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    Developer - Inactive Samhayne's Avatar
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    Default Skill Discussion - Humania Skill Ranks go to 7

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    Hey everyone,

    I wanted to post up a discussion thread about Class Skill Ranks. After Humania goes live and the level cap goes up to 71, the skill cap will also go up to 7 per skill. Additionally, you will need to be level 65 in order to be able to rank any skill up to 7.

    We have a lot more plans for Pocket Legends skills. It is possible in the future to add in Passive Skills, like what are currently used in Dark Legends and maybe even skill trees.

    What are your thoughts about the current Pocket Legends Skill in light of this coming change?
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    cool! :-)
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    Quote Originally Posted by Samhayne View Post
    Additionally, you will need to be level 65 in order to be able to rank any skill up to 7.
    Oh thank Gawd. Twink PVP is already crazy enough!

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    L66 will be the new 61 pvp. 61 people are always fighting L51-56 people because it is a popular lvl of pvp..

    Would L65 people not be extremely OP in pvp now?

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    Quote Originally Posted by Nick41324 View Post
    L66 will be the new 61 pvp. 61 people are always fighting L51-56 people because it is a popular lvl of pvp..

    Would L65 people not be extremely OP in pvp now?
    Good point, that is going to be a pretty sharp line with anyone over 65 vs anyone under.

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    If skills are not nerfed or something similar, everything is going to be chaotic with the balance between classes being in danger.
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    Quote Originally Posted by Xazic View Post
    If skills are not nerfed or something similar, everything is going to be chaotic with the balance between classes being in danger.
    Lol... You speak as if classes were already balanced. Mages are truly OP imo, it started at level 50 cap win every 1 was nerfed but mages and is now starting to become an issue 3 level caps later... if I mages continue on this path they will need a serious nerf at lvl 71+...


    as for passive skills I would love to see this implemented in pocket legends and truly feel it will add to a level of individuality to both PVE & PVP builds

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    Quote Originally Posted by TANKKAAR View Post
    Lol... You speak as if classes were already balanced.
    Well sorry about that then -.- Never meant that. Point being it's going to be far worse.
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    I personally think thats a great idea

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    Sometimes drastic changes and risky choices give the best reward in the end, and I think this is a good move.

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    Sam will the level 65+ get free respecs?

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    Quote Originally Posted by Fredobasy View Post
    Sam will the level 65+ get free respecs?
    I wish

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    Quote Originally Posted by Fredobasy View Post
    Sam will the level 65+ get free respecs?
    The current plan is to change the cost for respecs to be free for several days so people can experiment. I believe there will also be a limit to keep people from respecing while in a PvP area to remove a potential abuse.
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    Quote Originally Posted by Samhayne View Post
    The current plan is to change the cost for respecs to be free for several days so people can experiment. I believe there will also be a limit to keep people from respecing while in a PvP area to remove a potential abuse.
    I'm pretty sure I respecced a hundred times during that free respec thing during Sewer Cap.

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    Quote Originally Posted by Samhayne View Post
    The current plan is to change the cost for respecs to be free for several days so people can experiment. I believe there will also be a limit to keep people from respecing while in a PvP area to remove a potential abuse.
    Yay! Some testing!

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    Quote Originally Posted by Samhayne View Post
    The current plan is to change the cost for respecs to be free for several days so people can experiment. I believe there will also be a limit to keep people from respecing while in a PvP area to remove a potential abuse.
    Change of plan or these respecs coming soon?

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    I get the feeling people with multiple twinks with all 3 elite vanities, mostly Bear/Mage will want to stay back at this cap and twink...

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    Skill trees would be great. It could be like having a tree for pure tank bear, and a tree for attack bear. Mixing skills from those skill trees would be make more combinations . Mages having two different skill trees one with buff and heal skills and one tree with attack skills would make some people "monks", so it will be like having one more class in the game. And so for the birds. Skill trees would be a huge change in the game

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    I'll repost my thoughts here:

    Hey guys, Apollo here!

    Soooo, just wanted to bring this quote to attention from our wonderful Samhayne! Sam, I thank thee for all that you do! It's truly amazing.


    Quote Originally Posted by Samhayne View Post
    All of the skills are going to 9000!

    Oh, I mean, will go to 7.

    Does anybody get the meaning of this quote? You PvPers should especially understand.

    DODGE = evading an attack completely.

    Bears currently have 74-76 dodge. With the new stat increase, it should put them off at 80+ dodge with THE OUTDATED MT. FANG GEAR!

    What does this mean for y'all PvPers? GL hitting that tank, even after roots.

    Birds are also affected, just not as drastically, IMO.

    Elves, with these new buffs in stats, the role of elves seemed to change from "The Support Class" to "The Everything Class".

    Devs, I commend you for doing such a great job with Humania, but please take into consideration the possible consequences with skill raises. Dodge enhanced classes will be the ones effected the most, because their ability to completely avoid damage will increase.

    Possible Consequences:

    * You might see bears running around as gods in PvP.

    * Bears have one skill to get in range, if you keep increasing dodge on birds, how are they ever expected to land that skill and get within range? It just contributes to the already unbalanced nature of PvP.

    * As defensive buffs like evade and taunt increase, the need for 4x elixirs decreases. Why? Survivability increases without elixirs, so more players won't need to buy them except for the purposes of leveling, which can be detrimental to STS's business

    * Elves running around hitting 600+ in PvP with one spell: Drain


    Just some food for thought,

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    Quote Originally Posted by Apollo View Post
    I'll repost my thoughts here:

    Hey guys, Apollo here!

    Soooo, just wanted to bring this quote to attention from our wonderful Samhayne! Sam, I thank thee for all that you do! It's truly amazing.





    Does anybody get the meaning of this quote? You PvPers should especially understand.

    DODGE = evading an attack completely.

    Bears currently have 74-76 dodge. With the new stat increase, it should put them off at 80+ dodge with THE OUTDATED MT. FANG GEAR!

    What does this mean for y'all PvPers? GL hitting that tank, even after roots.

    Birds are also affected, just not as drastically, IMO.

    Elves, with these new buffs in stats, the role of elves seemed to change from "The Support Class" to "The Everything Class".

    Devs, I commend you for doing such a great job with Humania, but please take into consideration the possible consequences with skill raises. Dodge enhanced classes will be the ones effected the most, because their ability to completely avoid damage will increase.

    Possible Consequences:

    * You might see bears running around as gods in PvP.

    * Bears have one skill to get in range, if you keep increasing dodge on birds, how are they ever expected to land that skill and get within range? It just contributes to the already unbalanced nature of PvP.

    * As defensive buffs like evade and taunt increase, the need for 4x elixirs decreases. Why? Survivability increases without elixirs, so more players won't need to buy them except for the purposes of leveling, which can be detrimental to STS's business

    * Elves running around hitting 600+ in PvP with one spell: Drain


    Just some food for thought,

    ~Apollo
    Won't the debuff's also go up a level, or are they just drastically underpowered compared to the buffs? If so, then the debuffs need to be fixed as a separate issue, though I can see how this is exacerbating that problem.

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