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Thread: Soooo new skills, or mah?

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    Forum Adept Legallyblonde's Avatar
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    Question Soooo new skills, or mah?

    I remember near the beginning of the Dragon Enclave expansion there were rumours new skills would be added to AL as STS said they had plans to revamp the current skill system.

    I was just wondering what ever happened to this? There's been no word of it since and it's the 1 thing that peaked my curiosity during the last days before expansion.

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    Senior Member Crowsfoot's Avatar
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    They were suppose to be in an update after the client update. I have a sneaking suspicion that we will see new skills added during the next campaign expansion and level cap raise.


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    If this happens,

    Can sorcerers get the ability to teleport?
    (I really want that skill....)
     
     
     
     
     
     
     
     
     
     
     
     
     
     
     
    .

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    Senior Member Busterbiebe's Avatar
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    That would be awesome

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    Senior Member Madnex's Avatar
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    I believe they didn't give a specific time of when the skill revamps would be done; more like recognized the issues with the current skill system and just mentioning it's something they plan on fixing.
     

    Quote Originally Posted by Remiem View Post

    Hi Legends!

    The Dragon Enclave expansion is just around the corner, planned for launch in mid-March. With that in mind, we want to take a moment to talk to you all about the current Skill system in Arcane Legends and the future plans for it.

    When the Dragon Enclave expansion launches, you will be able to level up to 41. At level 41 you will have an abundance of skill points. Enough to spend on the active and passive skill trees and for the most part max out your character. This is pretty cool! Your character will be max’d out! On the other hand, it isn’t as interesting as when you need to make choices that define your character.

    We are very aware of this shortcoming with the current skill system. We are hard at work developing a fun evolution to skills in Arcane Legends. Our plan is to allow for future growth, add interest and also address other shortcomings of the current skill system. We want to create a more interesting and strategic experience, allow for greater diversity in character builds, and also resolve issues inherent to the old system that players were experiencing in game.

    This won’t happen overnight though. The skill system defines your characters and we respect that. We want to take the time to get it right.

    The game is evolving and so too must the systems inside it. We expect to release more details about these exciting changes over the coming months.
    Quote Originally Posted by Samhayne View Post
    Hey guys,

    I know you will be eager for details about what we are planning. I promise we will have more to talk about on the skill front in the future. For right now, we wanted to get ahead of the issue and acknowledge that characters will be pretty max'd out with their skills when they make 41.

    As for the issue of "changing too much at once" one of our design goals for improving skills for the future is to make the changes feel like improvements and an extension of the current system. We don't want to alienate anyone by making all new skills that are all different. We want your Rogue to still feel like the Rogue you have come to love, (or your Sorc, or your Warrior).

    Again, the devil will be in the details, but we're not quite ready to reveal them yet. Just an acknowledgement of the current systems shortcomings and our plans to address them.

    -Samhayne

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    Senior Member Hail's Avatar
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    I would love it if classes could sorta have different skills for what weapon they have equipped...example is you can spec your rogue to play with bows however you can also spec them to play with daggers... So for 1 character you got 2 builds depending on what type of weapon you would equip.
    Same for mages with guns and staffs and warriors with 2H swords and sword and shields

    I know this wont be implemented due to the large variety of cons however if there was to be a new skill system that is what i would dream of...

    Ps this was inspired by WoW

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    Luminary Poster Energizeric's Avatar
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    I suspect extra skill upgrades (maybe 2 for each skill?) and extra passive points available for each passive.

    The other thing that really needs to be addressed is that passives don't stack with pet bonus, so for most of us who use a pet that has a damage and speed bonus, those 2 passives are useless. Yet crit passives do stack with pet bonus. So the game is inconsistent in how stats are calculated. I think passives and pet bonuses should stack. If they want to make elixirs not stack on top of that then I understand. I can also understand the idea of all bonus stat percentages being maxed out at 25%. That is fine. So if I am using a pet with 12% damage bonus and have 5% passive damage bonus, my total damage bonus should be 17%.

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    Quote Originally Posted by Ruizhe View Post
    If this happens,

    Can sorcerers get the ability to teleport?
    (I really want that skill....)
    Put this in pvp ill never die XD

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    Senior Member tharidom's Avatar
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    Quote Originally Posted by Ruizhe View Post
    If this happens,

    Can sorcerers get the ability to teleport?
    (I really want that skill....)
    U can already teleport directly back to the beginning of the map.

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    I thought the devs were talking about the skill fixed?
    Now you can't swap skills or pets.

    But new skills are still awesome.

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    Warrior skill upgraded we should have:

    SS:
    -extend period of stun.
    -increase distance of dash.

    CS:
    -increase damage of skill
    -DoT of some kind (to increase odds of decimate)

    WM:
    -Chance to pull targets towards the caster (make Cripple useful in PvE)
    -Remove speed reduction for caster.

    Axe:
    -Increase caster's crit chance.
    -250% damage on crit.

    Jugg:
    -increase duration.
    -Reflect damage.

    RC:
    N/A. Just make it worthy to even use.

    VB:
    -increase movement speed
    -increase mana by 500 points on cast.

    HoR:
    -Chance to stun enemies in range (like Inan'hesh's horn)
    -Increase ally armor by 10% for a short duration after the initial shield.

    ^Some are outrageous. Perhaps make some upgraded cost multiple skill points to unlock or require other skills to be maxed first?


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    Senior Member tharidom's Avatar
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    Quote Originally Posted by Crowsfoot View Post
    Warrior skill upgraded we should have:

    SS:
    -extend period of stun.
    -increase distance of dash.

    CS:
    -increase damage of skill
    -DoT of some kind (to increase odds of decimate)

    WM:
    -Chance to pull targets towards the caster (make Cripple useful in PvE)
    -Remove speed reduction for caster.

    Axe:
    -Increase caster's crit chance.
    -250% damage on crit.

    Jugg:
    -increase duration.
    -Reflect damage.

    RC:
    N/A. Just make it worthy to even use.

    VB:
    -increase movement speed
    -increase mana by 500 points on cast.

    HoR:
    -Chance to stun enemies in range (like Inan'hesh's horn)
    -Increase ally armor by 10% for a short duration after the initial shield.

    ^Some are outrageous. Perhaps make some upgraded cost multiple skill points to unlock or require other skills to be maxed first?
    Hor would be cool if it did dmg.

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    Senior Member Crowsfoot's Avatar
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    Quote Originally Posted by tharidom View Post
    Hor would be cool if it did dmg.
    Its a healing skill, why would it deal damage?


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    Quote Originally Posted by Crowsfoot View Post
    Its a healing skill, why would it deal damage?
    Said the guy who wants 250% damage on axe's critical.

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    Senior Member tharidom's Avatar
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    Quote Originally Posted by Crowsfoot View Post
    Its a healing skill, why would it deal damage?
    Because it would be cool, imagine hor turned around, all enemies losing like 1k hp per 3sec XD.

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    Senior Member Madnex's Avatar
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    Quote Originally Posted by tharidom View Post
    Because it would be cool, imagine hor turned around, all enemies losing like 1k hp per 3sec XD.
    You forgot the eye lazors that banish everything around you in a 20m range.

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    Senior Member tharidom's Avatar
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    Quote Originally Posted by Madnex View Post
    You forgot the eye lazors that banish everything around you in a 20m range.
    Also forgot the around 3/4 scnds during shield, that would then destroy all enemy armor for 3/4 scnds:3 warrior in pvp endgame would hunt rogues down.

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    Default Soooo new skills, or mah?

    Mages get firestorm!

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    Senior Member Crowsfoot's Avatar
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    Quote Originally Posted by Crowsfoot View Post
    Warrior skill upgraded we should have:

    SS:
    -extend period of stun.
    -increase distance of dash.

    CS:
    -increase damage of skill
    -DoT of some kind (to increase odds of decimate)

    WM:
    -Chance to pull targets towards the caster (make Cripple useful in PvE)
    -Remove speed reduction for caster.

    Axe:
    -Increase caster's crit chance.
    -250% damage on crit.

    Jugg:
    -increase duration.
    -Reflect damage.

    RC:
    N/A. Just make it worthy to even use.

    VB:
    -increase movement speed
    -increase mana by 500 points on cast.

    HoR:
    -Chance to stun enemies in range (like Inan'hesh's horn)
    -Increase ally armor by 10% for a short duration after the initial shield.

    ^Some are outrageous. Perhaps make some upgraded cost multiple skill points to unlock or require other skills to be maxed first?
    Quote Originally Posted by Madnex View Post
    Said the guy who wants 250% damage on axe's critical.
    Lightning and aimed shot.

    PS: I noted that it was a little outrageous.


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    Senior Member Madnex's Avatar
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    My turn then! Rogue's skill upgrades should be:

    Shadow Piercer:
    -Able to pierce multiple times through same target if nothing else close to jump to.
    -Dodge buff +10% that stacks per successful hit.
    -50% chance to disorient enemy windups.


    Shadow Storm Shot:
    -Make it look like a volley of arrows falling from above (Helena's non lethal red zone for the first part plus *weakness* proc visuals ).
    -Chance to AoE stun at 35% - aiming it should work like aiming Time Shift.
    -Increased damage from "that-tickles" level to "ouch".


    Entangling Traps:
    -Explosion roots surrounding targets in place for three seconds.
    -Increased chance for net pull to 40% when skill charged.
    -Spiral sucking pattern to prevent slingshots.


    Noxious Bolt:
    -Increased duration per two seconds for each extra enemy hit (above 3).
    -30% armor debuff (diminishing, ticks down 30/25/20/10/0).
    -Chance to apply critical poisoning.


    Razor Shield:
    -Increase dodge percent to 35.
    -Chance to parry and deflect direct physical hits.
    -Dagger blast at the end of the skill to all directions regaining 10% HP per target hit.

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