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 Idea to add more diverse builds 
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Joined: Wed Mar 15, 2017 11:38 pm
Posts: 135
I was thinking of ideas to get more diverse builds.

For Mages I was thinking about fire ice and poison. They are the secondary magic schools.

Ice spells should have a chance to slow the target down
Fire should be able to burn and leave the target vulnerable
Poison should be able to leave the target poisoned, and "melt" trough his armor

so lets say
ice = 20% chance to slow target movement, attack/cast speed for 15% for 1 second, can only proc once per 5 seconds
fire = 20% chance to burn the target, reducing amp/ac by 10% for 1 second, can only proc once per 5 seconds
poison = 20% chance to "melt" the target, reducing target's buffs by 10%, can only proc once per 5 seconds

For mele's your suggestions would be helpful here is what I've come up with right now
Rangers = Pierce, 10% chance arrow pierces armor, the arrow stays in the target for 2 seconds leaving the target vulnerable to other arrows. 10% more dmg? can only proc once per 5 seconds
Warriors = Enrage, 10% chance to enrage the target, giving the target 5% hp/ac/speed but target can't trans or target someone else for 1 second, Can only proc once per 5 seconds
Paladins = Stand your ground, 10% chance to increase pally's AC/HP by 20% for 2 seconds but reduce speed/dmg by 20%, Can only proc once per 5 seconds
Darkwar = Killing blow, if the target is below 20% health DW's go all out in dmg ignoring his own health, -20% AC/AMP/HP but 20% dmg/speed, can only proc once per 5 seconds.

Lemme know what you guys think, I'm just trying to make classes and builds more different.

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Mon May 21, 2018 11:07 am
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Joined: Fri Jun 30, 2017 8:47 pm
Posts: 179
For what you're saying to happen, you will need a lot more than just these skills. I do agree with the principle of adding skills and stuff to diversify classes and make them feel different from one another. ( ESP to one player from another)


Mon May 21, 2018 1:48 pm
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Joined: Wed Mar 15, 2017 11:38 pm
Posts: 135
Rippy wrote:
For what you're saying to happen, you will need a lot more than just these skills.

Lets open up a discussion, what would need to happen?

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I represent the level 64 and under.


Mon May 21, 2018 1:59 pm
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Been brought up multiple times and EJ has shown less than zero interest. Big shame as game was all about builds when I started. So many diffferent ways you could get an advantage

Key to it is every stat is relevant to every class

For example: agility = attack speed and cast speed, constitution = hp base, stre = dmg of hits and power of spell, intelligence = exp gained, + to hit and points for devotions, wisdom = mp base and amp bonus

As simple as the above and suddenly all sorts of different set ups would matter. As it stands mage dmg is all about intelligence with ágil and strength worthless and wisdom usually of very limited use. On a melee agility matters for attack speed, + to hit and seems to even effect damage. Wisdom and intel do all but nothing for a melee and strength has a limited help for spin...


Mon May 21, 2018 2:10 pm

Joined: Fri Jun 30, 2017 8:47 pm
Posts: 179
PCLSQ wrote:
Rippy wrote:
For what you're saying to happen, you will need a lot more than just these skills.

Lets open up a discussion, what would need to happen?



Just more skills lol


Mon May 21, 2018 2:31 pm
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Joined: Fri Jun 30, 2017 8:47 pm
Posts: 179
Goldmine wrote:
Been brought up multiple times and EJ has shown less than zero interest. Big shame as game was all about builds when I started. So many diffferent ways you could get an advantage

Key to it is every stat is relevant to every class

For example: agility = attack speed and cast speed, constitution = hp base, stre = dmg of hits and power of spell, intelligence = exp gained, + to hit and points for devotions, wisdom = mp base and amp bonus

As simple as the above and suddenly all sorts of different set ups would matter. As it stands mage dmg is all about intelligence with ágil and strength worthless and wisdom usually of very limited use. On a melee agility matters for attack speed, + to hit and seems to even effect damage. Wisdom and intel do all but nothing for a melee and strength has a limited help for spin...



Stats giving actual bonuses to any class would also be a great way to diversify the game.


Mon May 21, 2018 2:32 pm
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Joined: Wed May 16, 2018 9:15 pm
Posts: 31
I would think there could be alot of opportunity to create various flavors or specialists to each class with the use of stat restricted skills as well as skills unlocked with other skills. (Branching unlocks)

The system already has these basics to it, but EJ just needs to add more variety of skills with branching options as you invest minimum stats and skills to unlock new abilities, spells, or specialists. Heck you could even add different types of multi spells for each class but they would need to skill invest to unlock or use them. It could also inspire more diverse stat allocations depending on what you added or required.

How about a Paladin shield charge skill that acts like attack run but shoves a small cone of enemies to a endpoint where they get bashed for damage (Required x Points in shield skill) Damage based on shield armor value.


Sun May 27, 2018 3:51 am
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