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  Click here to go to the first Dev post in this thread.   Thread: Regarding the Current Arcane Legends Skill System

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    We have currently 8 actives and 7 passives to choose from. How about adding a new type of passive ability-like mana/hp regen aura or some sort of proc based on the type of class. I feel that the current passive system is quite lacking i.e. they are simply bonus stats.

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    Quote Originally Posted by Energizeric View Post
    How's this for an idea.....

    Add 2 more skills for each class, so that there are now 10 skills to chose from. Then allow each player to choose 5 skills. But you CANNOT choose 6+ skills and then alternate between them based on situation. You are stuck with those 5 skills until you respec. Then the rest of the points go into passives.

    Also, I suggest adding one more upgrade point to each skill and to each passive, so that max is 6/6 for each skill and each passive.

    Increasing the number of total skills for each class to 10 and allowing each player to choose 5 skills will allow for more specialized skills. I'll give some examples of how this could be changed for sorcerers.... Instead of Gale Force also being used as the "speed" skill, we could have a separate "dash" skill that has various upgrades like "dash further", "charged dash increases dodge by 50%", etc. Then Gale Force could simply be a wind only skill that inflicts damage and knocks enemies down. I'm sure there are plenty more skills that can be added for all classes without duplicating other skills. Remember in Pocket Legends we had 12 skills for each class.

    The idea here would be that each skill is more specific and only serves one purpose. An example of this would be HOR -- currently it both shields and heals. Separate that into 2 skills, but make the individual parts of that more powerful with more upgrades. Let's make our toons more powerful, but more specialized. Let's force everyone to make those tough choices. Do you want to be a more offensive oriented fighter, or do you prefer to be more defensive? Do you want to be quick and mobile, or would you rather be slower but stronger? I'd like to see this sort of strategy implemented, instead of the current system where everyone just seems to be very "middle of the road".
    Agree to this... But i think since the beginning, AL was intended to form a specialization... How about limiting the use of a weapon for certain skills....
    E.g. It's just strange that rogues can snipe using a dagger or using pierce/razor shield using bow... They should choose between a close combat rogue or long range rogue...

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    Quote Originally Posted by baddiva View Post
    Agree to this... But i think since the beginning, AL was intended to form a specialization... How about limiting the use of a weapon for certain skills....
    E.g. It's just strange that rogues can snipe using a dagger or using pierce/razor shield using bow... They should choose between a close combat rogue or long range rogue...
    I agree. It was like that in PL also with birds, they could be using daggers and still shoot an arrow at you!?!? But yes, you should only be able to shoot an arrow if you are using a bow as your weapon, otherwise that skill should either work differently or else not work properly at all with a different weapon. It's just logical.

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    Quote Originally Posted by Energizeric View Post
    I agree. It was like that in PL also with birds, they could be using daggers and still shoot an arrow at you!?!? But yes, you should only be able to shoot an arrow if you are using a bow as your weapon, otherwise that skill should either work differently or else not work properly at all with a different weapon. It's just logical.
    >75% of irl archers or bowmen have a dagger. Its realy stupid not to because close range vs long range archer = screwed........so the archers have a small dagger or knife for close combat. This is logical, that would get you killed.

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    Quote Originally Posted by havenjacket View Post
    >75% of irl archers or bowmen have a dagger. Its realy stupid not to because close range vs long range archer = screwed........so the archers have a small dagger or knife for close combat. This is logical, that would get you killed.
    That could seem logical, but not the other way around. If you use daggers then you should not be able to use a skill that shoots an arrow. Yet I seem to get shot by rogues all the time who use daggers.

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    Default Regarding the Current Arcane Legends Skill System

    Make it so u can change pets, using the quick set change button..
    Im tired of switching sets, then having to switch pets when i got like 30

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    Quote Originally Posted by Impact View Post
    Make it so u can change pets, using the quick set change button..
    Im tired of switching sets, then having to switch pets when i got like 30
    Good idea, but make sure when you change pets the arcane ability cooldown does not reset, or else people will keep changing pets during battle just for that purpose.

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    yea right...

    my only concern is the rouge damage.. too crazy when they crit. T.T

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    I hope they make a 5 skill slot I hate wasting my platinum just to respec

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    Quote Originally Posted by Daddyblu View Post
    I think this should be added in the future

    Strength - Great Physical Damage and small amount of HP/ Hp recovery
    Vitality - Great Physical defense and High amount of HP
    Agility - High attack speed + Dodge
    Dexterity - accuracy + dodge and small attack speed
    Luck - Critical Rate
    Intelligence - Great Magic damage,add mana Mana and Great magic defense.

    Max damage
    Minimum Damage
    Magic damage
    Magic defense
    Range Damage
    Hit Ratio
    Dodge Ratio
    Critical Damage
    Critical Rate
    Minimum Damage
    Average Damage
    Maximum Damage
    Damage Per Second


    As of now i can see the Armor = physical defense and Magic defense at the same time.

    you cant rely calculate or see your magic defense so it is unfair to Mage. Mage should be the 1st class to have high magic defense and high magic damage.

    but since it is too basic it is not currently explain to how the system calculate the mage damage.

    I think if we go into details they would understand the whole process and make a better build and maybe double the number of mage players.

    I think this require a lot of memory and time but since your planning to change the skills build in the future STS. hope you will take a look at this.

    Thanks in advance.!

    visit this page for comments

    http://www.spacetimestudios.com/show...uild-and-Stats
    Like what dukeskywalker said in the other thread you posted Daddyblu, these stats are from Ragnarok Online

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    I'm not really crazy about new skill esp on my rogue I have 3 lvl 36 and the rogue go through mana like crazy even in normal map the warrior go through health potions only in elite maps I'll go through 1k pots if pty aint killing fast enough...

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    I read too much complains about stuff in game if u guys didn't like the game for those reasons AL wldnt get best mmo :-) but still all suggestions should be considered by AL team.. just saying

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    I'm hoping that the new arcane ring can somehow make all my mystic gears lvl 41 omg that wld make my day because the pavise is wild when tanking large mobs.. the stun is sweet. It's hard to get mystic items.. it wld be sad to drop mine :-(

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    Adding more skills?

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    Quote Originally Posted by Energizeric View Post
    That could seem logical, but not the other way around. If you use daggers then you should not be able to use a skill that shoots an arrow. Yet I seem to get shot by rogues all the time who use daggers.
    We throw our dagger, duh!
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    Quote Originally Posted by Zeus View Post
    We throw our dagger, duh!
    That's fine, throw your 28m daggers. :P

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    I'm confused, totally of topic
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    Quote Originally Posted by Zaenidive View Post
    Like what dukeskywalker said in the other thread you posted Daddyblu, these stats are from Ragnarok Online
    LOL most online games have multiple stats.

    cabal online
    Raganarok,
    RF
    Flyfft
    World of war craft

    you want me to name more?

    only Arcane legends has 3 stats do you know why?

    because its starts from the basic - and most phones cant handle the high graphics and huge memory the game will consumed.

    but as time pass by the phones are in new level and arcane legends is also a promising with good evolution.

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    Quote Originally Posted by Zaenidive View Post
    Like what dukeskywalker said in the other thread you posted Daddyblu, these stats are from Ragnarok Online
    LOL most online games have multiple stats.

    cabal online
    Raganarok,
    RF
    Flyfft
    World of war craft

    you want me to name more?

    only Arcane legends has 3 stats do you know why?

    because its starts from the basic - and most phones cant handle the high graphics and huge memory the game will consumed.

    but as time pass by the phones are in new level and arcane legends is also a promising game with good evolution.

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    Guys whats the point of actually having 5 skills or more wen people are gonna do the same as they are doing now...switching skills? If they introduce 5 skills..it will only make it easier to switch skills...and it will only take lesser time to switch because before you had to switch 2 skills to win..now probably 1...STS do something about the skill switching first ...then it should be nice to have more skill spots.

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