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

  1. #121
    Senior Member falmear's Avatar
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    Quote Originally Posted by Energizeric View Post
    I don't know how to respond to this. I'm pretty sure you have an arcane staff. I'm using the same exact gear as I used last season (all level 30/31 mythic). And with that old gear, I average around 2 kills for every one death. Surely I am not so talented as to be better than everyone else at pressing the touch screen buttons on my phone. Give me that arcane staff and I'm pretty sure I would have 5 kills for every death.

    And no, I don't use 5 skills, I have just 4. Sometimes I spec 5 skills, but I never switch in middle of battle -- I'm just not quick enough for that as I'd be dead long before I got back to the main screen. Usually if I spec 5 skills, it's a PvP/PvE switch. As for warriors, the only ones I usually have trouble with are those with the glaive or bonesaw. Even the maul warriors are not so impossible.
    The point is that with 3 attack skills things are more balanced and this is why people use 5 skills. Right now I don't even spec life giver because it's utterly useless. When I use 5 skills I only switch skills to feed people mana. It's not even useful to me because of how little health it recovers and I don't even need the mana. And if we could spec 3 attack skills with shield and life giver, then fighting warriors would be closer to balanced.

    Seriously what is the point of having every skill maxed out? Everything is going on passives now. This makes the game less interesting. Adding a fifth skill slot opens up the possibility for many more interesting builds. Also then they can lock the skills screen in PvP.

  2. #122
    Senior Member falmear's Avatar
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    Quote Originally Posted by Kingofninjas View Post
    falmear there are very few mythic rouges and none without the daggers who can hope to drop a arcane mage with shield down in 1 aimed shot. Arcane mages have abt 3700 health... And arcane mages can easily finish a mythic rouge before they have a chance to use their health packs. Not to mention that when their health is down they almost get a second life with heal. All in all, mythic rouges are constantly farmed by arcane mages there is a good reason behind that.
    If you are talk about a rogue with mythic bow. Then how can you compare a mythic level 31 weapon to an arcane level 36 weapon? A rogue with mythic daggers can easily one shot an arcane mage when shield is down. And only takes a couple of aimed shots to drop shield. It's happened to me so I know. The only thing to consider is the balance among level 36 weapons. I'd expect to be able to beat anyone using weapons 5 levels lower. Arcane mages has 3.8k health vs a mythic rogue has 3.7k health. And I have seen some rogues running more str up to 4k. Because they can nerf their damage but still get 90% healing and high crits. Life giver is useless when fighting rogues. The fact you bring this up only proves the point you are wrong.

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    Senior Member Madnex's Avatar
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    It's true, sorcs have the weakest healing. The only situations that swapping for fifth is relatively safe is when fighting warriors 1v1 or after a clash to restore team's MP.

    Without shield it doesn't matter what you're up against, a warrior/rogue or another sorcerer; you'll die even with better gear.

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    Senior Member Gorecaster's Avatar
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    Yeah, revamping skills could get tricky, but I have faith that sts will pop off something nice, thank you guys!
    CO-GM <THE COLLECTIVE>

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    Thanks for the information remeim

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    Idea:

    Make a skill system in which certain skills (or even skill upgrades) are only available once a certain level is met. Allowing players to map more skills at a time after a certain level is also a possibility I would strongly endorse.

    Having stronger skills allows STS to design harder maps without making them OP. This allows for deeper complexity without changing current level progression for beginning players.


  7. #127
    Luminary Poster Energizeric's Avatar
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    Quote Originally Posted by falmear View Post
    The point is that with 3 attack skills things are more balanced and this is why people use 5 skills. Right now I don't even spec life giver because it's utterly useless. When I use 5 skills I only switch skills to feed people mana. It's not even useful to me because of how little health it recovers and I don't even need the mana. And if we could spec 3 attack skills with shield and life giver, then fighting warriors would be closer to balanced.

    Seriously what is the point of having every skill maxed out? Everything is going on passives now. This makes the game less interesting. Adding a fifth skill slot opens up the possibility for many more interesting builds. Also then they can lock the skills screen in PvP.
    I agree that something needs to be added, but I think instead of adding a 5th skill what they need to do is add more upgrades to each skill to make them more powerful and more interesting. For example, right now I don't really see much of a difference between Fire and Frost -- both very similar. So add a couple more upgrades that make them different. Also, adjust any skills which nobody is using. You mention how very few sorcerers use Lifegiver anymore because of how little health it recovers. So how about adding an upgrade that increases the amount of health lifegiver recovers by 25%. And maybe another upgrade that does the same for mana. How about adding an upgrade to Fire that makes the stun harder to dodge (right now most rogues and warriors seem to dodge the fireball stun almost every time). I think Gale Force needs a complete restructuring as right now it's only useful for flagging. I think the increased armor and dash parts need to be separated better so that you could get the increased armor without doing the dash. Then I could see people using Gale Force in PvP for its increased armor and stun.

    I want to see the skills improved and evened out so that we really do have a full diversity of players. You should see players with every possible combination of skills out there. When everyone starts to use the same 4 or 5 skills, that is an indicator that something is wrong with the other 3 skills.

    Additionally, they need to make it so that when you switch skills, you cannot switch out a skill that has not cooled down yet. Same goes for pets...you should not be able to dismiss a pet until its arcane ability has cooled down. Then nobody will be abusing the skill & pet switching during battle.

  8. #128
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    Quote Originally Posted by Crowsfoot View Post
    Idea:

    Make a skill system in which certain skills (or even skill upgrades) are only available once a certain level is met. Allowing players to map more skills at a time after a certain level is also a possibility I would strongly endorse.

    Having stronger skills allows STS to design harder maps without making them OP. This allows for deeper complexity without changing current level progression for beginning players.
    That is sort of what they did in PL, but after lvl 66 instead of being able to place 6 points in each skill, I think you can do max of 9 points in each skill, which is max anyways.
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  9. #129
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    1. First things first, we need to look into our basic attack button, which I believe has been overlooked.

    Suggestion: There should be an ability to string basic attack combos with an option to either multi-tap or just hold the button.
    (hint: change the way the warrior wields his sword and make his a true melee specialist)

    2. Introduce more diverse skills.

    Suggestion: Active: Anything we haven't seen*
    Passive: Reduce energy/mana cost, Increase item find

    3. More intuitive ways to use a skill aside from holding to charge a skill

    Suggestion: New skill that requires multi-tapping say 5x, the last blow being the most devastating.

    4. 5th skills should only be the heal skill. Being granted a 5th skill, no one should ask for a 6th skill ever LOL!

    5. More upgrades on each skill.

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    i still dont think that a mythic dagger rouge can drop an arcane staff mage with 1 aimed shot. However, i will concede that any mythic dagger rouge can drop an arcane staff mage when shield is charged with the aimed shot shadow piercer combo that most rouges use.

    However adding a 5th skill slot would completely cripple rouges and overpower mages and tanks would become godlike. Rouges would become the new mages of AL, maybe even worse. Personally I feel that mages do need a buff up. Maybe more power behind their attacks. My tactic with mages, excluding mythic and arcane staff ones, is to simply run around wasting time and healing till their shield is down and then drop them with aimed shot/shadow piercer combo(only because I have very little mana). Given more mana I could potentially drop them while their shield is up. This being said, mages do need a serious buff up in either skill damage or gear.

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    I think that AL should introduce combos into pvp.
    For example - Maybe 3 normal attacks in a row and then one charged one will give a boost in mana for rouges (desperately needed).
    Or for mages maybe 2 normal attacks then 1 charged one can give a shield blocking maybe 30% damage for 2-3 seconds.

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    Really it must be discused more.....
    But, I think Spacetime must do a 5th skill n increase the rogue s mana
    My Opinion


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    Quote Originally Posted by Energizeric View Post
    I agree that something needs to be added, but I think instead of adding a 5th skill what they need to do is add more upgrades to each skill to make them more powerful and more interesting. For example, right now I don't really see much of a difference between Fire and Frost -- both very similar. So add a couple more upgrades that make them different. Also, adjust any skills which nobody is using. You mention how very few sorcerers use Lifegiver anymore because of how little health it recovers. So how about adding an upgrade that increases the amount of health lifegiver recovers by 25%. And maybe another upgrade that does the same for mana. How about adding an upgrade to Fire that makes the stun harder to dodge (right now most rogues and warriors seem to dodge the fireball stun almost every time). I think Gale Force needs a complete restructuring as right now it's only useful for flagging. I think the increased armor and dash parts need to be separated better so that you could get the increased armor without doing the dash. Then I could see people using Gale Force in PvP for its increased armor and stun.

    I want to see the skills improved and evened out so that we really do have a full diversity of players. You should see players with every possible combination of skills out there. When everyone starts to use the same 4 or 5 skills, that is an indicator that something is wrong with the other 3 skills.

    Additionally, they need to make it so that when you switch skills, you cannot switch out a skill that has not cooled down yet. Same goes for pets...you should not be able to dismiss a pet until its arcane ability has cooled down. Then nobody will be abusing the skill & pet switching during battle.

    First, to say Gale is relegated to flagging only is a great under-appreciation for what Gale really is—the only sorcerer skill which creates phenomena beyond the doing/preventing/recovering of damage. I assure you the uses are far beyond what the other skills offer regardless of venue (PvP, PvE).

    ...and second, dashing and armor bonus are separate secondary abilities entirely. Thanks.

    ...I am weary of all the Gale bashing constantly, if STS modified it for what the majority saw as "useful" it would be a great travesty and probably a game-ender for me.

    Learn it or ignore it, but don't bash it people; especially all you non-sorcerer class mains. It's ignorant of reality.

    Galaxy Note 3

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    And when I say the only skill beyond damage I'm talking about to your character. I realize there are clever uses for other skills, such as blocking for TS.

    Galaxy Note 3

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    Senior Member Serancha's Avatar
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    Those of us with "non-sorcerer mains" have concluded long ago that wind is the skill most likely to be used at the wrong time, and can all too easily ruin a group run.

    Sure for soloing and tombs where killing as a team is not necessary, it's fine, but it just plain sucks for group work. When a team specs all their skills to bring mobs together for fast and easy killing, only to have them blown to hell and gone by a wind user, forcing the team to then chase the mobs all over the map to kill them, it leads to the majority of players disliking the skill on their hunts.

    This is not saying every mage with wind does this, but in my personal experience, 99% of them do.
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    Senior Member falmear's Avatar
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    Quote Originally Posted by Serancha View Post
    Those of us with "non-sorcerer mains" have concluded long ago that wind is the skill most likely to be used at the wrong time, and can all too easily ruin a group run.

    Sure for soloing and tombs where killing as a team is not necessary, it's fine, but it just plain sucks for group work. When a team specs all their skills to bring mobs together for fast and easy killing, only to have them blown to hell and gone by a wind user, forcing the team to then chase the mobs all over the map to kill them, it leads to the majority of players disliking the skill on their hunts.

    This is not saying every mage with wind does this, but in my personal experience, 99% of them do.
    When using wind you need to knock enemies against the edge of the map so they dont go flying every which way. Most times when people pull, they pull towards the center of the map. But if you want to use wind, you need to pull to the edge of the map this lessens the scattering. I dont use it often but if I recall, if you ice mobs first then hit them with wind they tend not to scatter as much when frozen. The problem with wind is it does the same damage as fireball, without any DOT damage, so its the weakest skill. The only time I use it is for timed runs that don't require much crowd control or flagging. And I agree with you as most people tend to misuse it, and even myself its hard to control sometimes.

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    Luminary Poster Energizeric's Avatar
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    Quote Originally Posted by conradev View Post
    First, to say Gale is relegated to flagging only is a great under-appreciation for what Gale really is—the only sorcerer skill which creates phenomena beyond the doing/preventing/recovering of damage. I assure you the uses are far beyond what the other skills offer regardless of venue (PvP, PvE).

    ...and second, dashing and armor bonus are separate secondary abilities entirely. Thanks.

    ...I am weary of all the Gale bashing constantly, if STS modified it for what the majority saw as "useful" it would be a great travesty and probably a game-ender for me.

    Learn it or ignore it, but don't bash it people; especially all you non-sorcerer class mains. It's ignorant of reality.

    Galaxy Note 3
    I'd like to learn it. Can you please teach me how to use the dash when I need it, but how to alternatively not dash but just get the armor increase at other times. Both such uses of the skill at different times would make it useful to me. Making it so that I have to choose one or the other makes it useless. As far as I can see, if I charge it I get both the armor boost and the dash, and if I don't charge it then I get neither. Perhaps I am just doing something wrong. Please do help!

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    Quote Originally Posted by Energizeric View Post
    I'd like to learn it. Can you please teach me how to use the dash when I need it, but how to alternatively not dash but just get the armor increase at other times. Both such uses of the skill at different times would make it useful to me. Making it so that I have to choose one or the other makes it useless. As far as I can see, if I charge it I get both the armor boost and the dash, and if I don't charge it then I get neither. Perhaps I am just doing something wrong. Please do help!
    Stand next to a wall (or border), face the wall, charge Gale, and you will go nowhere, and you will still obtain the armor bonus.

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    To everyone up there, the game isnt about being realistic. Rogues stuck with bow means only bow skills or daggers with skill daggers would be a huge and pointless nerf... Its like saying sorcerers cant use any spells witha gun


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    Nows the chance to get rid of rally cry.

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