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apprentice
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OP
apprentice
Joined: Apr 2014
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I like that magic is split into various schools, each with its own pool of spells. Why couldn't the same be done with weapon styles? We already have the weapon-specific abilities (which currently are a waste of points), so why not attribute skills to them? Adding melee/ranged skills to Way of the X is IMO a poor design decision, because what if I want to build a warrior that specializes in crossbows, or a ranger that specializes in spears? Well, in both cases the characters would need to place points in both Ways, weakening the builds and leaving them with access to a bunch of skills incompatible with the character concepts and possibly some useless stats (like extra ranged weapon range on the spear ranger).
A better system would just let me access attack skills via placing points in my weapon of choice, and let me pick role-defining, weapon-agnostic skills via choosing the Way which better fits the character's role.
My 2 gold pieces.
Last edited by artemis42; 13/04/14 10:22 AM.
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apprentice
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OP
apprentice
Joined: Apr 2014
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Wow, not a single comment... Was I just not very clear or do you guys not see this as a problem?
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stranger
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stranger
Joined: Feb 2014
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I don't get much comments so don't worry i like your idea but at this point in game having different types of magic which needs you to investigate points as well as the other things i am struggling as i want to have so many things for example i like to have charisma intimidate and reason high so i can convince others to my point as i loved that in dragon age and then i like crafting and at the same time i need somone who is a thif so he will have to spend points in sneaking pickpocketing and lockpicking as these things really work well together but this character will have to have some combat specific points as bow or loremaster to make him useful in combat so i think it will be just a overkill to add it but this is only my opinion
if i remember correctly divine divinity had something like that
and right now i am even more and right now i am even more limited as my party is limited to 2 members as i given them bot lone wolf treit and i split them so one thief/crafting other is warrior/mage
Embrace Your Dreams And Whatever Happens Protect Your Honor
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addict
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addict
Joined: Jun 2013
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Don't say this in this land of light, you mindless free-thinker profanator. "private joke" Not many thinks make sense in the character design, and I agree with you, it would make some sense in a classless system, and be less confusing. But this is serious matter, and such a change in design would be I guess, time consuming. And time is of the essence, as you might have noticed there are quite some polishing, balancing, bug hunting to do.
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stranger
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stranger
Joined: Apr 2014
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As for me all these "Way of X" are should be passive abilities, based on the lore-invested just like it is on the melee branch.
1. Way of ranger - rename to the way of survivalist. Because of gathering every single point invested onto the lore, every step's cost should be increased. 1.1 Let's improve our crafting ability to the level 4. It will also grant 4 points to the survivalist lore. 1.2 • +2*[lore] sight (also grants new defence stance - increasing dodging ability) • +1*[lore] initiative • +1*[lore] shooting range • -0.5*[lore] AP shooting cost • +5%*[lore] chance of recovering arrow
2. Way of Sorcerer - improves every single spell, step by step: • +0.5m*[lore] spell/scroll range (also grants new defence stance - increasing saving throws) • +2%*[lore] chance of instant cooldown of used spell • - 10%*[lore] spell cost • - 10%*[lore] spell cooldown • +20%*[lore] trapping radius (eg, applying ice on the groung will be comparable with the ranger's freezing arrow)
3. Way of Warrior - good as it is, but the first step of WoW should add defence stance - with increasind blocking rate and armor rating.
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addict
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addict
Joined: Mar 2014
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artemis42 - I totally agree the current warrior/ranger skills aren't implemented very well. There was quite a bit of forum discussion around this a few weeks back, but I'm afraid it may be too late now for significant changes (at least for this game, if not the next - hint hint).
Still, I always thought it would make more sense - and allow the player more freedom in character development - if the weapon abilities (maybe: swords, daggers, spears, axes/hammers/maces, bows, crossbows, shields) each included all available weapon-specific ability benefits, similar to the five magic abilities (air, earth, fire, water, witchcraft). There could be weapon-specific skills as well - again similar to the different spell school skills (i.e. spells), such as Flare. Finally, there could be other abilities to include only non-weapon-specific benefits, such as those currently mixed into Way of the Warrior and Way of the Ranger (e.g. additional sight, additional turn action points, additional vitality, etc.).
At least there's still the prospect of some talented modder(s) messing around with these systems down the road... who knows.
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apprentice
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OP
apprentice
Joined: Apr 2014
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Well that is a real shame, as in my mind it's a glaring flaw that severely limits character creation.
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addict
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addict
Joined: Jun 2013
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Instead of "ways of", what about knowledges or masteries or trainings ? I know it is beta, and don't expect at all to see it in game, just some shared thoughts about this...
Initiative knowledge: Novice (requires 1 training point (TP) and speed 6) + 1 initiative Compagnon (requires 2 TP speed 8) +2 Specialist (requires 4 TP speed 10) +3 Master (requires 8 TP speed 12) +4 Legend (requires 20 TP speed 15) +8 (big gap, because legendary skill should be legendary, to get and in its effects.
Powerfull Draw : Novice (requires 1 training point (TP) and strength 6) + 1 shooting range Compagnon (requires 2 TP strength 8) +2 shooting range Specialist (requires 4 TP strength 10) +3 shooting range Master (requires 8 TP strength 12) +4 shooting range Legend (requires 20 TP strength 15) +8 shooting range, +50% chance victim "falls"
Sword mastery: Novice (requires 1 training point (TP) and strength 6) + 10% to hit Compagnon (requires 2 TP strength 8) +20% to hit +10% damage Specialist (requires 4 TP strength 10) +30% to hit Master (requires 8 TP strength 12) +40% to hit +20% damage Legend (requires 20 TP strength 15) +70% to hit, +30% damage 50% chance to inflict heavy bleeding.
And so on. Create tons of them, who cares. Organize them in fields, like mele combat, ranged combat, Social, technical, magic (NOT WARRIOR, WIZARD, SURVIVOR. This is confusing)
They would require only TP and attributes levels only (so it would require more attributes...)
Now give 5 training points every levels or so (so a player could become pretty fast a jack of all trade, or require time to have legendary level. And have more consistant to dispatch, beside a loosy point.)
Very important is that the legendary level MUST trigger some kind of special skill or effect. This is important.
And what is better in a coop RPG than to show your mate the incredible effects of your newly acquired legendary skill ?
My 2 cents.
Last edited by Cromcrom; 15/04/14 05:35 AM.
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