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

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    Default Skill perks

    Hello, I don't know if devs team are still working on skill system, but I would like to give some suggestions concerning it and/or perks.

    When skill perks were announced, I believe that not only me but many players were excited about the news, however, I expected more from this system in terms of new/different features. It turns out that most of the perks are more related to buffs to players or damage to skills than new mechanics(which was what I expected). My suggestion would be to make perks a little more gameplay related, rather than just buffs. I'm going to give some examples of mage skills perks that that both match the skill and benefit gameplay:

    Skill: Time Shift
    Perk-Center of eternity: Pull x enemies to the center of the arcane clock

    Skill: Curse
    Perk- Bound spirits: If enemies close enough are cursed, they share some of the damage.
    Perk- Growing corruption: The curse grows stronger over time, applying extra effects after a few seconds.

    Skill: Fireball
    Perk- Wandering inferno: The fireball can bounce off enemies before exploding
    Perk- Living Fire: After hitting the target, a fire elemental temporarily appears to attack enemies.

    Skill: Arcane Shield
    Perk- Magic reflection: x% of damage taken while the shield is active is reflected back to the enemy.
    Perk- Arcane absorption: Damage taken during the shield's invulnerability time is absorbed and transformed into power damage that is redistributed across the team.
    Perk- Unbreakable bond: When using the shield near an ally who is taking massive damage, the shield is shared with minor buffs

    Skill: Lifegiver
    Perk- Life Transfusion: Some excess healing is converted into a temporary shield for the player and allies.
    Perk- Touch of Redemption: If Lifegiver is used near an ally with low health, its healing becomes stronger and can remove negative effects.

    Skill: Gale Force
    Perk- Eye of the Storm: Upon casting the skill, the center of the tornado creates a vacuum that pulls enemies in before pushing them back with force.

    Skill: Frost Bolt
    Perk- Crystallization: Frozen enemies are more likely to suffer instakill effects

    Skill: Lightning Force
    Perk- Chain Lightning: The ability now extends to more enemies, increasing its damage with each enemy hit.

    As you can see, the suggestions given have variations of mechanics that are quite useful and that creates more possibilities for combos and strategies for players. Of course, those perks deserve attention in relation to the % of debuffs or damage, but as an player I believe that this is not my stage, and that they should be adjusted according to the necessary balance designated by developers. I could go thru all classes, but this topic would be longer than it already is, and mage is the class I have more closeness lately. Rogues and Warriors can comment below what mechanics they wanted to see on their skills rather than just those buffs or debuffs of perks.

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    Curse is the last skill that needs any improvements. In fact, the other two classes should have some curse effects in their skills. It's the only skill that significantly hurts bosses, while other skills feel like a placebo.

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    Quote Originally Posted by dmqp View Post
    Curse is the last skill that needs any improvements. In fact, the other two classes should have some curse effects in their skills. It's the only skill that significantly hurts bosses, while other skills feel like a placebo.
    I know the thread is long, but commenting before reading can actually generate controversy: The suggestion is not linked to improvements, but to mechanics, the skill perks I gave are just examples of mechanics that could be developed to create a more strategic game environment, at no time did I mention buffs that x or y skill/perk should receive, I even mentioned at the end that % buffs or debuffs are not what players should decide, but the devs team, that has the power to test and balance in the right way. Likewise, I mentioned at the end that Rogues and Warriors can suggest perks for their skills aswell.

    Again, my thread does not involve any type of buff/nerf for current skills, but the creation of perks that are more related to the player's gameplay than damage/critical buffs themselves. That said, I would like this thread to remain on the premise of new mechanical perks, if you would like to request any nerfs or buffs, or want to compare classes, please create a thread about it.

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    We mage players need better and new ultimate skills.

    Don't you dare to say: you guys have curse...
    Rogue and warrior have way better normal/ultimate skills.
    They also have better gear/proc than us mage players.

    STS likes to favorite warrior class for too long time now.

    Give us skills/ultimate skills that can compete with warrior/rogue classes.

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    Quote Originally Posted by caabarader View Post
    I know the thread is long, but commenting before reading can actually generate controversy: The suggestion is not linked to improvements, but to mechanics, the skill perks I gave are just examples of mechanics that could be developed to create a more strategic game environment, at no time did I mention buffs that x or y skill/perk should receive, I even mentioned at the end that % buffs or debuffs are not what players should decide, but the devs team, that has the power to test and balance in the right way. Likewise, I mentioned at the end that Rogues and Warriors can suggest perks for their skills aswell.

    Again, my thread does not involve any type of buff/nerf for current skills, but the creation of perks that are more related to the player's gameplay than damage/critical buffs themselves. That said, I would like this thread to remain on the premise of new mechanical perks, if you would like to request any nerfs or buffs, or want to compare classes, please create a thread about it.
    You can call it 'mechanical improvements,' but when you take an essential aspect from another class (try re-reading it, and you’ll find it in a few places) and put it into Mage perks, that’s a buff, isn’t it? If you propose something like this, it’s more than likely you’ll get negative feedback. And even if you claim it's just an 'example,' the selection of the abilities you used is more than just theoretical. If these abilities were implemented, the result would clearly be a shift in balance that would significantly buff Mages at the expense of other classes.

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    Quote Originally Posted by caabarader View Post
    Hello, I don't know if devs team are still working on skill system, but I would like to give some suggestions concerning it and/or perks.

    When skill perks were announced, I believe that not only me but many players were excited about the news, however, I expected more from this system in terms of new/different features. It turns out that most of the perks are more related to buffs to players or damage to skills than new mechanics(which was what I expected). My suggestion would be to make perks a little more gameplay related, rather than just buffs. I'm going to give some examples of mage skills perks that that both match the skill and benefit gameplay:

    Skill: Time Shift
    Perk-Center of eternity: Pull x enemies to the center of the arcane clock

    Skill: Curse
    Perk- Bound spirits: If enemies close enough are cursed, they share some of the damage.
    Perk- Growing corruption: The curse grows stronger over time, applying extra effects after a few seconds.

    Skill: Fireball
    Perk- Wandering inferno: The fireball can bounce off enemies before exploding
    Perk- Living Fire: After hitting the target, a fire elemental temporarily appears to attack enemies.

    Skill: Arcane Shield
    Perk- Magic reflection: x% of damage taken while the shield is active is reflected back to the enemy.
    Perk- Arcane absorption: Damage taken during the shield's invulnerability time is absorbed and transformed into power damage that is redistributed across the team.
    Perk- Unbreakable bond: When using the shield near an ally who is taking massive damage, the shield is shared with minor buffs

    Skill: Lifegiver
    Perk- Life Transfusion: Some excess healing is converted into a temporary shield for the player and allies.
    Perk- Touch of Redemption: If Lifegiver is used near an ally with low health, its healing becomes stronger and can remove negative effects.

    Skill: Gale Force
    Perk- Eye of the Storm: Upon casting the skill, the center of the tornado creates a vacuum that pulls enemies in before pushing them back with force.

    Skill: Frost Bolt
    Perk- Crystallization: Frozen enemies are more likely to suffer instakill effects

    Skill: Lightning Force
    Perk- Chain Lightning: The ability now extends to more enemies, increasing its damage with each enemy hit.

    As you can see, the suggestions given have variations of mechanics that are quite useful and that creates more possibilities for combos and strategies for players. Of course, those perks deserve attention in relation to the % of debuffs or damage, but as an player I believe that this is not my stage, and that they should be adjusted according to the necessary balance designated by developers. I could go thru all classes, but this topic would be longer than it already is, and mage is the class I have more closeness lately. Rogues and Warriors can comment below what mechanics they wanted to see on their skills rather than just those buffs or debuffs of perks.
    all looks dope, but more than dope, very broken, so, in my opinion this would be EXCELLENT for somethins like curse BA,

    I mean they can add perks at rewards for some maps like curse maps, op perks at rewards, would be good feature!

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    Quote Originally Posted by dmqp View Post
    You can call it 'mechanical improvements,' but when you take an essential aspect from another class (try re-reading it, and you’ll find it in a few places) and put it into Mage perks, that’s a buff, isn’t it? If you propose something like this, it’s more than likely you’ll get negative feedback. And even if you claim it's just an 'example,' the selection of the abilities you used is more than just theoretical. If these abilities were implemented, the result would clearly be a shift in balance that would significantly buff Mages at the expense of other classes.
    I think you are looking at my thread with wrong eyes, my examples are mage because I play with it the most(again needing to explain something that was said in the OP), and not because I think mage is the only one who should receive perks with different mechanics. A month ago rogue received the perk of invurability that war and mage have since long time ago, I don't call that a buff.
    "shift in balance that would signifcantly buff mages at the expense of other classes" ? It's not likely only mages are receiving new Mechanical Perks if this suggestion was elaborated by devs.

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    Quote Originally Posted by Yuggernaut View Post
    all looks dope, but more than dope, very broken, so, in my opinion this would be EXCELLENT for somethins like curse BA,

    I mean they can add perks at rewards for some maps like curse maps, op perks at rewards, would be good feature!
    I didn't put numbers (nor will I, I think that's a thing for the developers), so saying they are broken or not is subjective, many of them involve things that already exist in the game and are considered common, like pull, instakill, chain effect,
    Number of targets, debuff duration, damage dealt, and percentages are something the developers will need to look at for balance.

  10.   This is the last Dev post in this thread.   #9
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    Noted this thread for when we look at skills again.

    -ALS

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    interesting ideas however maps need overall scaling for it to be viable in any scenario

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    Quote Originally Posted by Wizzzaq View Post
    We mage players need better and new ultimate skills.

    Don't you dare to say: you guys have curse...
    Rogue and warrior have way better normal/ultimate skills.
    They also have better gear/proc than us mage players.

    STS likes to favorite warrior class for too long time now.

    Give us skills/ultimate skills that can compete with warrior/rogue classes.
    Yet Rogue remains the worst of the 3 in terms of clear and boss killing ability. Seems like an issue with facts here doesn't it?

    Instead of rage bait lets keep calm and proceed to add to the topic at hand with other useful suggestions (other classes perhaps as well), since a Dev acknowledged potential for stuff here to be implemented.

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