Some suggestions
note - these suggestions are not related to new enemies/sets, they are for overall game-play balancing and improvements that I figured should take precedence over newer content.
MP regen
Adding natural regen skill. People don't like having to go into their inventory and spam blueberries every time they run out of mp (which is often since each skill shreds MP quickly). There would be 5 levels, each level giving +2 mp regen/5 seconds. This encourages people to actually use skills, and makes it a bit more entertaining when grinding, and it isn't exactly spam-able either. Berries should also have a hotkey for use.
Armor sets + Weapons
A bunch of the current armor set prices are incredibly overpriced. For example, the lunatic set; the entire set + sword costs 518,378 which is over half a million for a level 30 set. I think most of the warrior sets should be lowered in price by a large portion, as I can't imagine even a level 40 saving up that much. Making it a little less than half its price (and even then it is very expensive) would help warriors, and maybe serve as an example for future sets.
Warrior's weapons also do dramatically more damage than any other class in the game. Currently, every other class has 40-42 damage weapons, while warriors hammer deals 52 damage. This has caused an influx of warriors, as it is the strongest class with the highest defense and dominates any other class. I think increasing some of the other sets/weapons in other classes would help balance these classes out. For example, the AK-47 costs more than the crazy hammer, but has 11 less power. They don't need to spend as many skills on defense and strength than any other class which makes them the go-to, and every other class practically weaker and less used.
Enemy defense/damage calculator
Players need a large amount of attack (archery, artillery, magic) in order to even deal damage to some of the newer mobs. Some great examples would be Stalagmite Stalkers and Logons. Their defense is so incredibly high that classes with weaker sets (basically any class other than warrior) would need to spend nearly 60 points in just their attack stat alone, not to mention the defense needed to tank the mobs (not as high but still a solid 30-40 points). It discourages people from putting points into other stats that are important to their class (such as mage with MP), and using skill points in Expertise.
EXP calculator
Ill keep this one somewhat short. If it takes a lvl 47 longer to get to lvl 48 than it does a level 1800 getting to 1801 in hh, there is a problem. And considering elia is still in early development, this issue will only get worse as more enemies and sets are added.
Mobility
This is also tied into MP regen, but I wanted to go a little more in depth on this because I think mobility is a VERY important factor when it comes to long distances and effective grinding in large areas.. Most of the areas are large and take maybe 30 seconds - a minute, while some take over 2 minutes to go across. Speaking from experience, it is very demotivating to have to slowly walk from caves back to shop, and at this point I find it much faster to just refresh my tab and log back in, spawning next to the entrance, and I just repeat this several times until I'm back in shop.
With all that being said, there are several ways to increase speed/mobility so people don't get bored. One of them is pets, such as certain pets giving good speed boosts or even mountable pets. Another would just be adding a skill that increases running speed and jump height.
My last suggestion for mobility would be Village Waypoints tied with the ideas above. Being able to teleport to villages at any point anywhere would greatly increase productivity of players and increase mobility by a large margin.
MP regen
Adding natural regen skill. People don't like having to go into their inventory and spam blueberries every time they run out of mp (which is often since each skill shreds MP quickly). There would be 5 levels, each level giving +2 mp regen/5 seconds. This encourages people to actually use skills, and makes it a bit more entertaining when grinding, and it isn't exactly spam-able either. Berries should also have a hotkey for use.
Armor sets + Weapons
A bunch of the current armor set prices are incredibly overpriced. For example, the lunatic set; the entire set + sword costs 518,378 which is over half a million for a level 30 set. I think most of the warrior sets should be lowered in price by a large portion, as I can't imagine even a level 40 saving up that much. Making it a little less than half its price (and even then it is very expensive) would help warriors, and maybe serve as an example for future sets.
Warrior's weapons also do dramatically more damage than any other class in the game. Currently, every other class has 40-42 damage weapons, while warriors hammer deals 52 damage. This has caused an influx of warriors, as it is the strongest class with the highest defense and dominates any other class. I think increasing some of the other sets/weapons in other classes would help balance these classes out. For example, the AK-47 costs more than the crazy hammer, but has 11 less power. They don't need to spend as many skills on defense and strength than any other class which makes them the go-to, and every other class practically weaker and less used.
Enemy defense/damage calculator
Players need a large amount of attack (archery, artillery, magic) in order to even deal damage to some of the newer mobs. Some great examples would be Stalagmite Stalkers and Logons. Their defense is so incredibly high that classes with weaker sets (basically any class other than warrior) would need to spend nearly 60 points in just their attack stat alone, not to mention the defense needed to tank the mobs (not as high but still a solid 30-40 points). It discourages people from putting points into other stats that are important to their class (such as mage with MP), and using skill points in Expertise.
EXP calculator
Ill keep this one somewhat short. If it takes a lvl 47 longer to get to lvl 48 than it does a level 1800 getting to 1801 in hh, there is a problem. And considering elia is still in early development, this issue will only get worse as more enemies and sets are added.
Mobility
This is also tied into MP regen, but I wanted to go a little more in depth on this because I think mobility is a VERY important factor when it comes to long distances and effective grinding in large areas.. Most of the areas are large and take maybe 30 seconds - a minute, while some take over 2 minutes to go across. Speaking from experience, it is very demotivating to have to slowly walk from caves back to shop, and at this point I find it much faster to just refresh my tab and log back in, spawning next to the entrance, and I just repeat this several times until I'm back in shop.
With all that being said, there are several ways to increase speed/mobility so people don't get bored. One of them is pets, such as certain pets giving good speed boosts or even mountable pets. Another would just be adding a skill that increases running speed and jump height.
My last suggestion for mobility would be Village Waypoints tied with the ideas above. Being able to teleport to villages at any point anywhere would greatly increase productivity of players and increase mobility by a large margin.
Re: Some suggestions
I 10000000000000000000000% agree with all of these
Re: Some suggestions
Biggest Good
Especially the weapons and armor prices, not just for the warrior class alone. You need something like 250k to get the iron clad set and bow and the level required is 18. At level 18 you can barely amass 10k. In the future all these sets we currently have are going to be redundant due to the lvls required being too close to each other. The progression through sets should be decided by both the money and the level, not one or the other alone.
The running system definitely needs to be changed, since you burn through MP too quickly, i want to be able to run whenever i want without having to worry about not being able to run 5 minutes from now because i am out of MP. Or a teleportation system, that would be even better.
Especially the weapons and armor prices, not just for the warrior class alone. You need something like 250k to get the iron clad set and bow and the level required is 18. At level 18 you can barely amass 10k. In the future all these sets we currently have are going to be redundant due to the lvls required being too close to each other. The progression through sets should be decided by both the money and the level, not one or the other alone.
The running system definitely needs to be changed, since you burn through MP too quickly, i want to be able to run whenever i want without having to worry about not being able to run 5 minutes from now because i am out of MP. Or a teleportation system, that would be even better.

Re: Some suggestions
The mobility and mp regen should already be added at this point honestly, Everything else is also hard to disagree with.

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Re: Some suggestions
1. I do think natural MP regen would throw off game balance, as we have learned from HH (goddamn grenade spammers), and render benches and consumables useless. Also, why do people forget that pineapples exist? (And no, I'm not ruling out hotkeys; I'm just saying pineapples exist)
I do think the five-second rule should be applied to benches (at least in skill form), which would make them more beneficial since they were designed to restore both MP and HP.
2. I knew the prices would get off-keltzer since December of last year, even crafting and posting a formula of my own based on Helmet Heroes' best (and priciest) weapon: the God Blade. As a result, I've came up with the following formula:
Weapon Price: 5*Power^2.5hr; h=1 or 0.7; r=rate of fire modifier (rpm/144)
Armor Price: 5*Defense^2.5 + 5*Strength^2.5 + 5*Magic^2.5 + 5*Archery^2.5 + 5*Artillery^2.5
Here is a graphs comparing the current pricing formula (red) and my pricing formula (blue): http://prntscr.com/tcef2c
Boxers (weakest armor): $5 (compared to $12)
Toy Bow (weakest and cheapest weapon): $19 (compared to $18)
Twig (weakest one-handed weapon): $28 (compared to $27)
Beach Umbrella (weakest two-handed melee weapon): $112 (compared to $87)
Pitchfork (my earliest keeper-weapon): $2132 (compared to $1920)
Bat Wing Staff (most powerful weapon when the formula was created): $18727 (compared to $22937)
Crazy Hammer (most powerful weapon currently in the game): $68245 (compared to $104213)
AK-47 (most expensive weapon): $78484 (as opposed to $108045)
One Piece of Lunatic Armor: $90908 (as opposed to
Level 100 weapon (power: 200): $2828427 (as opposed to $8120601)
Level 200 weapon (power: 400): $16000000 (as opposed to $64481201)
Hypothetical God Blade (power: 675): $59187423 (as opposed to $307546875)
$2^32 price limit hit at 3746 power (as opposed to 1625 power)
I still don't get why people just demand formula changes without doing research and coming up with alternative formulas like what Jakub used to do and what I did here. Research is important.
3. Monster defense and power are very tricky to handle.
From what I can gather, monster power and defense is squared because they don't use armor or weaponry unlike players. Pretty much if I put the monsters in the player's perspective, a Grunt would have the power of a player with 65 strength/range/magic/artillery and a 65-power weapon while a Stalagmite Stalker would have the defense of a player with 70-defense and armor combining into 70 defense (Equivalent to a full Police set).
On the players' end, well, it goes without saying that the base attack power for all class sets are fairly identical. These are the ratings for the most powerful sets of each class:
Lunatic Set (Warrior; Crusader subclass): 18+18+18+9=63
Protection Set (Mage): 18+18+18+9=63
Ironclad Set (Archer): 17+17+17+9=60
Capped Set (Gunman): 16+16+16+8=56
Shinobi Set (Warrior; Assassin subclass): 20+20+20+10=70
However, each class set has heavily-differing defense stats:
Lunatic Set (Warrior; Crusader subclass): 49+49+49+25=172
Protection Set (Mage): 37+37+37+19=130
Ironclad Set (Archer): 36+36+36+18=126
Capped Set (Gunman): 36+36+36+18=126
Shinobi Set (Warrior; Assassin subclass): 10+10+10+5=35
As for weapons, aside from the Chunk Pistol, one-handed weapons are nowhere near optimal. As it stands, these are the best weapons from each class:
Soul Piercer (Warrior; One Handed): 34
Crazy Hammer (Warrior; Two-Handed): 52
Wood Gem Wand (Mage; One-Handed): 27
Wood Gem Staff (Mage; Two-Handed): 42
Ferreter Bow (Archer): 41
Chunk Pistol (Gunman; One-Handed): 40
AK-47 (Gunman; Two-Handed): 41
It goes without saying that aside from the Assassin build, the playerbase is more well-off in terms of defense than offense. Ideally we'd need to pit players against both the most powerful and the tankiest monster of the game: the Grunt and the Stalagmite Stalker. The difference between the base stats needed to tank a Grunt and the base stats needed to merely damage a Stalagmite Stalker are night and day.:
Base Stats Needed to Tank a Grunt (best armor):
Warrior (Crusader subclass): 25
Mage: 33
Archer and Gunman: 34
Warrior (Assassin subclass): 120 (sir pls buff Shinobi set defense)
Base Stats Needed to Damage a Stalagmite Stalker (best equipment):
Warrior (Crusader subclass; one-handed): 82
Warrior (Crusader subclass; two-handed): 32
Mage (one-handed): 119
Mage (two-handed): 54
Archer: 60
Gunman (one-handed): 67
Gunman (two-handed): 64
Warrior (Assassin subclass; one-handed): 75
Warrior (Assassin subclass; two-handed): 25
I personally blame the updated player damage formula for the serious nerf in one-handed weapon damage. To show this, let's look at how much players would need to damage a Stalagmite Stalker with the original player damage formula. Here's the original formula for player damage:
Damage: (Power*(Weapon Damage+Helmet Power+Armor Power+Legs Power+Shoes Power)-Monster Defense²)/5
Rolling back the formula changes would bring these results for damaging Stalagmite Stalkers:
Warrior (Crusader subclass; one-handed): 51
Warrior (Crusader subclass; two-handed): 43
Mage (one-handed): 55
Mage (two-handed): 47
Archer: 49
Gunman (one-handed): 52
Gunman (two-handed): 51
Warrior (Assassin subclass; one-handed): 48
Warrior (Assassin subclass; two-handed): 41
This doesn't include skills since, like critical hit damage, skill damage is accounted for AFTER base damage is rounded down. This is for a total power of 4907, which is required to do exactly 1 damage to a Stalagmite Stalker even at the lowest point as attack damage ranges from 0.75 to 1.25 times the calculated damage.
Five-Hitting Stalkers (when damage starts becoming noticeable), which requires 64 damage to be done, requires 64 damage to be done, which equates to a required player power of 5220. Going off this, we got the following requirements for both the current and original player damage formula:
Base Stats Needed to Five-Shot a Stalagmite Stalker (current):
Warrior (Crusader subclass; one-handed): 91
Warrior (Crusader subclass; two-handed): 38
Mage (one-handed): 131 (Jesus!)
Mage (two-handed): 62
Archer: 68
Gunman (one-handed): 75
Gunman (two-handed): 72
Warrior (Assassin subclass; one-handed): 84
Warrior (Assassin subclass; two-handed): 31
Base Stats Needed to Five-Shot a Stalagmite Stalker (old player damage formula):
Warrior (Crusader subclass; one-handed): 54
Warrior (Crusader subclass; two-handed): 46
Mage (one-handed): 58
Mage (two-handed): 50
Archer: 52
Gunman (one-handed): 55
Gunman (two-handed): 54
Warrior (Assassin subclass; one-handed): 51
Warrior (Assassin subclass; two-handed): 43
It seems much easier to handle things from the player's side than from the monster's side, which I think is great because dealing with the major crippling of one-handed weapon users to me is the highest priority here. Rolling back the player damage formula changes is the best way to fix the crippling of one-handed weapon users, only requiring durability-based monsters like the Stalagmite Stalker to adapt through massive (and I'm talking integers) boosts in HP.
4. The trickiest of the bunch since I have no material to work with besides the old EXP-to-next-level formula.
This was the EXP-to-next-level formula before the changes made on December 24, 2019:
reducer = .4; //Just lowers the overall required XP.
pokeXP = ((4 * Math.Pow(_lev, 3)) / 5; //Pokemon formula.
runescapeXP = ((_lev + 300 * Math.Pow(2, _lev / 7) / 3); //Runescape formula.
xpToReachNextLevel = ((pokeXP + runescapeXP) / 2) * reducer;
The Pokemon EXP formula is the Fast formula used in Pokemon, which is (4/5)level^3. The Runescape formula, on the other hand, is more complex. Basically, here's what it looks like:
Level + (300*2^(level/7))/3
I don't have the current EXP-to-next-level formula for Eliatopia, so I can't exactly compare the formulas then and now, which I think is very necessary for me to do if I want to figure out a good fix.
5. I had no materials for Mobility; however, I was able to create my own. I have measured the distance from the closest point I can turn myself around at to the bottom-right corner to a stopping point at the display stands in the Renegades. Here's what I got: https://i.imgur.com/TYN7OYp.jpg
I tried getting a clean upload, but Imgur was being a jerk and won't let me upload it as a PNG, repeatedly turning the image into a low-res JPEG. Anyway, from what I gathered, at the default zoom, the distance from the corner to the stands was 1003 px. It took me 4.333 seconds to move this distance, putting the movement speed at about 231 pixels per second just by walking alone (Stone Man not used). Running speed is 1.6x walking speed from another analysis I took by racing from stalagmite to stalagmite to a cave. This would put running speed at around 370 pixels per second. I did this to see how fast a dodge-roll should be (as I felt it would be necessary to make combat feel more "active" than just "sit and grind and hope you don't die").
I don't see pets working out too well after what happened in HH (hence why I don't support ACTIVE pets), but I feel Stone Man would be a major hurdle to work around (with a calculated 150 pixels per second), not to mention they'd take a while to build up, so for now, I think a base movement speed boost would work best to balance out the debuffs from Stone Man. I think increasing it by 10% would make things a little easier without breaking in-game collision (which too much speed will do). I've considered skates as a movement booster, but I think it would create the problem of repeated inventory switches.
I still want a dodge roll, though. I think 3x base movement speed (1.875x running speed) would be a good speed for a dodge roll since dodge rolls are usually and necessarily faster than running. (Maybe 2.7x if necessary, but I need to animate the roll)
Summary
1. MP Regen: Likely game-breaking considering certain skills (Grenades!) and the idea of making benches and consumables obsolete. Alternatives: Lowering bench heal time and adding consumable hotkey.
2. Pricing of Equipment: Huge support; alternate formula crafted. Graph of old and new formulas here: http://prntscr.com/tcef2c
3. Monster/Player Damage: Hard to fix; best fix available for now is rolling back player damage formula changes to fix crippling of one-handed weapons.
4. EXP Formula: No comment
5. Mobility: Having reservations on certain methods due to past brokenness; Alternatives: Increasing base movement speed; dodge roll goddammit!
I do think the five-second rule should be applied to benches (at least in skill form), which would make them more beneficial since they were designed to restore both MP and HP.
2. I knew the prices would get off-keltzer since December of last year, even crafting and posting a formula of my own based on Helmet Heroes' best (and priciest) weapon: the God Blade. As a result, I've came up with the following formula:
Weapon Price: 5*Power^2.5hr; h=1 or 0.7; r=rate of fire modifier (rpm/144)
Armor Price: 5*Defense^2.5 + 5*Strength^2.5 + 5*Magic^2.5 + 5*Archery^2.5 + 5*Artillery^2.5
Here is a graphs comparing the current pricing formula (red) and my pricing formula (blue): http://prntscr.com/tcef2c
Boxers (weakest armor): $5 (compared to $12)
Toy Bow (weakest and cheapest weapon): $19 (compared to $18)
Twig (weakest one-handed weapon): $28 (compared to $27)
Beach Umbrella (weakest two-handed melee weapon): $112 (compared to $87)
Pitchfork (my earliest keeper-weapon): $2132 (compared to $1920)
Bat Wing Staff (most powerful weapon when the formula was created): $18727 (compared to $22937)
Crazy Hammer (most powerful weapon currently in the game): $68245 (compared to $104213)
AK-47 (most expensive weapon): $78484 (as opposed to $108045)
One Piece of Lunatic Armor: $90908 (as opposed to
Level 100 weapon (power: 200): $2828427 (as opposed to $8120601)
Level 200 weapon (power: 400): $16000000 (as opposed to $64481201)
Hypothetical God Blade (power: 675): $59187423 (as opposed to $307546875)
$2^32 price limit hit at 3746 power (as opposed to 1625 power)
I still don't get why people just demand formula changes without doing research and coming up with alternative formulas like what Jakub used to do and what I did here. Research is important.
3. Monster defense and power are very tricky to handle.
From what I can gather, monster power and defense is squared because they don't use armor or weaponry unlike players. Pretty much if I put the monsters in the player's perspective, a Grunt would have the power of a player with 65 strength/range/magic/artillery and a 65-power weapon while a Stalagmite Stalker would have the defense of a player with 70-defense and armor combining into 70 defense (Equivalent to a full Police set).
On the players' end, well, it goes without saying that the base attack power for all class sets are fairly identical. These are the ratings for the most powerful sets of each class:
Lunatic Set (Warrior; Crusader subclass): 18+18+18+9=63
Protection Set (Mage): 18+18+18+9=63
Ironclad Set (Archer): 17+17+17+9=60
Capped Set (Gunman): 16+16+16+8=56
Shinobi Set (Warrior; Assassin subclass): 20+20+20+10=70
However, each class set has heavily-differing defense stats:
Lunatic Set (Warrior; Crusader subclass): 49+49+49+25=172
Protection Set (Mage): 37+37+37+19=130
Ironclad Set (Archer): 36+36+36+18=126
Capped Set (Gunman): 36+36+36+18=126
Shinobi Set (Warrior; Assassin subclass): 10+10+10+5=35
As for weapons, aside from the Chunk Pistol, one-handed weapons are nowhere near optimal. As it stands, these are the best weapons from each class:
Soul Piercer (Warrior; One Handed): 34
Crazy Hammer (Warrior; Two-Handed): 52
Wood Gem Wand (Mage; One-Handed): 27
Wood Gem Staff (Mage; Two-Handed): 42
Ferreter Bow (Archer): 41
Chunk Pistol (Gunman; One-Handed): 40
AK-47 (Gunman; Two-Handed): 41
It goes without saying that aside from the Assassin build, the playerbase is more well-off in terms of defense than offense. Ideally we'd need to pit players against both the most powerful and the tankiest monster of the game: the Grunt and the Stalagmite Stalker. The difference between the base stats needed to tank a Grunt and the base stats needed to merely damage a Stalagmite Stalker are night and day.:
Base Stats Needed to Tank a Grunt (best armor):
Warrior (Crusader subclass): 25
Mage: 33
Archer and Gunman: 34
Warrior (Assassin subclass): 120 (sir pls buff Shinobi set defense)
Base Stats Needed to Damage a Stalagmite Stalker (best equipment):
Warrior (Crusader subclass; one-handed): 82
Warrior (Crusader subclass; two-handed): 32
Mage (one-handed): 119
Mage (two-handed): 54
Archer: 60
Gunman (one-handed): 67
Gunman (two-handed): 64
Warrior (Assassin subclass; one-handed): 75
Warrior (Assassin subclass; two-handed): 25
I personally blame the updated player damage formula for the serious nerf in one-handed weapon damage. To show this, let's look at how much players would need to damage a Stalagmite Stalker with the original player damage formula. Here's the original formula for player damage:
Damage: (Power*(Weapon Damage+Helmet Power+Armor Power+Legs Power+Shoes Power)-Monster Defense²)/5
Rolling back the formula changes would bring these results for damaging Stalagmite Stalkers:
Warrior (Crusader subclass; one-handed): 51
Warrior (Crusader subclass; two-handed): 43
Mage (one-handed): 55
Mage (two-handed): 47
Archer: 49
Gunman (one-handed): 52
Gunman (two-handed): 51
Warrior (Assassin subclass; one-handed): 48
Warrior (Assassin subclass; two-handed): 41
This doesn't include skills since, like critical hit damage, skill damage is accounted for AFTER base damage is rounded down. This is for a total power of 4907, which is required to do exactly 1 damage to a Stalagmite Stalker even at the lowest point as attack damage ranges from 0.75 to 1.25 times the calculated damage.
Five-Hitting Stalkers (when damage starts becoming noticeable), which requires 64 damage to be done, requires 64 damage to be done, which equates to a required player power of 5220. Going off this, we got the following requirements for both the current and original player damage formula:
Base Stats Needed to Five-Shot a Stalagmite Stalker (current):
Warrior (Crusader subclass; one-handed): 91
Warrior (Crusader subclass; two-handed): 38
Mage (one-handed): 131 (Jesus!)
Mage (two-handed): 62
Archer: 68
Gunman (one-handed): 75
Gunman (two-handed): 72
Warrior (Assassin subclass; one-handed): 84
Warrior (Assassin subclass; two-handed): 31
Base Stats Needed to Five-Shot a Stalagmite Stalker (old player damage formula):
Warrior (Crusader subclass; one-handed): 54
Warrior (Crusader subclass; two-handed): 46
Mage (one-handed): 58
Mage (two-handed): 50
Archer: 52
Gunman (one-handed): 55
Gunman (two-handed): 54
Warrior (Assassin subclass; one-handed): 51
Warrior (Assassin subclass; two-handed): 43
It seems much easier to handle things from the player's side than from the monster's side, which I think is great because dealing with the major crippling of one-handed weapon users to me is the highest priority here. Rolling back the player damage formula changes is the best way to fix the crippling of one-handed weapon users, only requiring durability-based monsters like the Stalagmite Stalker to adapt through massive (and I'm talking integers) boosts in HP.
4. The trickiest of the bunch since I have no material to work with besides the old EXP-to-next-level formula.
This was the EXP-to-next-level formula before the changes made on December 24, 2019:
reducer = .4; //Just lowers the overall required XP.
pokeXP = ((4 * Math.Pow(_lev, 3)) / 5; //Pokemon formula.
runescapeXP = ((_lev + 300 * Math.Pow(2, _lev / 7) / 3); //Runescape formula.
xpToReachNextLevel = ((pokeXP + runescapeXP) / 2) * reducer;
The Pokemon EXP formula is the Fast formula used in Pokemon, which is (4/5)level^3. The Runescape formula, on the other hand, is more complex. Basically, here's what it looks like:
Level + (300*2^(level/7))/3
I don't have the current EXP-to-next-level formula for Eliatopia, so I can't exactly compare the formulas then and now, which I think is very necessary for me to do if I want to figure out a good fix.
5. I had no materials for Mobility; however, I was able to create my own. I have measured the distance from the closest point I can turn myself around at to the bottom-right corner to a stopping point at the display stands in the Renegades. Here's what I got: https://i.imgur.com/TYN7OYp.jpg
I tried getting a clean upload, but Imgur was being a jerk and won't let me upload it as a PNG, repeatedly turning the image into a low-res JPEG. Anyway, from what I gathered, at the default zoom, the distance from the corner to the stands was 1003 px. It took me 4.333 seconds to move this distance, putting the movement speed at about 231 pixels per second just by walking alone (Stone Man not used). Running speed is 1.6x walking speed from another analysis I took by racing from stalagmite to stalagmite to a cave. This would put running speed at around 370 pixels per second. I did this to see how fast a dodge-roll should be (as I felt it would be necessary to make combat feel more "active" than just "sit and grind and hope you don't die").
I don't see pets working out too well after what happened in HH (hence why I don't support ACTIVE pets), but I feel Stone Man would be a major hurdle to work around (with a calculated 150 pixels per second), not to mention they'd take a while to build up, so for now, I think a base movement speed boost would work best to balance out the debuffs from Stone Man. I think increasing it by 10% would make things a little easier without breaking in-game collision (which too much speed will do). I've considered skates as a movement booster, but I think it would create the problem of repeated inventory switches.
I still want a dodge roll, though. I think 3x base movement speed (1.875x running speed) would be a good speed for a dodge roll since dodge rolls are usually and necessarily faster than running. (Maybe 2.7x if necessary, but I need to animate the roll)
Summary
1. MP Regen: Likely game-breaking considering certain skills (Grenades!) and the idea of making benches and consumables obsolete. Alternatives: Lowering bench heal time and adding consumable hotkey.
2. Pricing of Equipment: Huge support; alternate formula crafted. Graph of old and new formulas here: http://prntscr.com/tcef2c
3. Monster/Player Damage: Hard to fix; best fix available for now is rolling back player damage formula changes to fix crippling of one-handed weapons.
4. EXP Formula: No comment
5. Mobility: Having reservations on certain methods due to past brokenness; Alternatives: Increasing base movement speed; dodge roll goddammit!
Re: Some suggestions
cant spam skills if it regens 10 mp every 5 seconds when maxed. most of the skills are pretty expensive mp wise. not really game breaking at all. id even say hp regen skills would be good as well, such as 2 hp every 10 ish seconds. also seems weird that you compared elia MP to hh MP considering in hh you have practically unlimited mp with books
and benches + consumables are garbage, if anything consumables should be changed to give temporary extra damage, speed, or crit damage instead of a small amount of hp and mp. mp regen is better by a long shot
and benches + consumables are garbage, if anything consumables should be changed to give temporary extra damage, speed, or crit damage instead of a small amount of hp and mp. mp regen is better by a long shot
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Re: Some suggestions
1. That's because books got way out of hand, which is a big bad! And besides, you compare Helmet Heroes and Eliatopia and vice versa and get away with it a lot, so I should have your rights too!Tens wrote: ↑Mon Jul 06, 2020 7:45 amcant spam skills if it regens 10 mp every 5 seconds when maxed. most of the skills are pretty expensive mp wise. not really game breaking at all. id even say hp regen skills would be good as well, such as 2 hp every 10 ish seconds. also seems weird that you compared elia MP to hh MP considering in hh you have practically unlimited mp with books
and benches + consumables are garbage, if anything consumables should be changed to give temporary extra damage, speed, or crit damage instead of a small amount of hp and mp. mp regen is better by a long shot
2. Are we seriously calling mechanics that could be improved on "garbage" without looking for positives and ways they can be improved on again? Cuz I'm dancing this dance again if I have to. Consumables are a mandatory RPG mechanic (Yes, I mean mandatory, as every RPG, MMO, and Diablo-like can attest to) designed to be literally the one thing that keeps you from having to spend minutes running all the way to an inn and back (and besides, a pineapple restores 35 MP; that's a huge chunk of the MP bar if you're able to scrounge up 50 Max MP the way player damage is set up). And again, you're ignoring the one IMPROVEMENT IDEA I had for benches. Like, 6 HP+MP every five seconds is like a godsend compared to the same every 10 seconds.
Re: Some suggestions
Your first point literally dancing around what i said and not actually responding to it oof. I compare hh to elia when the mechanics are similar, but when it comes to MP the big difference is books so yes, the comparison is irrelevant.Flashlight237 wrote: ↑Mon Jul 06, 2020 9:36 am1. That's because books got way out of hand, which is a big bad! And besides, you compare Helmet Heroes and Eliatopia and vice versa and get away with it a lot, so I should have your rights too!Tens wrote: ↑Mon Jul 06, 2020 7:45 amcant spam skills if it regens 10 mp every 5 seconds when maxed. most of the skills are pretty expensive mp wise. not really game breaking at all. id even say hp regen skills would be good as well, such as 2 hp every 10 ish seconds. also seems weird that you compared elia MP to hh MP considering in hh you have practically unlimited mp with books
and benches + consumables are garbage, if anything consumables should be changed to give temporary extra damage, speed, or crit damage instead of a small amount of hp and mp. mp regen is better by a long shot
2. Are we seriously calling mechanics that could be improved on "garbage" without looking for positives and ways they can be improved on again? Cuz I'm dancing this dance again if I have to. Consumables are a mandatory RPG mechanic (Yes, I mean mandatory, as every RPG, MMO, and Diablo-like can attest to) designed to be literally the one thing that keeps you from having to spend minutes running all the way to an inn and back (and besides, a pineapple restores 35 MP; that's a huge chunk of the MP bar if you're able to scrounge up 50 Max MP the way player damage is set up). And again, you're ignoring the one IMPROVEMENT IDEA I had for benches. Like, 6 HP+MP every five seconds is like a godsend compared to the same every 10 seconds.
And benches are garbage and should have never existed. Your idea is garbage and should also never have existed. This is a grinding game, im sure people would rather have mp regen instead of buying 1000 PINEAPPLES in order to run and actually use skills. the current system for mp is annoying and terrible even with consumables. And i didnt rule out consumables, i said they were garbage and should be changed.
Also in diablo 2 and 3 im pretty sure mana would auto regen LUL nice comparison