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addict
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addict
Joined: Aug 2013
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I hope we'll be able to add our own schools by modding. Dark Magic and Divine Magic are in for me. that would only be a "naming" issue. ie, if you are not able to create new skills, additional schools are rather pointless. to my knowledge skills can only be altered (ie eg different range, more/less damage, combination of existing effects to a new spell etc.) completely new skills (ie like shapechange in DOS1) are not possible to mod - at least, i could not figure out how. i think @forktong was responsible for skills/spells in DOS1 and i guess he will play a major role in this regard in DOS2 as well. maybe he could (oc only if his time allows for it  ) comment on the future of modablility of skills/spells?
Last edited by 4verse; 11/10/15 05:52 PM.
"I don't make games to make money, I make money to make games". (Swen Vincke)
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veteran
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veteran
Joined: Jun 2014
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@4verse let's hope he can! @forktong do you confirm?
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veteran
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veteran
Joined: Mar 2013
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So something im not activeley working on but i might aswell post it here.
So ive seen quite a lack of interresting moves for melee classes in Original Sin. Most ideas tend to be about making melee classes into a tank or a berserker kind of guy.
What about grapling? And throwing more to the point?
A class based on the idea of relocating opponents and controlling them. Throwing them against other enemies dealing damage, pulling them towards them.
There is already the option to throw items, why not throw enemies? teammates?
Maybe some momentum based skills, there is already a charge skill, why not one that also knocks enemies out of the way?
Additionally, there should be improvised weapons, such as objects you could normally throw now doing increased damage in combat.
In short, a class that likes throwing things like a lunatic.
It could be a kind of Savage or Barbarian type of character.
Last edited by Sordak; 17/10/15 06:41 PM.
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veteran
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veteran
Joined: Jan 2009
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Grappling and throwing would require special animations for each and every player model for each and every enemy type, which might be one reason why Larian hasn't done that.
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veteran
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veteran
Joined: Mar 2013
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Depends on how well you do it, you can already throw objects you know.
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veteran
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veteran
Joined: Jan 2009
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Oh well, if you want the throwing and grappling to look BAD, then sure, that's easy.
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old hand
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old hand
Joined: Oct 2015
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Oh well, if you want the throwing and grappling to look BAD, then sure, that's easy. I wouldn't actually mind it. I've played plenty of games where that happened and it still looked cool. For example Saga Frontier and Disgaea (series). Just have the enemies stand in their typical position while they are dunked! where they take damage and then stand back up (or not if they are OPPSED)
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stranger
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stranger
Joined: Oct 2015
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Well, I might as well add in my Skill tree suggestions that I posted during the Kickstarter campaign. Storm Chaser Note: This skill tree is similar in nature to the aerotheurge, and the skills themselves could just be added to that skill tree
Premise: This skill tree is all about pushing and pulling effects, which is being added with D:OS2. Thematically, the skill gains this through harnessing the power of wind and lightning.
Skills: Gust (Active) With a flick of her rest, the Storm Chaser knocks back a foe she thinks is too close for comfort The Storm Chaser pushes the character (i.e. enemy or ally) back 5 metres. If it is an enemy, it deals x damage and a chance of knocking the character prone.
Wind Lasso (Active) A powerful jet-stream latches on to two unsuspecting foes, and drags them kicking and screaming together. Target two enemies. These enemies are pulled up to 8 metres closer together as long as there are no obstacles in the way. If these enemies are adjacent after the pull effect, they fall prone and take x damage.
Buffeting Winds (Passive) The Storm Chaser is surrounded by a vortex of air, making it hard to get in close. It requires one additional action point to move adjacent to the Storm Chaser.
Child of the Storm (Passive) It is said, that all Storm Chasers carry lightning in a bottle wherever they go. Gain x amount of lightning resistance. Deal x amount of lightning damage with each basic attack.
Fleet of Foot (Passive) She always had the wind beneath her feet. The Storm Chaser gains a speed boost.
Wind Wall (Active) 笛ust because you can't see it, doesn't mean it can't stop you Gary Breezeborne, famous Storm Chaser Create a wall 1 metre wide, and x metres long. All creatures require 2 extra action points to pass through the wall.
Tornado (Source Power) With the ferociousness of a enraged tiger, a maelstrom of wind and lightning streaks across the battlefield. A large zone on the battlefield becomes a swirling mass of lightning and wind. Every turn, each character takes x lightning damage and is pulled 5 metres towards the centre of the tornado, if there is nothing in the way.
Thunder Stomp (Source Power) The Storm Chaser raises his arms up high, and with a powerful downward sweep a thunderous boom is heard, knocking everyone nearby back. Every character (i.e. enemy or ally) within 12 metres of the Storm Chaser is pushed back 6 metres, takes x damage and is prone.
Phase Walker 典hey say that Stephia the Phase Walker was not of this world. She lived in this world just as much as outside it. One thing is for sure though, anyone who crossed her, was never found again.
Premise: This skill set reflects the theme of bending time and space. There is a heavy presence of teleport powers and skills.
Skills:
Blur (Passive) 鄭 Phase Walker straddles the line between two planes of existence. Never quite truly here. The Phase Walker gains a permanent bonus to avoiding directly targeted ranged attacks. Due to the blurry nature this skill provides, strangers treat Phase Walkers with greater scepticism.
Teleport Strike (Active) 鼎utting through the feeble borders of this world, the Phase Walker travels great distances in a blink of the eye. The Phase Walker teleports x metres to be adjacent to a enemy and makes a melee attack against that enemy.
Warped Mind (Passive) 釘eing a soul of two worlds grants untold knowledge, but the whispers from the other planes are constant. +2 to Intelligence, -1 to Perception.
Fade (Active) 徹ne of the first skills that a Phase Walker masters, is her ability travel in one realm while her conscience is in the other. Gain invisibility for 3 turns, or until you attack next. When you do attack while this skill is activity, you do an additional x damage.
Glimmerspray (Active) 典he other world contains things that are often useful in combat. One of these is the Tyrgrul root, that when ground produces a sparkling powder that can blind on touch. Blind all characters adjacent to the Phase Walker.
Phase Loop (Active) 典he Phase Walker temporarily sunders the gap between the worlds, putting him out of phase with reality for a brief time. The Phase Walker creates a magical shield. This shield provides a 50% miss chance for the next 5 attacks against him, or for the next 3 turns.
Four Strike Dance (Source Power) 展ith the grace of a soaring bird, and the deadly accuracy of striking serpent, she dances across the battlefield, striking unsuspecting foes. The Phase Walker makes four melee attacks spread across each enemy within 6 metres of her, before returning to her original position.
Portal Stride (Source Power) 迭ipping the fabric of space itself, the Phase Walker creates a temporary link between points in the world Select two points on the battlefield. These two points are considered adjacent in terms of movement, both for the Phase Walker and his allies.
Druid "The power of the wild at your command, the earth demands justice for the sins against it."
Premise: This skill tree excels at controlling the battlefield via a specific style of summons. Instead of animals, the Druid summons stationery trees that provide an aura around the tree (negative or positive). These trees can be targeted with attacks.
Skills:
Tree of life (active): "The beauty of this tree is undeniable. It provides succor to the weak and hope to the downtrodden." Summon a tree within 10 metres of the Druid. It provides an aura 3 metres in radius that heals allies x amount per turn and grants an additional 2 armour to allies in the aura.
Blackheart Ironbark (Active): "The blackheart Ironbark tree is a native of 'insert appropriate desolate wasteland location here'. The tree weeps a noxious sap that debilitates any who stands nearby." Summon a Blackheart Ironbark Tree within 10 metres of the Druid. This tree provides a debuff aura to all creatures (friend or foe) within a radius of 3 metres. Creatures within the aura are cursed and suffer x poison damage each turn.
Bark Armour (passive): "Nature provides to the ones that are most deserving." Gain a bonus of x to armour, poison resistance and earth resistance.
Creeping Vines (active): "The orcs broke through the weakened village wall and streamed across the village green towards the unarmoured villagers, bloodlust in their eyes. Just then the druid called forth strangler vines, which burst through earth to entangle the intruders, fixing them in places for the archers to finish them off." Create a zone of creeping vines on the battlefield 4 metres in diameter. Any enemy in the zone has a chance to be slowed for that turn.
Summon Elder Treant (Source Power): "Who says trees have to stand still." Summon forth a Treant into the battlefield for 5 turns. The treant is immune to any debuffs created by the Druid (eg Blackheart Ironbark aura) and has poison immunity. The treant can make a melee attack that does x damage and has a chance to knock down and grant the diseased condition. The Treant has -20 fire resistance.
Siren Fern (Source Power): "The Siren Fern can be found in the 'insert appropriate jungle location here'. The Siren Fern emits a psychotropic pollen that creates hallucinations for its victims, and attracts them to the fern. The allure of the Siren fern can be deadly as a specially designed root system captures the victims and slowly digests them with its acidic sap." Summon a Siren Fern within 10 metres of the Druid. The Siren Fern emits an aura, 2 metres in radius that attracts enemies to the fern. When an enemy is adjacent, there is a chance to stun the target and take x poison damage each turn.
Bramble Wall (active): "The Druid throws out a sprinkle of seeds that quickly grow into a dense bramble thicket." With a starting point no further than 5 metres, the Druid creates a wall of brambles that is 1 metre wide and up to 8 metres long. The wall cannot be traversed, however it can be destroyed if enough damage is done to it. The wall has -20 fire resistance.
Toxic touch (passive): "The Druid is infused with a deadly toxin, able to inflict on others at will." The Druid's attacks gain x additional poison damage.
Flametree of Gamorr (Active): "Legend says that the Flametree of Gamorr was 20 metres tall, wreathed in fire and able to scorch intruders who came too close." Summon the flametree up to 10 metres from the Druid. The flametree is immune to fire, but has -20 cold resistance. It shoots balls of fire at one enemy per turn for x fire damage. Any character (friend or foe) adjacent to the tree takes x fire damage per turn.
And finally, a suggestion for the Dwarven Racial Skills United we stand (Passive): 泥isunity nevermore, a mantra they hold dear. When a dwarf is within 6 metres of another dwarf (maybe even another race?), the dwarf gains 10 bonus armour.
Dwarven Glory (Passive): 典he dwarves are a strong race, a proud race... don't mention their stature... Gain a bonus of x to blacksmithing and crafting, gain a penalty of x to bartering.
Dwarven Vigor (Passive): 添ears of drinking have lead to dwarves being... alcoholics? Gain +1 to constitution
Short of Stride (Passive): 泥id I discuss not to indicate their vertically challenged nature? Dwarves suffer a penalty of x to speed
Earth Bound (Passive): 泥warves can be quite tenacious, especially when they want keep standing Immune to knockdown effects (or maybe just a chance not to be knocked down, if this seems too powerful)
Battlecry (Source Power): 釘y Tenax's Hammer, we shall be united!.. Grant the dwarf and his/her party a bonus of x to armour, slashing resistance, crushing resistance and piercing resistance for 5 turns.
Boulderdash (Source Power): 哲ever, EVER, stand in front of a charging dwarf... The dwarf moves in a straight line to a maximum 12 metres. If this movement ends adjacent to an enemy/ multiple enemies, then each enemy takes x damage, is stunned and knocked down (even if normally immune to knock down effects).
Aspect of the Revered Ancestor (Source Power): 鏑ooking inwards, dwarves can recall the inherited power of their ancestors in times of need. The dwarf takes on the aspect of a revered ancestor for 5 turns. While in this aspect, the dwarf gains a bonus of x to Strength, intelligence and perception. Any character (friend or foe) adjacent to the dwarf has a chance to suffer the effect 展eakness each turn.
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