Character cooldown on movement/impairment skills.
- If your character has been beckoned/interchanged/shoulderdashed/gripped - a 10 Cooldown timer is applied to you, making anyone unable to action these skills against you for the next few seconds. (This could also go a way to being able to remove the caps on maps for these skills)
Warrior - Macro prevention, because lets face it at this point its about time this class requires some thought
- If FlamingSword/Bladestorm or DragonRise doesn't connect with a target after 5 seconds the spells are placed on a random cooldown of between 6-12 seconds meaning they are unable to be used until active again
Hunter Glory Buff - solo player buff
- Killing mobs in a dungeon area provides you with a buff that stacks up to 'X' amount of exp/gold/drop bonus
- Once this is stacked this buff will last 30 minutes, if you enter a safezone during this time the buff is removed
- This can be spec'd to give a higher rating to those below 45/50 and a medium buff to those above 45/50
- You could also disble the use of this buff on maps such as BanyoIsland and LostLands
Guild Campaigns
- Each major dungeon can be logged as a campaign for a guild ( Frost,HolyPalace,Hyunmoon,Goru,LairNumaRuins,DragonAbyss)
- Campaigns level from 1-10 from monsters killed by any guild member in that area
- Each level provides a buff whilst hunting those maps
- Only one campaign can be active at a time
- Upon completion of Campaign, the guild has the ability to spawn the boss of that area on a guild instanced map once a day.
Dragon Refining
- Lets face it more people need to hunt here, and you can mine here - so lets make another way to upgrade weapons
- Collection of certain 'ores' or just the Tablets from mining, along with a bunch of gold and stuff
- You can refine a weapon 15 further times with chance of failures
- These stats can be %DC/MC/SC/HP/MP/CritDamage
- Once a Dragon refine is completed on a weapon, it is locked meaning no further master refines can be applied
- Goes without saying, but i'll put it here - no refining for the templated weapons.
Wizard gameplay - dynamic spell rotations
- Each elemental attack spell can apply a affix to the monster (not applicable for boss monsters)
- Fire(Burn) Ice(Chill) Wind(Gust) Lightning(Static)
- This affix will last for 5 seconds and hitting the monster with another spell(not the one used to apply the affix) will consume the affix for bonus damage
I really like this idea because at present I can have all element spells on my bar without a worry, would be good to change up the play style slightly.
- Further to this, perhaps apply an affix to a player during pvp could make you ignore there elemental defense for one spell
Giantpenis 75 Wizard
Mikiou 72 Warrior
Veya 64 Taoist
TrixieMattell 56 Assassin