Content
75 ideas
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0 votesPlanned
Haki (The next Level)
Before I start, it should be noted that this is not for players that are under max level nor is it for players that don't like to work hard for their reward.
Haki wont make you a force to be reckoned with at the start but you will at the end, all of that being said let me give my suggestion on how I think Haki should be Implemented into the game.
At max level players will be able to choose 1 out of 3 Haki (Conqueror, Armament, or Observation which is the 3 names I will use for this suggestion) also obtaining one may not be as simple as just talking to a NPC (it could be a quest or even a boss drop).
After choosing a Haki, players will unlock a new leveling system that will be separate from their character level which will be called Haki level. (Example of this is a player can be level 50 character level and level 3 Haki level)
The same way players leveled their character, that's the same way players will level their Haki with PVP kills giving more exp than mobs.
Every Haki type will have it's own skill tree that will have passive skills and techniques that correspond the chosen Haki.
(Example of 1 of the 3 starting passive of a tree)
Armament
The player takes .5% less damage from attacks 0/10.
Conqueror
The player have a .5% chance to stunning it's target after hitting them for 1 sec every 20 sec 0/10.
Observation
The player have a .5% chance to a dodge incoming attack every 10 sec 0/10.
Every time a player levels their Haki they will gain a Haki point which will be used in the Haki tree.
For every 10 Haki points used, players will unlock a new set of passives on the skill tree (level 10, 20, 30, 40) but at set levels (10, 25, 50) of the Haki level they will unlock a Haki Technique.
After saying all of this, I have not even talked about players having multiple Haki which is not unheard of. I do think this should be added also but having two Haki should not be better than just having 1.
The max Haki level will be 50 but at level 25, the player will have the option to advance the level of their current Haki (which is level 26-50) or to pick another Haki (by doing a quest) but will not be able to level the previous one any longer.
When a player picks another Haki, the new Haki they pick will start at level 1 but their Haki level will be level 26 which will mean that they will only be able to get to level 25 in the new Haki also.
It should be noted that until a player picks the advance form of their current Haki, they will not obtain the level 25 Haki technique.
It may seem a bit complex but it's not from a player stand point because it will be based on a combo of systems we already have in the game, for me this system will fix a lot of problems that we are having in the game right now.
1) Players getting to max level too fast will be fixed by this because they will have more levels to gain after getting to character level 50.
2) A new system to help player balance out their current build which may have seemingly been lacking in some areas.
3) Constant updates, this suggestion does not have to be added all at once, the first 10 Haki levels can be added and after some time more and more can be added to keep players coming back as a way of raising the level cap every so often along side adding new passives to trees.
4) RP is a part of the game and this system will show that in many ways, for example, if a player have the Armament Haki and your fighting them you will naturally see them taking less damage without them even using a technique.
5) This will also add some more income to the game, not only by players playing the game but also by having two new items in the cash shop in the form of a Haki point rest and the other in a Haki reset which will make player pick a whole new Haki but start at level 1 Haki level.
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1 votePlanned
Arena
This is a very simple idea on how I think the game arena should work. Its not just a random even that is done for a short time but it will be used to bring live to the game and give players that have done all that they can something to do as they keep waiting for updates also it's for players that don't like to grind in PvE because some things you can get in PvE you can get here and even more.
Arena will be 1v1 and 3v3
Players queue up for random battles and is teleported when the game match them with players of their rank point range.
Arena is done in seasons,
Every month or so will be an arena season,
In that time the Arena will be open for gaining rank points.
You gain rank points when you win.
You lose rank points when you don't win.
Rank points are used to determine your rank placement at the end of a season
The Arena will be open 2 times a day, every 2 days for 3 hours every time it is open.
Their will be PvP dallies quest for arena only, 3 win, 5 wins and 10 wins.
Daily quest and wins in the Arena gives you Arena points
You don't gain any arena points or rank points after 10 wins.
Arena points is used to buy items in the Arena store,
The greater your Arena rank, the better the rewards you are able to buy.
(Example of rewards are Fruits, keys, notes, gear and weapons)
At the end of a season, players will be given titles based on their ranking that may or may not have PvP base stats on it.
Other rewards will be given based on their ranking placement at the end of a season also.
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3 votesPlanned
Haki Introduction
This is a detailed breakdown on how I think Haki should work in PirateSouls.
Please feel free to leave feedback in the comments.
1. Haki Types:
- Observation Haki: Enhances situational awareness, allowing players to detect hidden enemies, traps, incoming threats, hidden treasures or even secret passageways. (Shows red dots on mini map and increases accuracy)
- Armament Haki: Increases the player's combat effectiveness, making their attacks more potent and capable of bypassing enemy defenses. Armament Haki users could create a defensive aura that reduces damage from enemy attacks. (Physical Moves cannot miss)
- Conqueror's Haki: Unleashes a powerful force that can intimidate or even control NPCs and certain creatures. High level Conqueror’s users might be able to temporarily stun or disrupt the actions of their opponents, creating openings. (Turns NPCs into temporary allies)
2. Mastery Tiers:
- Each Haki type has multiple mastery tiers, from Novice to Grandmaster.
- Players earn experience and complete quests to advance through these tiers.
- Advancing through tiers unlocks new abilities and increases the effectiveness of existing ones.
3. Skill Tree:
- Players can customize their Haki abilities through a skill tree.
- Each tier unlocks a new branch in the tree with unique abilities and passive bonuses.
- For example, in Armament Haki, one branch could focus on strengthening melee attacks, while another enhances ranged attacks.
4. Haki Training Facilities:
- Players can visit specialized training facilities in different regions of the game world to improve their Haki skills.
- These facilities offer challenges, puzzles, and duels to enhance specific Haki types.
5. Haki Gear and Items:
- Equipable items and gear can augment Haki abilities.
- Armament Haki-infused weapons deal bonus damage to Devil Fruit users.
- Observation Haki gear may increase detection range and accuracy.
6. PvP and PvE Impact:
- Haki plays a significant role in both player-vs-environment and player-vs-player combat.
- In PvP battles, skilled Haki users can predict and counter opponents' moves, creating intense strategic gameplay.
- In PvE, certain enemies may be immune to regular attacks, requiring the use of Armament Haki to damage them.
7. Haki Challenges:
- Daily and weekly challenges encourage players to utilize Haki in various scenarios, rewarding them with experience and unique items.
8. Grandmaster Achievements:
- Achieving Grandmaster status in a Haki type unlocks prestigious titles, cosmetics, and recognition in the game world.
9. Haki Events:
- Special in-game events and tournaments showcase the mastery of Haki, providing opportunities for players to test their skills against others.
10. Balance and Updates:
- Regular game updates should include balance adjustments to ensure no Haki type becomes overpowered, promoting diversity in gameplay.
This Haki Mastery System would add depth and excitement to PirateSouls, offering players the chance to immerse themselves in the rich world of One Piece and develop their characters in unique and strategic ways.
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5 votesPlanned
content ideas
I have several ideas that can make the game more fun and improve the gameplay to get more involved in the One Piece world:
1. The idea would be to implement the navigation of individual ships to go from one island to another, the 2 things they prioritize in One Piece is the adventure sailing the seas and this would improve the game in many ways. Ships with which you can do naval battles.
I mean that your ship, which could be like Ace's or Mihawk's, have a useful life of, for example, 1300 hp and a general damage that does not follow a pattern according to the stats, if not, for example, 98 damage, the bullets would have to be manufactured that it would be the only thing that would vary the damage from your ship. If the ship is destroyed in the sea you end up dead and the ship destroyed. What you would already have 2 ways: repair it or buy another.
As seen here, a ship construction/repair specialty could be included, which would give the game much more play in the future.
2. It would be cool to make an Arc that helps to get certain lvls easier, especially from lvl 40 - 50. The truth is that it is hard to be in coyotes from lvl 20/25 to 50. Adding Variations of mobs or the arc would not be bad!
I suggest an Arc or put mobs that help the lvl on the fortress map it seems a pretty empty map right now and it would make people go to that map more.
3. I propose a new island for the theme of the ships that could be very good, the Water 7 island from the anime one Piece and there could be new mobs/Arc, stronger ships, etc...
4. This is rather an improvement for those of animal fruit when we become a hybrid we remain completely naked, the truth is that the character does not look so good like this, I suggest that at least from the waist down the body it stays on.
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4 votesPlanned
Class Idea: Rogue
Drawing some inspiration from some very old games, The rogue is both a short range and a long range combatant.
The character being able to use both weapons from aim and agility classes creates a versatile combatant that would create another way to play. having the stats stressed very difficult between aim and agility means that we don't need to worry about going into a fruit with this class, as that could be detrimental. However it will create opportunity for low wp builds that utilize 1 or 2 skills from the fruit classes. You could see things like Ice and Reindeer seeing some extra love from this class. Even light, rubber could have some fun in this class.
Like rogue in other games, it will feel like a small mix of ranger and fighter.
Skills would require both Agility and Aim.
Skill I: Precision (aim15) 60 second cooldown. Duration 45.
First skill for the class will be a buff. This buff will increase the damage of sub-weapons (knives, blowgun, handgun)
Skill II: Trip (agi 20) 10 second cooldown. duration .5
second skill for the class would be a small blink snare. range should be 2. the zone should be 1 range around the player.
Skill III: Guile (aim 30) 60 second colldown. 45 second duration.
sub weapons will always strike critically. +10 agi +10 aim.
Skill IV: Backstab (agi 45) 30 second cooldown. duration 3
blink to a target in range of 5 and deal large amount of damage. then gain a brief invisibility for 3 seconds.
Skill V: Bullet Roll (aim 50) 20 second cooldown. duration 1.
perform a movement that allows you to dodge damage. deals small damage to 3 square.
Skill VI: Knife Barrage (agi 60) 12 second cooldown.
cast 1: cast time 1 second, creates a handful of knives. (12) Duration 10
cast 2+: can throw the created knives on cooldown .25
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0 votes
Mob spread.
So we have an interesting proposition here, most mobs are predetermined at a certain level, but we have some areas that they could be put into fairly easily. For example we have 2 bat caverns. one near the pirate base and another near the boken coast. In this case I would say the second bat cave (boken coast) could host a higher level bat. In this example 17. because no mobs exist around level 17, but we have level 15 bandits and level 10 bats. So you could also argue for level 12 bats. Why a higher level of bats? just to generate a little more experience as players are beating them down for achievements or gear.
High level Pirates/Marines mobs. These could fit in on the sides of Marine Fort to help defend the flags. furthermore when the rocks are attacked, mobs could spawn to help keep players away from the rocks. groups of 5-6 Pirates/Marines at a time.
The invasion event mobs could also be reflected in a similar manner, they have an experience boost they could also have more of their own experience.
Leopards could be prowling the Boken Coast between the two ledges at a higher level too.
P.S. Please consider Taco/Tuco Tuesday, where tuco has a twin with him all day (only one of them have a chest!)
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1 votePlanned
Beast Tamer Profession.
This idea is comes from another suggestion but I think its a better fit as a profession than a class and I will try and explain how I think a tamer profession can fit into the game and how it could benefit all players and reward the ones that actually picks the profession over players that have not.
1. A player that picks the beast tamer profession would gain the ability to tame all the beast in the game including bosses.
2. A beast tamer would be able to use any tamed beast to fight alongside them.
3. Beast tamers would be giving a skill to tame beast which would scale with their energy stat, the higher their energy and profession level the greater the chance of a successful tame.
4. Non tamers would also be able to use tamed beast but not the tamable bosses. (bosses would be beast tamer only tames)
5. All tames would have a base stat number with bosses having slightly better stats than their normal version. (20% or so better stats)
6. Apart from all tames having their base stats, each stat would have a 1-10% random generated stat buff to make no two tames the exact same.
(Optional) Tames can also have a very rare (1/500) varying version from normal that have a 5-15% stat buff to make players that want to farm them over and over feel rewarded for doing so.
7. In order to balance out this system, all tames would have an energy stat requirement in order to use them. (example 10 energy for a boar and 50 for an eagle)
8. All Summoning skills would go on cooldown only when the tame is recalled or dies.
(Optional) When a player have a tame out, they have an energy reduction debuff which can be 20% of the tames stat requirement.
Potential Skills(Optional)
Buff tame: tamer puts a buff on their tame for a short time.
Sacrifice tame: the tamer kills their tame to buff themselves.
Share pain: The tame take some of the damage that the timer would have taken.
As you can see I tryed to give the base idea without over complicating it but at the same time I tryed to fix all the potential problems I can see that would off balance the profession from the others but at the same time keeping it relevant as a profession to use as a main character and not just an alt slave.
We only have two beast that are bosses right now but more may be coming in the future to make tamers main more versatile in combat and at the same time maintaining a balance build and not being overpowered.
p.s Their may be some things that I would have missed out but I hope I made it clear for all to understand what i have included also this is just an add-on suggestion and not a must have or need to be added right away to.
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1 votePlanned
Item Influx Situation
I just want to get this out the way before more and more items arrive
The whole change of direction from full Cosmetics to item Stats is a great change and that's a fact
but now we need to get ahead of the situation that will definitely arise in the upcoming weeks...
which is Item Influx... It's no doubt that it's great to farm for Items over and over until you get the Prefix that you want
but as it is we have no way of removing these items from the player's hands
as there are 0 systems that removes these items... and sooner or later the complaints of "I have too much of these useless items"
will surely appear
okay now that's out of the way... let's actually think of solutions to this problem
from the messages I've read there's still some "downtime" between the artists producing said items
so it would definitely be do able to produce these countermeasures
i.e Salvage Items to Scraps to be sold for the Shop /
Dismantle Items for GENERAL used CRAFTING MATERIAL /
RNG Systems like [Enhance and Refine systems (+1 to +10 ) with Item break chance at +6 above]
but ye.. it's great to be prepared for these things now rather than get caught off guard by them later
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0 votes
Item Influx Situation
I just want to get this out the way before more and more items arrive
The whole change of direction from full Cosmetics to item Stats is a great change and that's a fact
but now we need to get ahead of the situation that will definitely arise in the upcoming weeks...
which is Item Influx... It's no doubt that it's great to farm for Items over and over until you get the Prefix that you want
but as it is we have no way of removing these items from the player's hands
as there are 0 systems that removes these items... and sooner or later the complaints of "I have too much of these useless items"
will surely appear
okay now that's out of the way... let's actually think of solutions to this problem
from the messages I've read there's still some "downtime" between the artists producing said items
so it would definitely be do able to produce these countermeasures
i.e Salvage Items to Scraps to be sold for the Shop /
Dismantle Items for GENERAL used CRAFTING MATERIAL /
RNG Systems like [Enhance and Refine systems (+1 to +10 ) with Item break chance at +6 above]
but ye.. it's great to be prepared for these things now rather than get caught off guard by them later
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1 votePlanned
Mid Level Bosses.
Pirate Captain
Marine Captain
Giant Eagle
Rabid Coyote
Enraged Leopard
similar to how the mountian bandit leader exists, these could all exist. They could be just enlarged versions of the normal sprite. more HP and removed indicators in the likeness of the green eagle/coyote. Since currently bosses that blink do not have tells.
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0 votes
Level 50 Quests
Third NPC: Level 50 quests. Hajiwari Bar or Rhum Island Bar? New bar?
Purpose: use this quest npc to help push players towards achievements. these quests don't need to be a daily but could be a daily. checks for players achievements, picks one randomly and assigns the task with a berry amount.
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1 votePlanned
Artifacts/Feats/Event only items.
Artifacts/Feats/Items that change the way certain mechanics act.
example 1: Pirate King's Blood. Your health now affects your damage instead of your aim/agility, your willpower now determines your energy instead of the energy stat.
example 2: Soul-eater's pact. When less than half of your maximum energy, reduce the cost of energy use by 50%. the other 50% will instead be removed from your healthbar. gain 10% lifesteal while below 50% health.
example 3: The Big Armed Marine. Your abilities cost 50% MORE energy. Your energy max is 50% of normal. Every second you do not use an attack or ability, build up fury. Fury increases your next damaging ability or attack by 50% per fury. max of 5 fury.
example 4: The Grand Chef. When you eat food, your party members benefit from the food that was eaten. any negative effects will not effect party members. stat penalties from foods on The Grand Chef will be doubled.
example 5: Combat Medic. Your cast time for Roseo Heal and Roseo gift are much faster, however your cooldown for these abilities is greatly increased. whenever you heal an ally, some of your energy is restored over 5 seconds.
example 6: Awkward Destiny. You have a 33% chance to avoid damage. You take 33% increased damage.
example 7: Sniper Islands Blessing. You have a 50% chance to not consume ammo when firing a slingshot or gun, when you do consume ammo deal an additional 10% damage, critical strikes deal an additional 10% MORE damage.
example 8: the candle that burns twice as bright. Your abilities have 50% cooldown reduction, your abilities do 50% less damage.
example 9: twice upon a wish. there is a small chance your abilities will not go on cooldown after use, critical strikes deal slightly less damage. ignore the stat requirements for weapons and abilities. (level requirements still enforced)
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0 votesPlanned
New Class - Hunter
I don't know how big of an update this would be, but we haven't seen anything new gameplay-wise. I do appreciate the small updates, the equipment and fixing bugs, but this is an idea that can add more flavor to the game.
Hunter class would be a summoner of sort, one that can fight alongside the monsters caught. (Mainly the animal NPCS - Boar/Bats/Coyotes/Leopards/Birds) I don't know how the stats would differ, or whether having different stats between the animals would matter; if this were to be implemented I'm leaving the numbers for you. The tamed monsters should be at a good balance between dmg and oppression.
With this class introduced two new weapons can be introduced;
Bow/Arrow: Bow is pretty much a gun that requires arrows to shoot. This weapon can be approached many ways. Be able to have different kind of arrows like this;
1: Light arrows: Very light arrows to use deal small amount of dmg but travels fast.
2: Medium arrows: Arrows that balances between speed and dmg.
3: Heavy arrows: Heavy arrows focus more on dmg and travel slowly.
You can also apply poison to the arrows giving you DOT dmg. ( If this were to be added, another status effect would have to be added which would be poisoned.)
This way Bow/Arrow aren't just a rip off of guns and are their own unique weapon, not just a reskin of guns. The dmg should be between swords/guns.
The second weapon would be;
Dagger: A small knife that prioritize speed over dmg. Can be dual wielded ( Making you attack twice at once. ) Dmg should be between fists and swords, not that high nor as low as fighters. Poison can also be applied, so dmg shouldn't be that high as u can attack twice and apply poison. There can be two types of daggers.
Jagged Daggers: As the name implies, these daggers and crafted in a way that makes cutting flesh efficient, leaving behind deep cuts. (Applies bleed every 4 attacks or so)(Can't have poison applied.)
Normal Daggers: Normal daggers that can have poison applied.
These weapons can be dual wielded, so each hand can have one of the two types; effectively making you capable of poisoning and causing you target to bleed.
(Again, I really don't know about the numbers, so yeah. )
Weapons aside, monsters should have their own levels so that you can train them. Monsters should start at lvl 1 after successfully taming them. They will lose all their skills. Skills will be unlocked as they level. ( This would make the class more engaging, and would prevent ppl from hunting stronger monsters to deal more dmg.) Needless to say, monsters can be killed to prevent them from being used. One minute cool down should be applied on each monster after being killed, to prevent people from summoning them back immediately.
Lvl 10 Skill - Tame: As the name suggest, you tame a monster. This can be either done through beating the monster and weakening them, then using the skill on them. Or it can be through fear, if you are higher level than the monster you get to have it, or the friendly way, you have to gather a specific set of items and offering them to the monster to gain it's affection, whichever route taken it shouldn't matter, the end goal is the same; using the monster. ( only 1 monster can be tamed. ) (Max monster level 25)
Lvl 15 Skill - Monster summon: A skill were the hunter calls his trusty monster companion to help him throughout the battle.
Lvl 20 Skill - Trap: You set down a trap, dealing a little bit of damage as well as stunning whoever stepped on the trap in place for a while.
Lvl 25 Skill - Multiple Shot/Strike: You take a focused stance where you shoot/strike three consecutive shots/hits at whatever target you are aiming at.
Lvl 30 Skill - Monster understanding: Allows you to tame and use another monster. (Making your max summon-able monsters 2)(Max monster level 50)
Lvl 35 Skill - Hunter senses: Due to being an experienced hunter, and due to being in tune with nature; your senses are heightened in this state you utilize your hearing and agility to dodge any three incoming attacks.
Lvl 40 Skill - Monster Command: You command your monsters to attack, as they hear your command they dash forward to complete whatever order given to them and gain your approval! (I'm thinking of having this skill with 2 effects? Like you can either set it to have the monsters attack dealing more dmg than usual, or a stun, where they go bite deal smool dmg and stun for a period of time.)
That's about it. Should add more flavor to the game, and a whole different playstyle. Needless to say, this is an agility class.
I understand, there are many things to digest, and adding such class with such description would require a lot of work, and I also understand that there is many ways to deal dmg with such build. I'm sorry, I'm not good with numbers, so balancing the dmg is up to yall if this were to be implemented. The dmg output should be between you, your passives and the dmg done by the summoned monster.
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0 votesPlanned
Weapons of the future.?.?
Slashing swords/axes: think like Mihawk. thats a big ass sword. they could have a 2 forward and hit to both sides range. they could have a slow attack rate 3000ms.
Spears: you could go several routes here, throwing spears/javelins. you could have a forward lunge attack. rate would probably be around 2500-3000ms
cannon/blunder bust: short range wide ranged weapons. shoots 3x3 in front of you or something. needs time to reload 3000ms attack speeds.
thanks for reading!
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0 votesPlanned
New Craftables.
Cook/Chef
Grilled Bat Wing. Restores 35 health. 60 second cooldown. 8 bat wings, these dont look like chicken wings.
Leopard Rinds. Restores 40 health. 60 second cooldown. 5 leopard skins, reminds you of pork rinds.
Coyote Rinds. Restores 50 health. 60 second cooldown. 5 coyote skins, like pork rinds but bad.
Blacksmith/Crafter
Rock Throwing Knife. 2 Brown rocks AND 2 gray rocks. makes 1 knife.
Hidden Blade. allows you to unleash a hidden blade and strike foes quickly. Requires basic sword, 50 coyote skins 50 feathers 50 leopard skins. 1000 berry.
(like a pocket gun but short range, scale off agi like the blowgun/pocket gun)
Medic Skill
Link Spirit: allows you to connect to an ally and while you charge, restore their energy by your energy charge rate.
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1 voteShipped
Due to current playerbase.
Hey Greedy here! still pretty new to the game most of the time there isnt much of a player base just food for thought but i think it would be a cool Rep System to have just like the pvp one already in but for mobs them selves example: Marines killing pirate mobs could give a small % of rep per certain amount id like to be able to climb the ranks and im sure others would also but in the current state with very few people around while the game is building its self up its not really possible. Regardless i think this game is a big sleeper and 1 day will bring in people steadly ill be here for the ride!
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0 votes
Daily Missions
Can we remove the randomness aspect of the missions? Have it be a quest-board that pops up when interacting with the NPC where I can choose the mission I want, or at the very least let me be able to abandon missions and not have them count towards my daily cap of 3 missions. I see no point in having an abandoned mission taking a slot off of these 3 missions.
I get it, you are trying to punish ppl for failing, but it legit serves no purpose.
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3 votes
Eagle Soul Fruit
Addition of eagle soul fruit
Power ideas; Throwing feathers that are as hard as steel, get a 1 tile one and possibly a 3 tile one, the 1 tile one has an 80% chance to cause bleed and the 3 tile 60%
Eagle claws a quick attack that hits the thing in front and causes bleed damage
Hybrid form increases Will by 15% and aim by 10%, while in this form you can fly over obstacles but not that many tiles at a time so that it's not broken. Another alternative to this is making it use energy for every obstacle you go over.
While in hybrid mode you get 2 kinds of basic attacks, with Q you throw feathers that do less dmg than the skill, also has a shorter range and scales off aim and with E you get a basic attack that is a close range melee that scales off will.
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2 votes
Armament Haki Idea
Since i just made a suggestion about Haki Colors, why not keep going.
Armament Haki, in the manga it makes you more durable and enhances your attacks and makes you able to hit logias !
In the game, let's make it grindy 😈; You'll have to train your haki to reach new tiers of mastery, maybe 3 Tiers Max, there could be few ways to train haki im not too sure. Maybe taking and dealing damage would make a hidden stat go up and once you reach a treshold it your haki evolves in a flashy animation !
To not make it too OverPowered, Haki could have a duration/durability before it breaks or both making you unable to use it until you recover.
Each tier giving a buff, and increasing the duration of your Haki;
T1 Buso : You barely master it and can just defend yourself with it making you take XX% less damage while activated. I'm leaving XX because i am terrible at balancing, i'll let you guys figure that out 🤭.
T2 Buso : You can now reliably use your haki during combat, able to enhance your defense further and your attacks ! Take XX% less damage and deal XX% more damage while activated ! You are now also able to hit non physical ennemies ! (Logia and maybe special mobs making haki a requisite to farm in certain areas).
T3 Buso : You are a master at using buso, a cannonball wouldnt leave a scratch on you, how scary... 😨 You now take XX% less damage and deal XX% more damage ! Oh, what is this ? You're fancy and colorful 🤗
(T3 gives a color to your haki go check my other suggestion for more info)
Thanks for reading this far, i dont have a clear idea for Observation Haki that wouldnt make it absolutely busted i'll make another suggestion later !
EDIT : As for the obtainment method for buso, i think a simple quest is kind of lame why not make it so you need to risk your life to awaken it ? Get into dangerous situation during capture events or even pvp with a certain % chance to awaken, and if you're unlucky just make the % go up each time the player risks their lives so they get better chances to awaken it. It would encourage people seeking pvp events. Plus since pvp events arent that frequent i dont think people would find a way to cheese that... but we're never too sure lol :v
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1 votePlanned
Haki Colors
Hello, so i had this idea about Armament Haki and Observation haki.
I think it would be pretty cool if each player gets a random color outline on their Armament Haki once mastered;
Same thing for Observation Haki, kinda like Katakuri's future sight (Advanced Observation Haki). Some techniques could also get infused by Armament Haki and change the visual effect of said attack with black coloring (main color of haki) + their random color.
Another thing you could do is add a new product similar to the Hair color product already in store ! It would let player change their haki colors ! Probably make it so it actually let them choose or else it'd be a rip off lol. I'm attaching exemples to show what i mean.
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3 votes
Rhum island and Pirate cove.
When you first arrive at Rhum Island, the lady fishing by the docks says you scared the fish away. Most people come to rhum island at the other side of the island.
a second ship to rhum island from maybe pirates cove or off the frio po side of to the pirates map, that drops players by the boxes on Rhum Island.
pros: faster way for pirate side of faction to move to rhum/marine fort
cons: less conflict for events PVP. Currently marines on hajiwari has a good gate keeping passage. Promoting pvp conflicts.
Thanks for reading.
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5 votesPlanned
Races
I think you could add races in this game like in the original one piece, as fishmans / Giants things like that, i think all should have a buff, like fishman has more damage with fists (example), Giants have more max hp, i think it could be a good idea so, for this, the races should be RNG, like a 10% of spawning as a giant, and just make the character look bigger, and for this not being a pay to win or that being human is trash, you could add to humans things that the other races dont have, so it could be "balanced".
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1 votePlanned
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4 votesPlanned
Achievement Rewards
Achievements are, as of this moment, a cool system that can be expanded upon so that players seek them out more actively. Why not unpack some ideas?
I. Each achievement gained grants 5 Diamonds to your account. That would also help underaged players gain diamonds without having to use their mom's credit card at 4am.
II. Certain boss-slaying achievements grant a unique title you can flaunt.
III. Certain boss-slaying achievements grant a a unique trophy you can place on your crew's ship.
IV. Grant a player rewards per threshold of achievements- for example, if a player reaches 5 achievements, reward them with a few Berry. When they reach 10, 15, 20, etc, repeat the process but slightly scale the Berry reward a reasonable amount to make sense for them to achievement-hunt, to give them incentive to play more.
V. Faction-specific achievements; Marines get offered a badge of service, badge of honour, whatever you wish to flavour it as, per threshold of pirates killed in PvP combat. They can then refund those badges for unique alternate uniform styles. On the other hand, Pirates get a hefty reward of Berry per equal threshold of marines killed in PvP combat.
VI. Grinding achievements grant a fixed number of Soul Energy. That way, even if you're unlucky during looting you can still get some payoff when the achievement notification hits the screen.
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5 votesPlanned
BI BATTLE INJURIES ( SKIN)
Add a appearance for your char when you have the BI Debuff. (Like Nin)