User:Telkoth/Wishlist

Fights

 * I'd love to see some maps with effects that hit every participant. The lava around brakmar could give -10% fire resistance; the mushd mud reduces everyone's MP by 1; swamps give everyone a poison; etc.  these effects would have to be unbewitchable, or perhaps just something that the map imposes at the start of each player's turn (not an effect on the players at all).


 * Dofus Arena has special tiles which affect battle. I kind of wish Dofus had these, too.  I only worry that this would introduce a balance issue: if tiles had effects, classes with knock-back abilities would become more powerful (as would the spell Release).

Spells

 * I'd like to see spells that you could receive as a subscription award. the spells of some monsters would be fun (I dunno... Light Touch?  if Tofu Throwing wasn't so broken, I'd suggest that, because it cracks me up :P), but original spells would also do.


 * 2-square hop (teleport) that does damage to all enemies adjacent to the space you left behind <-- just seems like a fun concept. should probably have a cool-down.  as an elementary spell, I suppose, and how about water damage, since there are no water elementary spells.


 * a spell that turns you into a monster. really I guess you could have a number of these, requiring different levels.  like, anyone could learn "Polymorph: Evil Dandelion", but you'd have to be level 30 or something to learn "Polymorph: Crackrock".  the only thing I'm not sure about: the mechanics of transformation into the creature, and back again (I assume the spells would need a duration).  like how do you handle the change in HP total?  do you just say that if you had more HP than the thing you're turning into, sucks to be you?  or make it %-based, maybe: if you have 80% your HP, then you have 80% of the new creature's HP, and again when you change back?  I think stats would also have to change to match... or maybe they wouldn't... maybe you could be an Osamodas that wants to turn into a Evil Dandelion after having summoned things, in order to throw Wild Grasses around with your crazy-high int :P (although the HP hit would certainly suck.)  I suppose if the available monsters to change into were picked carefully, stat problems could be avoided.  or, again, you could just take on the stats of the monster being turned into, although that makes the spell less useful at all levels... I mean, what level-100 character wants to turn into a Crackrock?