Originally Posted by Monodon
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I had two questions, if you're kind enough to answer them:

1- What is the new role of the abilities, if they don't serve anymore as gates in the skill learning process? Honestly I liked the way they worked in the EE edtion.

2- Are you 100% sure that in a game like DOS - where immunities and resistances play a huge role, and where cooldowns last for several turns - it's wise to limit the number of skills available at any given moment?


Keep in mind that we are still in Pre-Alpha, and all the usual caveats apply.

1. Skill abilities now improve corresponding skills, but there's a twist to it that I can't talk about yet.

2. We are testing a few tweaks to the rules of skill activation that make it unnecessary to reload after every ambush (including some inspired by backer comments).

I was thinking about a trick where higher level skills has initial cooldown equals to the skill level. e.g. spell level 5 might be used for first in the 5th round of any combat.

In previous game, there was an issue that all super-powerfull spells are used in turn-zero, so later in the game, combat has finished before it even started. Allow to build it up, allow gradation, allow to fight for disable mage in 4th turn.

Last edited by gGeo; 12/08/16 06:53 PM.