First, a Big Thank You Ariki for all the work you have done in Oberin.
It's been a while since we have made various suggestions, so it's time to give Ariki some attention, here are a few
The random effects makes it that hunting/playing the game is based on luck and a lucky roll rather then true player skills, IMHO hunting and progress should be based on skills, not a lucky roll. That being said, the random effect that is part of the game mechanics needs to be removed completely and permanently, once and for all.
- Calm Spell
Any and all random effect should be removed permanently from this spell (from any spells on all classes).
Calm and Heal Pet are the Druid's bread and butter spells, as it stands, calm feels more like a possible suggestions rather then an actual spell, it misfires more often then none, we can not count on it, we can not support other player well, it does not work :/
I have experimented with the calm spells, Druids have to cast it at the last second when the beast is 1 to 2 tiles away to get the maximum effect (that's if it actually works), by doing so we get hit and poisoned all the time. the calm effect should work 3 to 5 tiles away and 100% of the time up to your druid level, then decrease in potential as the beast are higher in levels. It's totally ridiculous that a level 11 Druid has to use 4 to 5 calm spells on an Air Elemental, even worst 6 to 7 calms on a poison beast while it's in my face and beating me to a pulp, I use potions like a mad man trying to heal and detox, it makes for short hunts just because the spell does not work.
- Detox Pet spell, this is a must have.
If any of my pets get poisoned (except spiders), I have to ask the group to wait, leave the hunting ground and find a safe place, swallow Elevated Mind Potion then proceed at healing my pet, rinse and repeat until the pet is healed or until the pet has no hope and it dies, it's very common to have to use heal pet a good 8 to 12 times before my pet gets detoxed, this is serious down time, if a Poison beast, a Poison Eemental, a braken or Bone Mage poisons my bear, it takes over 20 heals to see it back to health and to remove all poison, even then it does not always work, that's not to mention if in battle and surrounded by multiple beasts and my pet gets paralized plus poisoned, my pet is dead guarantied.
- Claim pet, from anywhere any time.
Several reasons, when the game gets buggy I lose my spells so I'm worthless and have to relog fast, having to run around to find a safe place to relog is not a simple deed, it's also a serious time waster.
Also, if my pet dies on a hunt in a dungeon, I have to tame a low level beast so I'm pretty much worthless for the rest of that hunt. One more reason is that Druids should be versatile and be able to switch pets on the fly in order to accommodate the hunt and beasts to fight, that's what Druids do, and that's being a Druid is all about.
- Pet death.
I have never seen a game with such a set back, I lost one level 11 pet, 2 level 12 pets, and one lev 13 in one week, this is ridiculous starting over from scratch every time, no other game or Oberin class suffers such set backs. Give it a penalty and lose one level, stable it for a week if you want, force us to go to Brigoban to revive the pet, but don't kill it.
- Pets, increase speed on all of them.
Did any of the programers ever seen beasts in nature? a bear a lion or an elephant runs faster then you can, it makes no sense that pets can not catch a running prey, a wounded beast in nature runs slower because it's wounded, even more ridiculous since Druid get xp on the kill, actually the list of what they can catch is limited down to Ants and skeletons, or yha snails
and when they do go running after the preys, they run for miles, and miles, and miles, and miles...
- Kill command (new Druid spell)
Simple really, it's a spell like any other, it uses mana (possibly like calm), you order the pet to kill the prey (finish him off), the mechanics are that it only works when the beast is badly wounded, in the case of Oberin when the beast tries to run away because it's wounded, it puts an end to beast running off for miles, and miles, and miles, and miles...
- New high level pet to tame that can hunt on water.
The Forest Draco level 9 would make it an ideal pet to have, I would love to experiment and hunt Sea Serpents with the rest of the groups, rather then have to wait on the side lines and not even be able to follow conversations because peeps are engaged on the hunt and further on water. I'm thinking Dragon hunting and Sea serpent hunting (with some Golem hunting of course), make it tough and make it fast.
- Color indicator for the active pets on the mini map.
A specific colour dot shows up on the Druid Map and represents your pet at all times, this way we would know where it is and where it's heading.
- Pet health, status in the pet journal
When a pet is active, its health (number) shows in the pet journal, this would enable the druid to keep a closer eye on his pets. also lose less pets.
- Heal Pet
It needs a bit more power, it's still very weak, I have lost a lot of pets because of heals being to weak. Druids should be self sufficient on heal pets.
Increase the size of the stable to double what Druids have at the moment.
This would encourage Druids to have a more varied stable, plus wiork with all sorts of tamed pets.
- Active Pet
Please make the text "Bold" as when friends in party list are online.
- Resisting Magic skill on Pets
My thoughts, the pet's RM should match the player's RM at all times, same stats as the Mage levels his RM, this should encourage Druids to work on there RM and be better prepared, Pets having higher RM would help in being able to handle multiple magical attacks from a multitude of beast happening all at the same time, it also helps to handle poison more efficiently.
- Medi Heal, it's a must for all mage.
Edit: adding and Typos of course