Welcome to Project: Gorgon!


Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.

The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.



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  1. #1
    Senior Member Aionlasting's Avatar
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    Shields and Critical Strike Suggestion

    How about, since the mobs have crit ability now, to make tanks viable or less affected by the RNG, we introduce to shields the ability to decrease either, 1. Crit damage received, OR 2. Chance to block critical strikes!

    So the stronger the shield the higher the % chance to block critical strike, and maybe have unique or legendary shields with really awesome like 75% chance to block critical strikes.

    NOTICE: I am NOT suggesting this be tied to the shield SKILL but rather shield ITEMS in general, meaning anyone holding a shield could benefit from the mod.

    That be cool

    Ok thx.

  2. #2
    Senior Member Tagamogi's Avatar
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    I like the idea of being able to block crits a lot in general but I'm not convinced that shield holding needs any additional buffs. You are already getting a very nice chunk of armor plus stats from the shield - it doesn't feel like it needs another advantage.

    It could be an interesting way to buff the shield skill a bit, though. Of course, non-shield tanks may not appreciate that...

  3. #3
    Member Rick Sanchez's Avatar
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    That would be awesome Aionlasting. I think you might want to also include abilities that allow for shield like effects. So say staff use would have something added into the defensive buff side that would allow for crit inclusion as well.
    And that's why I always say, 'Shumshumschilpiddydah!

  4. #4
    Senior Member Aionlasting's Avatar
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    Yea, I simply neglected to think about staff but my main point was basically that this be for 'tanky' sort of items so if staff is a tank type item then I see no problem having a mod that does the same for staffs!

  5. #5
    Banned spider91301's Avatar
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    Quote Originally Posted by Aionlasting View Post
    How about, since the mobs have crit ability now, to make tanks viable or less affected by the RNG, we introduce to shields the ability to decrease either, 1. Crit damage received, OR 2. Chance to block critical strikes!

    So the stronger the shield the higher the % chance to block critical strike, and maybe have unique or legendary shields with really awesome like 75% chance to block critical strikes.

    NOTICE: I am NOT suggesting this be tied to the shield SKILL but rather shield ITEMS in general, meaning anyone holding a shield could benefit from the mod.

    That be cool

    Ok thx.
    Ungodly give this man a cookie this is a awesome idea

  6. #6
    Member Ashreon's Avatar
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    Quote Originally Posted by Aionlasting View Post
    How about, since the mobs have crit ability now, to make tanks viable or less affected by the RNG, we introduce to shields the ability to decrease either, 1. Crit damage received, OR 2. Chance to block critical strikes!

    So the stronger the shield the higher the % chance to block critical strike, and maybe have unique or legendary shields with really awesome like 75% chance to block critical strikes.

    NOTICE: I am NOT suggesting this be tied to the shield SKILL but rather shield ITEMS in general, meaning anyone holding a shield could benefit from the mod.

    That be cool

    Ok thx.
    If you think about it / is a smart person.

    You go Staff/Shield.

    Staff has physical damage immunity. Shield has elemental damage immunity.
    No crits can affect you while they are running.
    On top of this staff has not 1 but 2 abilities that can reduce damage taken by 40 and 45%. Rotate those two abilities with the immunities.
    Have all the damage mitigation mods going (shield team is a great one and there's also a permanent mod which just reduce it while shield is active).

    I had great success in a recent incursion in to GK with this setup.
    I died a few times in the beginning (but I have never been there so I chalk that up to scruberino pulling). Overall it went smooth with no wipes. A few deaths here and there when I lost aggro because.. The damage dealers had insane damage and Ii only had a semi-decent tank set.

    Overall I believe that the Critical Hits was introduced to put a stop to non-tank setups in dungeons. I don't believe it is executed with thought tho as a lvl 120 mob (and we will be facing those) will have 25% chance top-world and 30% chance in dungeons to crit which seems fairly excessive and at that point I really hope that specializations will play a role in reducing chances of crits otherwise it will be a battle to do dungeons and world content.
    Last edited by Ashreon; 10-08-2018 at 12:36 PM.

  7. #7
    Junior Member Akhenatom's Avatar
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    Very good idea!!!

  8. #8
    Member HardRock's Avatar
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    Can the game differentiate between being hit in front vs being hit in back? If possible shield could just remove all chance to be crit from front while leaving the chance for back crit the same.

  9. #9
    Senior Member Niph's Avatar
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    Quote Originally Posted by HardRock View Post
    Can the game differentiate between being hit in front vs being hit in back?
    As far as I know, there is nothing in game about this. Yet.



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