Just so you to know it's Squlo/Fair/Slifer
Interesting. Thoughts but they don’t really matter since I don’t play 🙂. If this is the route you guys our going to go, why waste time and effort making a Whip Weapon for War, which has no appeal at all? Nothing wrong with trying something new but ya that's not it! Should of put time and effort into Main Hand + Off Hand Skill Perks for Dual Wield War. Which almost makes a new class without making a new class.
Please elaborate on what you mean by "used efficiently." Consider adding some sort of contrast like - a skill that can be used efficiently is X but this one can't be because of Y. Would be appreciated - otherwise it just sounds like something you don't want to use (as opposed to something that is actually problematic).
In reality, no - but I would love to learn more about your belief that PvP is the actual *real* source of Spacetime's revenue.
Yes. This means that a Skill Point can be spent towards an Ultimate (if you are of the appropriate level), towards a Passive, to unlock a Skill, add a Skill Upgrade, or add a Perk for a Skill Upgrade (if you are appropriately leveled and you have unlocked the associated Skill Upgrade).
There are currently no plans to boost the number of Skill Points you have 'til we reach the next Cap. This phase of the Skill Revamp is meant to enforce trade-offs. You are free to stay with your current spec and ignore the Perks entirely - but if you want to use them you'll need to trade them for something else in your Skills arsenal: a point of Mastery, a Passive, an upgrade for a Skill. These trade-offs are essential to the effort.
I could be persuaded to offer a single-use path to acquire an additional Skill Point (or two) in the short term but this could affect the total number you get with the next Cap. For instance you get zero Skill Points for Levels 87,88 (or some such). Seems to me that in keeping with the 'trade-off' design foundation here we'd instead turn our attention to buffing of Perks so that the expenditure feels more worthwhile.
From all that I see in the game data these armor debuffs are non-stacking multipliers. I'll be sure to look at every one of them (since I was way off the last time I spoke publicly about stacking :-$)
It's a screenshot of a full stack for each Skill: one main Skill at the top. Four (4) Skill Upgrades down the center with two (2) Perks per Upgrade. Are we saying the same thing? It is indeed eight (8) Perks per Skill at Max Level.
Appreciate the feedback on the Perks content! I don't know if it should spawn so many (as one feels like enough), but I can see how it feels to increase the spawn chance a bit.
Seems like the description is misleading you. The Perk is taking the 20% chance and increasing it to 25% chance. I'll see if I can rewrite it so there's less confusion. Thanks!
Thanks for the feedback - even if I didn't quote your response here - I enjoyed reading all of your ideas and critiques!
Pvp as been ruined a long time ago, and the majority that still enjoy it are whales anyways, new players cant even set foot in most pvp areas.
So complicated, I didn’t even read it.
I’m rubber and you’re glue, what bounces off me, sticks on you..
Stop assuming my posts are emotional. I don’t care that much.
So say I am focused on offense, I use herb which takes one of the 4 skill slots and the only benefit it has damage wise is 10% boss damage. I would rather use a different damage skill because even if herb gave 100% boss damage it would still not beat using a different skill that would do over 500k damage upon use. 5% dodge is very useless since dodge caps out at 70%.
Can the 10% bd and 5% dodge be changed to "Damage immunity for 1.5 and 3 seconds" first upgrade is 1.5s and 2nd upgrade is 3s.
Sent from my SM-S928U1 using Tapatalk
Click the spoilers!
Why did we rogues never have immunity? I don't see it useful for us to raise dodge or mitigation when the imbalance of enemies kills as if it were instakill
Last edited by Cinco; 03-29-2024 at 08:33 AM.
Can the dodge stat be removed if rouges are getting immunity ?
sounds cool, lots of customization,
but need more skill points definitely.
I am not too op and barely manage to get by with more passives. Perks seem nice and idc ab pvp. PVE seems good.. just more skill points
So my initial thought was as I've given the example (p = Perk) it didn't make sense to have a 3rd collom as you would have to activate your upgrade to be able to select the perk
It wasn't until I started to add text to the image I noticed the icons for the upgrades are different sizes with the center ones being slightly larger (perks on the left and right)
Maybe something up for a vote but in my opinion at least would seem to flow better going from left-right or seeing as it is still in development perhaps different icons completely from the upgrades themselves to make it more distinguishable
Looking forward to messing around with the skills after all these years of using the same 2/3 different sets (PvE, Honor & Outpost) XD
Stay blessed
Thanks so much for the effort!
My visualization for this is meant to reinforce that Perks are exclusive choices. Putting the upgrade in the middle and the Perks on either side is intended to communicate this exclusivity - whereas having them set up as Upgrade - Perk1 - Perk2 seems to indicate that you can have both and/or that you need Perk1 to unlock Perk2.
Nevertheless, I look forward to running your mockup by the team for their comments. Thanks again!!
Yeah agreed with that also I feel like it's more aesthetic when split left and right and the main upgrade on the middle. When you turn the order from left to right perks probably gonna make people feel like the last perk is probably the most useful one (you know since it's the last upgrade it looks like so) might cause trouble here for the beginners especially.
Just so you to know it's Squlo/Fair/Slifer
Thats actually a really good point made about the last perk on the giving the impression that it would mean might be better one! thank you for the perspective, never actually crossed my mind thank you!
My pleasure, and thank you for getting back to us all!
But with Squlo`s post and your explanation, Im converted to the idea of the Skills being in the middle with the different perks on either side.
I appreciate it would also be a little more work to do, but having new icons to make the individual perks more distinctive than the Skills would compliment the work put into the new perks and make it that much sweeter as eye candy XD
Stay Blessed
1 <3
Uhm devs u asleep?
Sent from my I2012 using Tapatalk
Bookmarks