 arena so you people don’t have to worry about that. This game is about 4 VS 4 arena and as I said before 3 mages and 1 tank warrior with physical resistances can defeat 3 warriors and 1 mage. Similarly, 3 warriors and 1 dagger rogue can defeat 4 warriors. So the conclusion is in team VS team battle warriors are not OP. As warriors lack the ability to attack the back row enemies so warriors should be kept the strongest character in this game to keep the balance alright and you people should not complain anymore since now every team can be countered without even using the same team. Let FRozenTOrch to spend his time to create new skills for every classes.

 
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Topic: Rise of Champions / Old Intidimate

Mages gets both magic and stamina from academy. Now is that fair ? NO one is OP and just admit it. My prediction was right, I knew it that no matter what FRozenTorch do people will still complain. Just look at you people,even though the game is quite balanced now you people are still trying to make warriors useless once again.

 
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Topic: Rise of Champions / Old Intidimate

If you people think that warriors are OP than you may fight a team of 1 tank warrior with physical resistance runes and 3 mages with 3 warriors and 1 mage. The first team will probably win so warriors are not OP at all. The game is balanced now because now every team can be beaten without even using the same team so don’t try to break the balance anymore.

 
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Topic: Rise of Champions / 9/12 Balance feedback

Originally posted by Zumato:

FrozenTorch, no matter what you do people wil still complain so I have some easiest solutions for you. Make the game programme such a way that every player can not use more than two characters of the same class. What I am trying to say that every player should be forced to use at least 1 warrior,1 mage and 1 rogue and the fourth character should be optional and you can also unlock 1 VS 1 arena,2 VS 2 arena,3 VS 3 arena and even 5 VS 5 arena to make the game more balanced.

Rifa….

That is singularly the worst idea I’ve ever heard for a game like this. No offense to you, but that’ll seriously restrict the gameplay.

Honestly I don’t think there is any other way to truly balance the game. I think at least Arena idea should be accepted. If FrozenTorch thinks that my idea is the worst then I will accept that thought. But as I said before let FrozenTorch take the final decision.
 
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Topic: Rise of Champions / 9/12 Balance feedback

Originally posted by DragonArcherZ:

Rifa…just no.

lol. I disagree,Dragon. Let FrozenTorch take the decision.
 
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Topic: Rise of Champions / 9/12 Balance feedback

FrozenTorch, no matter what you do people wil still complain so I have some easiest solutions for you. Make the game programme such a way that every player can not use more than two characters of the same class. What I am trying to say that every player should be forced to use at least 1 warrior,1 mage and 1 rogue and the fourth character should be optional and you can also unlock 1 VS 1 arena,2 VS 2 arena,3 VS 3 arena and even 5 VS 5 arena to make the game more balanced.

Originally posted by burranndonnnn:
Originally posted by rifathossain:

Let warrior passive skill 20% magic resistance and 42% armor be alive because they can not attack back row and can still be blocked by a front row physical resistance foe.Besides warriors don’t have any magical resistance shield while mages have both physical resistance and magical resistance skills. I think the game is almost balanced now if you upgrade the dagger rogues a little bit more.


I think the 20% magic resistance is a little too much.. 10-15% is more balanced, since they already got the extra armor.


The only thing as you mentioned is that dagger rogues are a little weak now. Though slash face/blade fury are real nice, along with avoidance, the various buffs could use a bit of damage to go along with them, much like the ‘Setup’ skill. Then I think all classes would be very nice. And perhaps make the deep freeze skill more useful without making it overpowered.

Still 20% magic resistance should not be reduced since warriors can be still get hit with more than 500 damage because of mage skill condemn and because of cosmic gumble mages can even deal 700 damage to a warrior. And warriors can be blocked by a front row physical resistance enemy warrior tank. I agree with you about the fact that rogues should not be made stronger since their speed gives them additional terms.

 
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Topic: Rise of Champions / 9/12 Balance feedback

Let warrior passive skill 20% magic resistance and 42% armor be alive because they can not attack back row and can still be blocked by a front row physical resistance foe.Besides warriors don’t have any magical resistance shield while mages have both physical resistance and magical resistance skills. I think the game is almost balanced now if you upgrade the dagger rogues a little bit more. There is no longer any OP team now. Thank you FrozenTorch. Now every team must use at least one of all classes to win most matches. Thank you for improving warrior’s base health as well.

 
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Topic: Rise of Champions / 9/12 Balance feedback

Originally posted by rifathossain:

All I want to say is that now 3 mages and 1 archer team is dominating the field and warriors are still helpless. Even 3 lighting mages and 1 archer can dominant the teams who have warriors. For example, 2 warriors and 1 archer and 1 mage VS 3 lighting mages and 1 archer. If the archer is more speedy then it will use stun bomb and then the 3 mages will use lighting aoe and then the archer will again gain another turn unless the 2 warriors have at least 50 speed and so the archer will use avoidance and probably game over for the team who has warriors. The conclusion is there is no proper counter for 3 mages and 1 archer team. I am missing the days of 2 dagger rogues and 2 warriors and now sadly they are useless.

Ok here is my solution. First of all I don’t think a warrior’s 50% stun resistance permanent passive skill should be nerfed since warriors are still losing to thunder mages. I think the passive skill templer which gives 10% magic resistance should be increased and fortress which gives only 20% armor bonous should also be increased. No one can deny the fact that at the very beginning of the game 2 warriors were very useful only because of the intimidate skill which used to cause the enemies 50% melee resistance and 50% physical resistance and intimidate was probably the only reason people used to use warriors and with such intimidate skill 3 warriors and 1 mage should be able to defeat 1 archer and 3 mages.Moreover,warriors have no effective multi-target buffs because cover only gives ranged resistances and warriors have no aoe attacks as well. Since warriors have to kill the frontline enemies at the first place so if the enemy team has any tank rogue with physical resistances then the team of warriors is probably doomed unless the intimidate skill causes the enemy -50% physical resistance and -50% melee resistance. So please bring the proper intimidate back to make the warriors more than useless. Also please give more base HP and base strength to warriors.
 
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Topic: Rise of Champions / 9/12 Balance feedback

All I want to say is that now 3 mages and 1 archer team is dominating the field and warriors are still helpless. Even 3 lighting mages and 1 archer can dominant the teams who have warriors. For example, 2 warriors and 1 archer and 1 mage VS 3 lighting mages and 1 archer. If the archer is more speedy then it will use stun bomb and then the 3 mages will use lighting aoe and then the archer will again gain another turn unless the 2 warriors have at least 50 speed and so the archer will use avoidance and probably game over for the team who has warriors. The conclusion is there is no proper counter for 3 mages and 1 archer team. I am missing the days of 2 dagger rogues and 2 warriors and now sadly they are useless.

 
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Topic: Rise of Champions / Skill Suggestions

Originally posted by DragonArcherZ:

A lot of these are on crack…

Freezing Wind v Hell Cry…
Gift Of Titan + Equips, have fun smacking through 600-700 hp regen…
King’s Guard + Battle Hardened, good luck with 15% more HP, + the old buffs, and resistances with the other elemental resist…

Also, rifa you need to specify things like “Lasts 5 seconds”. And please, stop spamming 5 posts at a time. Stay classy.

etc.


Altruism

Class: Warrior
Level Req: 8
Energy Cost: 20
Target: Single-Ally [Not Self]
Effect: When X ally who is under effect of altruism takes damage, 100% of damage is reverted to warrior who has cast altriusm. Warrior takes 25% less damage from the attack. Ability lasts 5 seconds or until Warrior’s HP falls below 20%.


Judgment

Class: Warrior / Mage
Level Req: 16
Energy Cost: 65
Target: Single Target
Effect: The character slams the sword/staff onto the ground, dealing X damage to a single character. The X value is the total number of counter points on that character multiplied by 3. If that character is within 5% HP of dying, kill it instantly and regenerate full stamina/mana.

e.g. A character is hit by furious slashes, dropping 150 bleed onto the warrior. Judgement, is then used, dealing 450 damage.


Forthcoming

Class: D-Rogue
Level Req: 18 ~ 20
Energy Cost: 80
Target: Single Target
Effect: Deal normal damage (x). Slow is inflicted to -(30-40?)%, Poison is equivalent to 1.5x, Bleed is equivalent to 6×.

“You shall die slowly, painfully, and on the brink of death, will the Pale Rider come.”

The concept behind this one is that you get shut down slowly, but as a warrior, a bandage wound can save you from the major damage and stop you succumbing, while for a rogue, the slow-acting venom will allow a few moves to be made before the forthcoming.

e.g. 50 damage hit, -30% speed, 75 poison, 300 bleed.


True Aim

Class: Archer (A-Rogue)
Level Req: 6
Energy Cost: 50
Target: Single Target
Effect: Deals 100% normal damage, all resistances are ignored.

Straight up huge tank-killing damage. For balance, more dmg can be added, or energy adjusted. I feel like rogue archers right now need something for their lower levels, there’s no good skills at the moment there.

FrozenTorch doesn’t has to chose all the skills that I have written.I just want him to chose some of the skills that I have written and he can also change those skills effects as he wants.By the way,Do you really think Altruism is a good skill for a warrior?Even though warriors can have massive hp they don’t have enough speed so the enemy will attack the ally even before the warrior casts Altruism.
 
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Topic: Rise of Champions / Skill Suggestions

Originally posted by Boomboomx:
Originally posted by rifathossain:

Hell cry
Class:Warrior
Energy Cost :30
Target:All enemy
Effect:Terrorize all enemies temporarily reducing their speed by 25%

Charge or Path of destruction
Class:Warrior
Energy Cost :40
Target:All enemies
Effect: Breaks through enemy lines swinging the sword and cause moderate damage to all enemies

Gift of Titans
Class:Warrior
Target:Passive
Effect:Permanently increases health regeneration by 10%

Health Regenation by 10% WTF?!? thats fucking huge amount, that is too op

Actually that won’t be too OP unless FrozenTorch lets the High Hp warriors to deal high damage.At this moment the warriors who have high HP can not deal much damage at all.
 
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Topic: Rise of Champions / Skill Suggestions

Battle hardened
Class:Warrior
Skill:Passive
Target:Self
Effect:Permanently increase stamina by 10% and health by 5%

 
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Topic: Rise of Champions / Skill Suggestions

King’s guard
Class:Warrior
Skill:Passive
Target:Self
Effect:Permanently increases health by 10% and all resistances by 10%

 
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Topic: Rise of Champions / Skill Suggestions

Hell cry
Class:Warrior
Energy Cost :30
Target:All enemy
Effect:Terrorize all enemies temporarily reducing their speed by 25%

Charge or Path of destruction
Class:Warrior
Energy Cost :40
Target:All enemies
Effect: Breaks through enemy lines swinging the sword and cause moderate damage to all enemies

Gift of Titans
Class:Warrior
Target:Passive
Effect:Permanently increases health regeneration by 10%