RPG Inferno Suggestions Thread

Monk eh? I'm going for STR over SPD, I'm just gonna crush everything. XD Whenever the stats get unlocked, I am taking 10 off DEF, 20 off MAG DEF, and putting it to STR. >.>
 
Ah, it's been a while since I've been on :awesome:. I made it to Desert of Souls 2 and 3 and the Sand Worms are a lot better to train on than those damn Scorpions.
EDIT: However, there's much to be said about the Sidewinders.
 
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Can you lower the miss rate of spells like Essence of Efreet?
Because at the moment you only really hit about 1 out of two times. But if you're a warrior you can boost your strength and dexterity so that you can do 200+ with almost no chance of missing, compared to our 150-200 with a 43% chance of missing, which in comparison seems quite high. Or could you at least make it a spell that lasts for more than one turn?
 
Hey, that Ereizengar spell needs more adjusting than any spell. 200 MP should be all I need to say, it is almost three times the MP cost of Essence of Efreet, but basically the same values otherwise. :/
 
Ah, thanks for the Night Lizards, mods. They are a lot easier to train on than Sidewinders.
Suggestion for a spell:
Moogle Mage
Description: Summons a moogle mage to sap your opponent of their strength, kupo.
Mp Cost: 30 (-5 per level up)
Miss Chance: 0%
Max Level: 3
Stats Affected (Active Only): STR/DEF (max deducted is 20 on each stat)
Turns: 2 (+2 per level up)
 
Might wanna adjust the MP cost to 40, leaving it at -5 MP per level up, make the max level 5, and make it gain 1 more turn per level, not two, that's too drastic. :P
 
Moogle Warrior
Description: Summons a moogle warrior to deal pure damage, kupo.
Miss Chance: 0%
Mp Cost: 40 (-5 per level up)
Turns: 1 (+1 per level up)
Max Level: 3
Stats Affected: HP (-100 max level 1, +100 max on each level up)
 
Hey Julius is there any way the leaders of the 2 clans could have spells made for them and their clan mates that is an advantage to them.
Aero Keys-
At the cost of 10 hp per turn for 10 turns adds 10-100 str and spd.
50% chance of working with a cost of 100 mp.
 
Could you make something for beating Sephiroth? Like his sword or something as a victory trophy. The people who have already beat him can get theirs at a place AFTER beating him.
Also, make the Fira spell available. :gasp: NORMAL ENCOUNTERS use that spell at my point! :ness: It is not fair.
Also, what about pets? Can you make those available to the public?
 
You get a Masamune as a drop from Sephiroth.

Fira is available later

Pets... you'll have to be patient.


<_< /not a director but can answer your questions :monster:
 
Hey, just a quick question. Will this ever be implemented, even if at least once?

Oh and before I forget. Later on in the future we might consider unlocking the stats for a set period of time. I am sure that will make some people here happy and it will save from all this "Reset-Moi-Plox?-Fest" -__-
 
Can you make it so you can equip rings with GreatSwords, Lances, and All other 2-handed weapons? I'm tired of looking at my equips and seeing my right hand empty all the time. X_X
 
Hey, just a quick question. Will this ever be implemented, even if at least once?

I just mentioned that to them this morning. The reason for the locked stats, previous games had classes, Mage, warrior etc. Since the game no longer has set classes the need for locked stats no longer exists. Yes, it does creates a lot of reset requests. If stats were no longer locked, there wouldnt be a need to get characters reset.
 
The problem with that is that we will have players changing their stats in PvPs back and forth, and also that it will be difficult to set monsters knowing that players can reduce one stat they won't be needing at the moment and raise another. There are classes, it is just that we didn't force them to choose. Players build their character as they please. For example, Vikki, Ahmed, and Keyblade or Destiny are based on the former assassin build, whilst Saix and D'lain are warriors.

We could try unlocking stats once in a while, but this is something we still need to discuss.
 
I have an Idea for that.
Every Ten levels or so, you can get Stem Stats, which can be used for anything, and moved as pleased. Like every ten levels, you get 5 Atr. Points, 2 skill points, and 5 Stem points.
 
The problem with that is that we will have players changing their stats in PvPs back and forth, and also that it will be difficult to set monsters knowing that players can reduce one stat they won't be needing at the moment and raise another.

Actually, I do not see that as a problem. Because the older versions could not lock stats and people still had problems with monsters. Also, the ability to change stats for PVPs made them more interesting and less one sided if one of the forms of combat was unbalanced at the time. For example, magic was stronger than melee and melee stonger than magic.


There are classes, it is just that we didn't force them to choose. Players build their character as they please. For example, Vikki, Ahmed, and Keyblade or Destiny are based on the former assassin build, whilst Saix and D'lain are warriors.

We could try unlocking stats once in a while, but this is something we still need to discuss.

Well if people chose to stick to one form of combat they can. But the state that Inferno is in at the moment, you really cannot do true classes.
 
My build is almost perfect Assassin build... whilst I might have problems with some monsters, I still manage to muddle through. I never feel the need to put my stats into something else to be able to complete an area, so I don't see why everyone should have the ability to be able to change their stats as they wish at any point.

Perhaps making it a monthly thing for two/three days so people can adjust but still have to put up with the design they tried for, for at least a little while.
 
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