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  Click here to go to the first Dev post in this thread.   Thread: Feedback: Skill Revamp

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    Default Feedback: Skill Revamp

    Legends,

    Now that the Elder Woods expansion is out, outside of events, our next major initiative will be working on the skill revamp. Our overall goal is to make skills useful, fair, and fun.

    I've collected several threads about skills that we'll be reviewing:
    https://www.spacetimestudios.com/sho...?618632-Skills
    https://www.spacetimestudios.com/sho...hot-ult-damage
    https://www.spacetimestudios.com/sho...n-In-depth-PvE
    https://www.spacetimestudios.com/sho...ew-Skills-Idea
    https://www.spacetimestudios.com/sho...-Shot-Ultimate
    https://www.spacetimestudios.com/sho...7177-Ascension
    https://www.spacetimestudios.com/sho...ll-suggestion!
    https://www.spacetimestudios.com/sho...d-modification
    https://www.spacetimestudios.com/sho...ius-as-passive
    https://www.spacetimestudios.com/sho...-awaken-system
    https://www.spacetimestudios.com/sho...rrior-s-skills
    https://www.spacetimestudios.com/sho...vements-Quests

    If you know of any more, let me know in this thread.

    Feel free to let us know what you'd like to see. Everything is open, new skills, skill prerequisites, skill upgrades, etc!

    -ALS
    Last edited by asommers; 10-26-2023 at 08:53 AM. Reason: Added additional page

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    I'd like to see the art team making new cool effects for ultimates..

    Other than that, IDK.. I've already listed what changes I think would be good in one of those threads so my mind is kinda blank.. lol



    ..your knowledge and skills paired with what us players provide should be good enough.

    Good luck and we hope the revamp turns out amazing. ; )

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    My suggestions:

    Gale

    - Replace the ability that pushes you forward. With a stacking speed buff instead (like 15-25%). The ability to push you forward was useful when speed sets didn't exist but now it's really just annoying to use.

    Shield

    - Reduce the cast time. Theres a big delay between the time you activate the shield and the time it deploys.

    - Instead of a push from shield (I think its called displacement wave?) Have it stun enemies within a range OR have it do damage.

    - Instead of the current mastery on shield. Replace it with a mastery that prevents critical hits for a certain period of time after shield is activated. You could make the maximum mastery 3seconds

    Lightning

    - Increase the chances of chain lightning happening.

    Clock

    - Instead of an explosion have it stun. The explosion doesn't do that much dmg.

    Fireball

    - Give fireball an ability to spread wild fire. When enemies afflicted by burn touch those that aren't they catch fire and take DoT.

    Ice

    - Increase the size of the ice patch left behind.

    Heal

    - Just like shield, shorten the time it takes to activate this.

    Of course I'm not asking for all of these, that would make mages ridiculously OP. But please do consider some of them

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    Forcing players attacks to target a boss type mob should at the least have a toggle. A person cannot even target a mob directly in front of them if there is the type that this auto target locks on to.

    It restricts how a player can play, i cannot even clean mobs to get to the prioritized mob but am forced to dive into a pack and letting the baddies tea off on you. Probably biggest issue is with Rog.


    Revert or add a toggle to prioritized targeting. I understand why you added it but if you try to play in a precise manner it only hinders you. Not everyone needs this.


    Edit: Example: Labyrinth Event i would always accidently dive bomb the mini bosses by the chests, instantly killing them. What i wanted to do was clear the mobs before hand and wait until everyone was near for the loot. Once again, this is probably only a issue with Rog.
    Last edited by Switchback; 10-13-2023 at 10:52 AM. Reason: Example

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    for warrior:
    - reduce cd of skills
    - juggernaut - looks fine to me, doing it's job
    - horn - looks fine to me, doing it's job
    - skyward and axe throw - buff bleed dot damage, make it work with critical chance (e.g yellow numbers), buff damage output of both
    - rallying cry - i would "rework" this one. Perhaps, each strike can generate STR/DEX/INT (depends on player's class). More strikes you deliver, higher buff you'll get.
    - 10 sec activation phase (player attack and generate primary stat), after that 10 sec cd phase (buff is active, can't generate primary stat). Once 10 sec cd phase is over, buff disappears.
    - venge blood - i would buff stacking damage of it, or keep it as it is, with reduced cd warriors will be able to stack VB 2x
    - windmill - add small pull once players shift from kraken aegis to 86 arcanes
    - chest spitter - perhaps it can deal double damage per strke (with buffed dmg)

    note: if there is space to create new skill, would be cool if warrior class can have it's own curse skill

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    My Addition to skill revamp: just do 2 different paths like for war Dps or Tank path. For mage ice or Fire path. For rogue Meele or Range path.

    So u have plenty ways to create amazing skills for each path. It also force players to try different paths in different content in the Game. Do i Need a Tank for this Stage or better pure dps?

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    I have to add: for mage path u can do elemental dps or pure Healing/Buffing

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    Normal Sorcerer Skill (Important that this is NOT an ULT)

    Corrupt

    Imbue your mind with Voodoo and cast a bolt of corruption upon an enemy, causing them to explode on death and have their soul fight for you.


    • 432 Mana. 40 Sec. cooldown. 14m range. Corrupts and deals x-x damage to a single target, causing them to explode on death, which corrupts nearby enemies. Up to 3 Corrupted enemy souls can be left behind at once to fight for the sorcerer for 30 seconds.


    Sub-Skills

    Chained Voodoo - Your magic is effective at maintaining stability over time.

    • Targets affected by any source of corruption will now inherit the fate of the original target.

    Strong Voodoo - You can control more souls and they are more stable in Arlor.
    • Maximum Corrupted Souls increased from 3 to 5, soul duration increased by 5 seconds.

    Debilitating Corruption - You focus your mind, causing your spell to burden your enemies.
    • Targets affected by any source of corruption are slowed by 75% for 2 seconds. (3 seconds with Strong Voodoo)

    Lethal Hex - Invocation of Arlorian Gods causes your bolts to become a lot stronger.
    • 5% chance for bolt of corruption to instantly kill. (0.2% chance on bosses and players)


    Mastery

    Level 1 - Corrupted explosion radius increased by 1m.
    Level 2 - Corrupted explosion radius increased by 2m.
    Level 3 - Corrupted explosion radius increased by 3m.
    Level 4 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 1.
    Level 5 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 1.
    Level 6 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 1.
    Level 7 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 2.
    Level 8 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 2.
    Level 9 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 2.
    Level 10 - Corrupted explosion radius increased by 3m, maximum amount of souls increased by 3, soul duration increased by 5 seconds. (Level 86 required)
    Last edited by Immortal_Blood; 10-13-2023 at 04:39 PM. Reason: is bored and probably wrong..

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    Quote Originally Posted by Crankomaniac View Post
    My Addition to skill revamp: just do 2 different paths like for war Dps or Tank path. For mage ice or Fire path. For rogue Meele or Range path.

    So u have plenty ways to create amazing skills for each path. It also force players to try different paths in different content in the Game. Do i Need a Tank for this Stage or better pure dps?
    I like this /\

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    crazy

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    Revamp aimed shot's passive completely - having a mana ignore passive is completely useless. Change it to a damage scaling % instead that scales accordingly to our dex stats/% e.g.

    - Living in a delusional state -

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    Rogue class:

    • Shadow piercer:
    • Gouging Rush- increase the reduction of the targets armor %

      Razor shield: reduce mana. Reduce cool down
    • Whirling Razor - add a shield giving a 2-3 second invulnerability shield (warriors and mages have)

      Entangling trap:
    • Razor Wire- increase the bleeding damage
    • Net Retraction- increase the chance to pull enemies into the trap when deployed.

      Shadow storm shot: increase the skill damage, decrease the mana .
    • Shadow Touch-never made sense when initial skill damages up to 9 enemies. But this skill’s upgrade, charged shadow storm shot affects 6 enemies on impact. fix this pls.

      Shadow Veil: reduce the cd
    • Combusting Decay-increase the damage when shadow veil explodes at the end of its duration or replace it with a stun affect.


    Thanks!
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    12-2012

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    Quote Originally Posted by Lim Weibin View Post
    Revamp aimed shot's passive completely - having a mana ignore passive is completely useless. Change it to a damage scaling % instead that scales accordingly to our dex stats/% e.g.
    Agreed, I just went to check what I thought about it and my thoughts were identical.

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    Maybe a bit off-topic but please consider that fresh skills only make sense if we really use them. Procs seem to have a much larger influence on gameplay than skills at this point so please bring back the focus on skills. Suggestions have been solid in previous threads and I personally have no further ideas. Please make sure that new 86 mythic and arcane gear arent so insanely overpowered via procs that it barely matters what skills we use. Looking forward to it!

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    Can we rogues have more traps style skills? imagine if we could lay down explosive traps right before summoning a boss haha

    Also for mages, maybe a mana sustained skill? since mages have a huge amount of mana. Something like a laser or a flame thrower

    Oh and warriors could maybe have something like putting down a banner on the ground and it gives friendly players a boost of some sort
    Last edited by Skeleton Mike; 10-21-2023 at 12:14 PM.
    *Sigh*
    -Skeletonmike

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    Quote Originally Posted by Immortal_Blood View Post
    I like this /\

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    crazy
    I like this aswell.


    Envoyé de mon iPhone en utilisant Tapatalk

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    Jug is not doing its job in anyway. It's mostly useless now. Jug should clear debuffs like Gail. Jug should actually keep you alive. Mobs shouldn't be able to 1 hit you when jugs active... Nothing should if using jug. I've been killed through shield bubble, people i heal and have the bubble die so no not doing its job either.

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    Quote Originally Posted by capeo View Post
    Jug is not doing its job in anyway. It's mostly useless now. Jug should clear debuffs like Gail. Jug should actually keep you alive. Mobs shouldn't be able to 1 hit you when jugs active... Nothing should if using jug. I've been killed through shield bubble, people i heal and have the bubble die so no not doing its job either.
    true brother, jug should be an insane skill but it ain't.

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    This is PvE focused mainly.

    Passive crit damage 5% per level. 25% max.

    Passive health boost (warrior only) 10% per level, you guys raised the armor cap to 17500 so each class takes double the damage we use to. 50% max.

    Passive mana boost (rogue only) 10% per level. Mana is an issue on rogues. 50% max

    Passive armor mitigation boost (mages only) 6% per level. They take lots of damage usually due to low armor. 30% max

    Exp bonus, 5% player exp per level. Stacks with all elixirs. 25% max.

    Life leech, each enemy you kill heals you for 5% hp each level. 25% max.

    Debuff resistance, 5% per level 25% max. If you get a 25% damage reduction debuff instead of it being 25 it will be a 18.75% debuff.

    ROGUE.
    -Shadow pierce
    •Gouging Rush: armor reduction is useless so maybe change it to "25% chance to ignore enemy armor." Skill only.

    •Shadow Absorbtion: Make it heal 100% over a span of 10 seconds. Its a basic hp regen that will help alot. Make the chance 5% and unstackable, just timer reset if it triggers 2x.

    •Rising Death: this skill is ok maybe add a bleed effect to enemies too.

    •Leading Dagger: this skill is very useless. Change it to increase skill damage by 20%.
    ••Mastery: Ignore 3% of enemy armor per level.

    -AimShot

    •Accuracy: increase damage to 20%.

    • Critical Shot: this skill is ok.

    •Deadly Focus: everyone has 100+ crit in lv 86, change it to add 10% damage.

    •Shatter Armor: instead of armor make it where the target takes 10% increased damage from all sources.

    ••Mastery: Increase damage by 2.5% per level.

    -Razor Shield

    •Whirling Razors: extremely useless skill everyone has 70%+ dodge. Change it to "Knife Aura" "Immune to damage for 2.5s."

    •Bleeding Cuts: this skill is fine just increase bleed damage.

    •Increased Duration: make it 10s.

    •Spinning Freedom: this skill is fine.

    ••Mastery: 2% armor mitigation per level.

    -Noxius bolt

    •Lingering Poison: Ok.

    •Strengthened shot: Ok.

    •Fragmentation: chance to apply 15% damage reduction to the target.

    •Serrated Arrowhead: also causes the target to bleed over time.

    ••Mastery: Ok

    -Entangling Trap

    •Adept Construction: 40% chance to place 3 traps instead of 1.

    •Razor Wire: increase bleed damage and duration to 10seconds.

    •Combustion Tank: Increase explosion damage.

    •Net Retraction: Increase chance to 40%.

    ••Mastery: reduce cd by 4 seconds instead of 2.5.

    -Shadow Storm Shot: this skill is ok for the most part just increase its damage alot. Its mainly for clearing lower level maps for elite aps.

    -Shadow Viel: increase debuff from 15% to 25%.

    •Masked Presence: Confuse enemies into attacking eachother for 500% damage.

    •Combusting Decay: add fire damage 10s and stun enemies for 5 seconds.

    •Shadow Absorbtion: Increase raw damage dealt to enemies by 15%.

    Lingering Fumes: Ok.

    ••Mastery: Give 3% str int dex per level. 30% max.

    -Comat Medic:

    •Trauma Surgeon: Charged heals caster and also applies a 100% mana regeneration over 10 seconds.

    •Extra Packs: make it 2 packs more.

    •Good Medicine: make it 50% over 5 seconds.

    ••Mastery: Heal 20% mana.

    <Ultimates>
    -Ultimate Aim Shot: Make it do the maxed skill damage, no ranged damage. Instead of 1mil-2mil damage just make it do the 2mil instead of having a range.

    -Herb: give it 25% crit damage instead of boss damage. No one is fighting a boss with this skill it makes 0 sense to have bd.

    -Refuel is ok.

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    aoe knockback stun skill for warrior

    big good invulnerability skill for rogues, like "Bloodhound's Step is one of the numerous Ashes of War in Elden Ring, and in short, this one allows players to perform a cloaked dodge, so that their enemies won't be able to see them."

    long duration (not 5 seconds, more like 20) dot healing + damage resist skill for mage - (reworked lifegiver)
    honestly, mage is fine though, it's a good class as it is, but..

    ..a debuff cleansing exploding (freeze in time and space) teleportation would be appreciated (reworked gale force)

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    Senior Member Avaree's Avatar
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    The attribute points for class should only be class specific. Other classes shouldn’t be allowed to add attributes not specific to their class.
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    When respecting or leveling up, only the attributes that are class specific should show.
    (Remember the str mages in maus)

    TIA
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