View Full Version : Official: Ascension
Risen
03-02-2020, 09:42 AM
As Product Manager Wyrom noted his in Creating Adventure (https://gswiki.play.net/Creating_Adventure_-_March_2020), we are making some dramatic changes to how Development works going forward. A big part of that change is how we will communicate and engage players. Up until this point, we always held back any details of what we were working on or hoped to work on in the near future. A lot of that was due to situations were something was announced as an intention, then failed to come to fruition, due to any number of reasons. I hope that it's perfectly clear that things we're willing to discuss going forward are strictly goals and not promises. Having said that, I think this approach is better than not announcing any details until something is going out the door. I'd much rather Development work with players to refine ideas and consider all viewpoints during the design phase than after we've spent a considerable amount of time designing and implementing something. With that in mind, this is what we have in the plan for the Ascension system.
The Ascension system will be Post-Cap Development, but it will not be restricted to level 100 characters. A lot of the exact details are still being worked out, such as the mechanism to earn points, so any or all of this could change. However, the current plan is for you to earn experience through your normal hunting grounds. That experience can then be diverted into a special pool for Ascension Training Points (ATPs) that that are then spent to unlock a number of passive and active abilities. It will function very similar to the Combat Maneuver List (CML) system.
There are 3 tiers of abilities: Common, Elite, and Legendary. The Common abilities are intended to be very generic and apply to things that most characters might be interested in. It includes things like boosts to stats, skills, resistances, etc. Just those 3 different areas represent 71 different abilities, since each stat/skill/damage type is a separate ability. Elite abilities are designed for certain builds and character types (such as Squares, Semis, Pures, archers, locksmiths, etc). It includes things like rapid health/mana/stamina/spirit regeneration, elemental arrows for archers, locksmiths detecting traps when being handed a box, etc. Finally, Legendary abilities are designed for specific abilities/spells and usually tailored to a specific profession. It includes things like Rangers being able to tame one of each animal companion type (and separate ability to temporarily summon them all in combat), Warriors being able to manually stop a Berserk, Bards being able to create higher enchant sonic armaments, double attacks/spells, etc.
Characters will be required to invest a certain amount of points into the Common tier before they can access the Elite tier. They will then also be required to invest a certain amount of points into the Elite tier before they can access the Legendary tier. The abilities in each tier will get more expensive to unlock as the power those abilities represent grows. In addition, we intend to have a lot of chained abilities to promote certain builds. Some abilities may be exclusive of each other (so if you learn X, you can't learn Y).
Right now, we're spending a lot of time brainstorming the different abilities that will exist in this system and we're very interested in your thoughts and ideas. We're mostly just after ideas, so feel free to respond with anything you can think of. Rough concepts are okay. Development will work out most of the actual numbers and restrictions to keep everything in check.
GameMaster Estild
http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Developer's%20Corner/view/1008
Risen
03-02-2020, 09:51 AM
To help give you an idea of what we're planning, here are some rough ideas. Please keep in mind that some of these may or may not happen.
General|
Strength Training|Gain +1 Strength statistic per rank.
Constitution Training|Gain +1 Constitution statistic per rank.
Dexterity Training|Gain +1 Dexterity statistic per rank.
Agility Training|Gain +1 Agility statistic per rank.
Discipline Training|Gain +1 Discipline statistic per rank.
Aura Training|Gain +1 Aura statistic per rank.
Logic Training|Gain +1 Logic statistic per rank.
Intuition Training|Gain +1 Intuition statistic per rank.
Wisdom Training|Gain +1 Wisdom statistic per rank.
Influence Training|Gain +1 Influence statistic per rank.
Two Weapon Combat Training|Gain +1 Two Weapon Combat skill rank per rank.
Armor Use Training|Gain +1 Armor Use skill rank per rank.
Shield Use Training|Gain +1 Shield Use skill rank per rank.
Combat Maneuvers Training|Gain +1 Combat Maneuvers skill rank per rank.
Edged Weapons Training|Gain +1 Edged Weapons skill rank per rank.
Blunt Weapons Training|Gain +1 Blunt Weapons skill rank per rank.
Two-Handed Weapons Training|Gain +1 Two-Handed Weapons skill rank per rank.
Ranged Weapons Training|Gain +1 Ranged Weapons skill rank per rank.
Thrown Weapons Training|Gain +1 Thrown Weapons skill rank per rank.
Polearm Weapons Training|Gain +1 Polearm Weapons skill rank per rank.
Brawling Training|Gain +1 Brawling skill rank per rank.
Ambush Training|Gain +1 Ambush skill rank per rank.
Multi Opponent Combat Training|Gain +1 Multi Opponent Combat skill rank per rank.
Physical Fitness Training|Gain +1 Physical Fitness skill rank per rank.
Dodging Training|Gain +1 Dodging skill rank per rank.
Arcane Symbols Training|Gain +1 Arcane Symbols skill rank per rank.
Magic Item Use Training|Gain +1 Magic Item Use skill rank per rank.
Spell Aiming Training|Gain +1 Spell Aiming skill rank per rank.
Harness Power Training|Gain +1 Harness Power skill rank per rank.
Elemental Mana Control Training|Gain +1 Elemental Mana Control skill rank per rank.
Mental Mana Control Training|Gain +1 Mental Mana Control skill rank per rank.
Spirit Mana Control Training|Gain +1 Spirit Mana Control skill rank per rank.
Elemental Lore - Air Training|Gain +1 Elemental Lore - Air skill rank per rank.
Elemental Lore - Earth Training|Gain +1 Elemental Lore - Earth skill rank per rank.
Elemental Lore - Fire Training|Gain +1 Elemental Lore - Fire skill rank per rank.
Elemental Lore - Water Training|Gain +1 Elemental Lore - Water skill rank per rank.
Spiritual Lore - Blessings Training|Gain +1 Spiritual Lore - Blessings skill rank per rank.
Spiritual Lore - Religion Training|Gain +1 Spiritual Lore - Religion skill rank per rank.
Spiritual Lore - Summoning Training|Gain +1 Spiritual Lore - Summoning skill rank per rank.
Sorcerous Lore - Demonology Training|Gain +1 Sorcerous Lore - Demonology skill rank per rank.
Sorcerous Lore - Necromancy Training|Gain +1 Sorcerous Lore - Necromancy skill rank per rank.
Mental Lore - Divination Training|Gain +1 Mental Lore - Divination skill rank per rank.
Mental Lore - Manipulation Training|Gain +1 Mental Lore - Manipulation skill rank per rank.
Mental Lore - Telepathy Training|Gain +1 Mental Lore - Telepathy skill rank per rank.
Mental Lore - Transference Training|Gain +1 Mental Lore - Transference skill rank per rank.
Mental Lore - Transformation Training|Gain +1 Mental Lore - Transformation skill rank per rank.
Survival Training|Gain +1 Survival skill rank per rank.
Disarming Traps Training|Gain +1 Disarming Traps skill rank per rank.
Picking Locks Training|Gain +1 Picking Locks skill rank per rank.
Stalking and Hiding Training|Gain +1 Stalking and Hiding skill rank per rank.
Perception Training|Gain +1 Perception skill rank per rank.
Climbing Training|Gain +1 Climbing skill rank per rank.
Swimming Training|Gain +1 Swimming skill rank per rank.
First Aid Training|Gain +1 First Aid skill rank per rank.
Trading Training|Gain +1 Trading skill rank per rank.
Pickpocketing Training|Gain +1 Pickpocketing skill rank per rank.
Acid Resistance|Gain 1% acid damage resistance per rank.
Cold Resistance|Gain 1% cold damage resistance per rank.
Disruption Resistance|Gain 1% disruption damage resistance per rank.
Electrical Resistance|Gain 1% electrical damage resistance per rank.
Grapple Resistance|Gain 1% grapple damage resistance per rank.
Heat Resistance|Gain 1% heat damage resistance per rank.
Impact Resistance|Gain 1% impact damage resistance per rank.
Crush Resistance|Gain 1% crush damage resistance per rank.
Plasma Resistance|Gain 1% plasma damage resistance per rank.
Puncture Resistance|Gain 1% puncture damage resistance per rank.
Slash Resistance|Gain 1% slash damage resistance per rank.
Steam Resistance|Gain 1% steam damage resistance per rank.
Unbalance Resistance|Gain 1% unbalance damage resistance per rank.
Vacuum Resistance|Gain 1% vacuum damage resistance per rank.
Disintegration Resistance|Gain 1% disintegration damage resistance per rank.
Health Regeneration|Increases passive health regeneration.
Mana Regeneration|Increases passive mana regeneration.
Stamina Regeneration|Increases passive stamina regeneration.
Spirit Regeneration|Increases passive spirit regeneration.
Elite|
Elemental Arrows|Allows the archer to imbue their arrows with elemental (heat, cold, impact, vacuum, or electricity) energy instead of using puncture criticals.
Voln Avenger|JABs automatically apply a Kai's Smite pre-flare effect against the undead. UCS gear provides full bonus/special abilities against the undead.
Hybrid Offense|When a physical attack is performed, the next magical attack receives a boost, and vice versa.
Health Renewal|A manually activated ability to rapidly regenerate health with a long cooldown.
Mana Renewal|A manually activated ability to rapidly regenerate mana with a long cooldown.
Stamina Renewal|A manually activated ability to rapidly regenerate stamina with a long cooldown.
Spirit Renewal|A manually activated ability to rapidly regenerate spirit with a long cooldown.
Mana Adept|Reduces mana cost of spells.
Diverse Caster|Increases Casting Strength for secondary and tertiary spell circles only.
Armored Caster|Reduces spell hindrance.
Spell Resistance|A chance to resist all spells (beneficial and harmful).
Focused Redux Training|Reduces the spell penalty for redux calculations.
Artificer|A chance to not expend a charge when invoking a magical item.
Arcane Scribe|A chance to not expend a charge when invoking a scroll.
Fire Elementalist|Boost to fire damage/crits via fire based spells.
Earth Elementalist|Boost to earth damage/crits via earth based spells.
Water Elementalist|Boost to water damage/crits via water based spells
Air Elementalist|Boost to air damage/crits via air based spells
Lightning Elementalist|Boost to lightning damage/crits via lightning based spells
Marksman|Increases chance to hit aimed location. This is applied after any location modifiers.
TWC Specialist|The off-hand penalty for being outleveled is increased by 1 level. At rank 5, there is no longer a penalty.
UCS Specialist|The tier up penalty for being outleveled is increased by 1 level. At rank 5, there is no longer a penalty.
Arcane Crafter|Each rank grants the equivalent of 20% of the workshop bonus to the success roll of 420, 517, 714, 735, 925, and RECALL. Stacks with actual workshop bonuses.
Danger Sense|When you GET or ACCEPT a treasure box, there is a 20% chance per rank to immediately sense if a trap is present (0 RT). You still need to DETECT and DISARM when a trap is present, though. (But this saves you from having to DETECT every box).
Improvisational Fighter|You can maintain two martial stances at once.
Lucky Caster|You no longer fumble warding rolls (i.e. you roll a 1 + d99 instead of a d100).
Legendary|
Advanced Enchanting|Increases the wizard's Enchanting (925) skill.
Advanced Ensorcelling|Increases the sorcerer's Ensorcell (735) skill.
Advanced Loresinging|Increases the bard's loresong unlocking skill.
Beastmaster|Allows a Ranger to maintain up to 4 animal companion bonds (one of each subtype). Only one companion may be active at a time. Each rank unlocks a new slot.
Wild Stampede|Allows a Ranger to temporary summon all of their animal companions to attack.
Beast Whisperer|Allows a Ranger to unlock more specific animal companion combat options (aimed attacks, faster attacks, combination attacks with the Ranger or other companions temporarily brought in with Beastmaster).
One With Nature|Assume Aspect becomes innate, allowing one aspect to be active at a time indefinitely. Animal creatures receive a Sheer Fear-like check to be automatically calmed in the Ranger's presence.
Natural Harmony|At rank 1, Resist Nature requires half as many potions to complete. At rank 2, luminescent indigo mushroom potions are no longer required to affect higher armor groups. At rank 3, the shack herbalist will now be willing to craft potions for the Ranger out of Confluence forgeables, which also introduces lightning resistance.
Battle Lorekeeper|Allows a Bard to loresing to creatures to identify their stats, spells, potential attacks, and allies that naturally spawn in the area. This would use the ::target syntax, lyrics optional.
Anger Management|Allows the Warrior to manually end a Berserk.
Griffin's Focus|Allows the Warrior to use warcries during Berserk
Improvised Pick|Allows rogue to pick locks with a found item. Each rank provides X picking mod, depending on the total number of ranks and the max ability (probably a mid-range pick)
Deadfall|Use trap components to set a trap in a room that is triggered by a creature entering. Strong enough attack to disable like-level creatures for a potent ambush on a good result. Additional ranks unlock the ability to use additional components and increase effectiveness.
Hot Potato|Toss a dangerous trap component at a target, if successful they catch it and it blows up in their hands.
Song Mastery|Lowers the multi-song penalty for renewals.
Raise Dead Mastery|Reduces the cooldown from Raise Dead (318).
Persistent Demon Summoner|Increases the duration of Minor Summoning (725) with each rank and lasts indefinitely at rank 5.
Persistent Animator|Increases the duration of Animate Dead (730) with each rank and lasts indefinitely at rank 5.
Persistent Familiar Summoner|Increases the duration of Call Familiar (920) with each rank and lasts indefinitely at rank 5.
Persistent Spirit Summoner|Increases the duration of Spirit Servant (218) with each rank and lasts indefinitely at rank 5.
Naturalist|Nature's Touch is always passively active.
Assessor|Ability to assess gear outside of trained weapon types
Musical Group|Sync instrument playing while in the same room
Booming Voice|Lowers the spell failure associated with head-worn armors
Holy Crusader|Allows unlimited uses of Divine Word
Consecrated Touch|Consecrate adds guiding light flares (instead of holy) to blesses
Pitch Perfect Shield|Increases the enchant of Sonic Shield (1009) by +5 per rank.
Pitch Perfect Sword|Increases the enchant of Sonic Sword (1012) by +5 per rank.
Pitch Perfect Armor|Increases the enchant of Sonic Armor (1014) by +5 per rank.
Pitch Perfect Singing Sword|Increases the enchant of Singing Sword Song (1025) by +5 per rank.
Endurance Singer|Increases the duration of your bardic spellsong renewal cycle.
Double Attack|Once every 30 seconds, your single target physical attacks (ATTACK, AMBUSH, FIRE, etc) will flare a double attack for no extra RT similar to rank 5 of weapon bonding. Stacks with the weapon bonding flare.
Double Cast|Once every 30 seconds, a single target attack spell with be cast twice for no additional mana or cast RT.
GameMaster Estild
http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Developer's%20Corner/view/1012
Ardwen
03-02-2020, 09:53 AM
Yes i always wanted to be an expert in hot potato!
Taernath
03-02-2020, 10:02 AM
Rangers being able to tame one of each animal companion type (and separate ability to temporarily summon them all in combat)
My screen scroll will be legendary!
Ardwen
03-02-2020, 10:12 AM
You always wanted to be a legend at something didn't you?
Taernath
03-02-2020, 10:19 AM
You always wanted to be a legend at something didn't you?
Who scrolls, wins.
Skeletor
03-02-2020, 11:49 AM
Is it wrong that I want none of my profession’s Legendary skills as a Paladin?
Estild’s ideas always have panache when they are revealed but then he nerfs everything to meh for the sake of “game balance”.
Orthin
03-02-2020, 11:56 AM
Super neat
Methais
03-02-2020, 11:57 AM
I like how Estild specifically said (paraphrased) "Don't worry about numbers and restrictions, we'll figure out that side of things, just give us ideas"
So naturally, people post dumb shit like this :lol:
http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Developer's%20Corner/view/1020
So. A proposal. Unique trees for each class. I'll bust out some ideas for Wizards right now. Each will have 2 elite and 1 Legendary Ascensions that lock out other tree Ascensions.
Warmage Unique Line:
Requirements: Must be a Wizard. Cannot have chosen any abilities in CHRONOMANCER tree or MASTER OF ELEMENTS tree.
Elite Tier:
Storm of Magic, Storm of Steel: You can add ATTACK as a command to 950 which will allow you to use your weapon in place of a spell.
so INC 950 410 912 518 518 ATT ATT for example.
Battle Trained: For every point, lower failure rate on casting in armor by X%.
Legendary Tier:
Spellsword: Have a X% chance to cast a burst of arcane magic at any enemy struck by your weapon, lowering their Elemental TD by X as well as doing raw damage of X. The percent chance for this to happen, as well as the strength of the strike and lowering of the TD rise as you put points into this.
Chronomancer Unique Line:
Requirements: Must be a Wizard. Cannot have chosen any abilities in WARMAGE tree or MASTER OF ELEMENTS tree.
Elite Tier:
Warping Reality: For every point you have here, %chance for, when Temporal Reversion Triggers (540) or when you trigger TIME STOP (550), to ALSO cast a powerful magic blast at all enemies in the area.
One True Fate: Gain Truehand of 5/10/15/20 on all bolt spells or attacks.
Legendary Tier:
Time is my Plaything: Get a %chance for a secondary roll on ALL abilities, enchant rolls, attacks, artisan rolls, etc.
Master of the Elements Unique Line:
Requirements: Must be a Wizard. Cannot have chosen any abilities in Chronomancer tree or MASTER OF ELEMENTS tree.
Elite Tier:
Elemental Shielding: For every point, you may wear another type of MAGE ARMOR (520) elemental specific ability. So for example, you could wear and gain the benefits from 520 FIRE ARMOR and 520 WATER ARMOR
Storm Summoning: Elemental energies swirl around you, and randomly strike out at any enemies in the room! X% chance every X seconds to cast a random bolt spell you know at any random critter in the room. At max points, this also works WHILE STUNNED/INCAPACITATED.
Legendary Tier:
Fire in the heart, Ice in the veins: Become resistant to an element of your choice! More points, more resistance and more choices.
Meanwhile in the land of ideas that are awesome as fuck:
http://forums.play.net/forums/GemStone%20IV/Professions/Wizard/view/1625
LEGENDARY:
- Aim bolts.
- A giant single target no cooldown nuke that wrecks shop.
- Frontload 917...like Boil Earth and Earthen Fury put together. Could be a giant single target nuke.
- 0 RT 515.
- A lot of phantom lore ranks (101+).
- Recharge items with no fail/no degradation.
- Items you recharge grant short term self-knowledge when used.
ELITE:
- Change your attunement instantly. Or something. Possibly move to Legendary if attunement is made more impactful.
- True cross realm 930
- A hefty amount of phantom lore ranks.
COMMON:
- A decent amount of phantom lore ranks.
And stuff.
Tgo01
03-02-2020, 12:08 PM
Sounds cool and all, but they are currently in the brainstorming phase? We have been here before. Maybe Simu will surprise us and this system will be out in a couple of months.
Methais
03-02-2020, 12:18 PM
Sounds cool and all, but they are currently in the brainstorming phase?
Yes. So post cool ideas now before tards like HJFudge spam 832740923 shitty weak ideas all over the place.
We have been here before. Maybe Simu will surprise us and this system will be out in a couple of months.
With Coase gone and Estild the apparent head of dev now, I'm gonna see what happens. Word on the mean streets of Elanthia is that a lot of the shit Estild has been catching heat for over the years was actually Coase's doing. So I guess we'll see if dev really takes things in a new direction now or if it'll just be more of the same.
I am all for this as long as there is ABSOLUTLY NO SIMUCOIN REQUIREMENT! EVER!! for any of these abilities.
Archigeek
03-02-2020, 12:49 PM
They clearly are in need of square ideas. There was one warrior one on the initial list, and it was a berserk stoppage idea. Would be good to see broader representations of squares.
Taernath
03-02-2020, 12:50 PM
So naturally, people post dumb shit like this :lol:
GMs: "Hey give us some ideas on stuff, we're thinking like +1% resistances per rank and slightly more functionality with certain-"
Players: "PRESTIGE CLASSES WITH UNIQUE GOD TIER ABILITIES TAILORED TO MY ROLEPLAY"
Some of the stuff mentioned in the OP sounds interesting, but yeah, certain classes are lacking and some abilities are going to wind up being basically mandatory. Hope they get some good, non-munchkin ideas. It's still early days yet so I wouldn't expect anything for at least a year.
Menos and Leafiara had some great suggestions.
Gelston
03-02-2020, 12:56 PM
They clearly are in need of square ideas. There was one warrior one on the initial list, and it was a berserk stoppage idea. Would be good to see broader representations of squares.
Ability to use cries while berserking is one of them on the list already.
I'd like for CMs to randomly fire at no additional stam cost too, between rounds.
Gelston
03-02-2020, 01:04 PM
I think it'd be cooler if they made it an account wide skillset/pool. MAke having alts on one account make more sense, and also still allow you to progress your characters regardless of who you're playing.
Methais
03-02-2020, 01:27 PM
I am all for this as long as there is ABSOLUTLY NO SIMUCOIN REQUIREMENT! EVER!! for any of these abilities.
Wyrom stated no Simucoins or any kind of P2W involved.
Wrathbringer
03-02-2020, 01:28 PM
I like how Estild specifically said (paraphrased) "Don't worry about numbers and restrictions, we'll figure out that side of things, just give us ideas"
So naturally, people post dumb shit like this :lol:
http://forums.play.net/forums/GemStone%20IV/Combat,%20Magic,%20and%20Character%20Mechanics/Developer's%20Corner/view/1020
Meanwhile in the land of ideas that are awesome as fuck:
http://forums.play.net/forums/GemStone%20IV/Professions/Wizard/view/1625
I just want a real crap taking ability that leaves behind actual logs that take a week or so to degrade, depending upon weather. If it doesn't rain for awhile, they need to turn white like rl ancient turds. I also want the logs to be distinctive so that when you see them, you see, "Apparently Metais has dropped a few logs here." I want to also be able to crap anywhere where a real gem might be found, like in things, behind things, under things, etc.
>l under bench
You see some turds and are able to determine via their color and consistency that Methais has recently taken a dump here. The smell is somewhat fresh. He is probably still in the area.
Then, once you take the dump, you gain +10 Agility for the next hour.
Someone needs to copy and paste this on the officials immediately.
Alashir
03-02-2020, 01:41 PM
They clearly are in need of square ideas. There was one warrior one on the initial list, and it was a berserk stoppage idea. Would be good to see broader representations of squares.
Dual wield two handers
TheLastShamurai
03-02-2020, 01:44 PM
Since this is called Ascension, how many points will it take to become an Arkati and will they retroactively give Methias enough points that I can convert my Cleric to him?
Methais
03-02-2020, 01:58 PM
I just want a real crap taking ability that leaves behind actual logs that take a week or so to degrade, depending upon weather. If it doesn't rain for awhile, they need to turn white like rl ancient turds. I also want the logs to be distinctive so that when you see them, you see, "Apparently Metais has dropped a few logs here." I want to also be able to crap anywhere where a real gem might be found, like in things, behind things, under things, etc.
>l under bench
You see some turds and are able to determine via their color and consistency that Methais has recently taken a dump here. The smell is somewhat fresh. He is probably still in the area.
Then, once you take the dump, you gain +10 Agility for the next hour.
Someone needs to copy and paste this on the officials immediately.
:lol:
Since this is called Ascension, how many points will it take to become an Arkati and will they retroactively give Methias enough points that I can convert my Cleric to him?
There's no retroactive bonus, so everyone is starting at 0 in the Ascension game. Which I get, because they don't want people sporting Legendary stuff on day 1, but shit...let people trade in a bunch of this post-cap exp/useless skills over time to convert to ATP at least.
Don't see it happening, but it's whatever. As long as the rewards are good and not some watered down mediocre trash, that's all I'm worried about.
Stanley Burrell
03-02-2020, 02:18 PM
I am extremely curious in the mechanism that goes into gaining points. AdvGuild tasks being completed specifically.
Skeletor
03-02-2020, 02:21 PM
So rollout in the year 2123?
TheLastShamurai
03-02-2020, 02:23 PM
I am extremely curious in the mechanism that goes into gaining points. AdvGuild tasks being completed specifically.
Stated on the forums the idea is that absorbed EXP will be converted into a pool with the % specified by the player. So you can set your absorbed exp to 50/50 or whatever, with 50% going to TP's and 50% going to AP's.
So any method of EXP gain should work in conjunction.
Tgo01
03-02-2020, 02:26 PM
Stated on the forums the idea is that absorbed EXP will be converted into a pool with the % specified by the player. So you can set your absorbed exp to 50/50 or whatever, with 50% going to TP's and 50% going to AP's.
So any method of EXP gain should work in conjunction.
That's interesting. Kind of disappointed it takes away your regular experience, but I guess this is meant for people who have all of their main skills maxed and are just using their experience for skills they don't need.
Taernath
03-02-2020, 02:28 PM
So rollout in the year 2123?
In the year 2525, if man is still alive and GS can survive.
Methais
03-02-2020, 02:28 PM
That's interesting. Kind of disappointed it takes away your regular experience, but I guess this is meant for people who have all of their main skills maxed and are just using their experience for skills they don't need.
You can do it pre-cap too.
You can convert exp to AP at 1% per level. So at level 50, the most you can set it to convert would be 50%, and at cap, 100%.
Tgo01
03-02-2020, 02:32 PM
You can do it pre-cap too.
You can convert exp to AP at 1% per level. So at level 50, the most you can set it to convert would be 50%, and at cap, 100%.
Yeah I'm just saying it's disappointing you lose regular experience doing this because my guys still have a lot of core skills they need to max out, but this is probably mostly meant for very post cap characters so I guess I can see where they are coming from.
drumpel
03-02-2020, 02:44 PM
I wonder how much they're going to set limits on how often you can train in one of these General/Elite/Legendary skills as you're progressing towards level 100.
In the list of suggested skills they're thinking off that would be awesome for my freak, mutant redux warmage would be getting ranks in:
General skills:
Armor Use Training - Gain +1 Armor Use skill rank per rank.
Edged Weapons Training - Gain +1 Edged Weapons skill rank per rank
Elite skills:
Armored Caster - Reduces spell hindrance.
Focused Redux Training - Reduces the spell penalty for redux calculations.
Legendary skills:
Double Attack - Once every 30 seconds, your single target physical attacks (ATTACK, AMBUSH, FIRE, etc) will flare a double attack for no extra RT similar to rank 5 of weapon bonding. Stacks with the weapon bonding flare.
I'll be interesting to see what ideas get in and what suggested player ideas get added. This system looks promising, can't wait to see how it all works in the end.
Methais
03-02-2020, 03:04 PM
I wonder how much they're going to set limits on how often you can train in one of these General/Elite/Legendary skills as you're progressing towards level 100.
In the list of suggested skills they're thinking off that would be awesome for my freak, mutant redux warmage would be getting ranks in:
General skills:
Armor Use Training - Gain +1 Armor Use skill rank per rank.
Edged Weapons Training - Gain +1 Edged Weapons skill rank per rank
Elite skills:
Armored Caster - Reduces spell hindrance.
Focused Redux Training - Reduces the spell penalty for redux calculations.
Legendary skills:
Double Attack - Once every 30 seconds, your single target physical attacks (ATTACK, AMBUSH, FIRE, etc) will flare a double attack for no extra RT similar to rank 5 of weapon bonding. Stacks with the weapon bonding flare.
I'll be interesting to see what ideas get in and what suggested player ideas get added. This system looks promising, can't wait to see how it all works in the end.
It would probably be based around the cost of the skill you're training. Since you can't convert 100% exp to ATP until cap, then theoretically there's only so much you can pick up along the way before you hit cap.
Murrandii
03-02-2020, 03:07 PM
2m for legendary
500k-1m for epic
100k-250k for regular
(in equivalence)
You heard it first
drauz
03-02-2020, 04:04 PM
They clearly are in need of square ideas. There was one warrior one on the initial list, and it was a berserk stoppage idea. Would be good to see broader representations of squares.
Blood Rage Warrior Specialization
Bloodrage
Drives a unit into a bloodthirsty rage during which a unit deals, and takes, increased damage. Units affected by Bloodrage will be healed for a percentage of their max health from units they kill. If you do not get the last hit, but have done damage, you will take 50% of the heal.
Thirst
Decreases RT for melee weapons by 1s for every 20% health, on a creature you're attacking, that is missing.
Blood Rite
Can bath in the blood of their victim decreasing damage taken for set amount of hits, possibly negating damage all together.
khorpulent
03-02-2020, 04:18 PM
I'm shocked to see there are no legendary abilities proposed for monks! How about these:
Whale Leech:
For 10 minutes, all SA ranks belonging to whomever bought the 1206 SK item are transferred to monk.
Advanced Spell Implementation:
1212 and 1225 become actual implemented spells.
Gelston
03-02-2020, 04:20 PM
I'm shocked to see there are no legendary abilities proposed for monks! How about these:
Whale Leech:
For 10 minutes, all SA ranks belonging to whomever bought the 1206 SK item are transferred to monk.
Advanced Spell Implementation:
1212 and 1225 become actual implemented spells.
Two martial stances at once is pretty cool for monks, although it is elite, so even better.
khorpulent
03-02-2020, 05:09 PM
Two martial stances at once is pretty cool for monks, although it is elite, so even better.
Oh shit, I didn't notice that one. Flurry + Krynch would be insane.
Only problem, of course, is that you'd have to cut CM points elsewhere to learn both stances unless that CM skill gives you extra CM points too.
Archigeek
03-02-2020, 05:49 PM
Yeah 2 marital stances at once would be fun. Also whale leech, love it.
I like the idea of being able to do this pre-cap, I have had pre-cap hunting areas I really loved, but eventually outgrew, this would allow hunting in those areas longer, and still provide for growth incentives.
Velfi
03-02-2020, 06:02 PM
Who scrolls, wins.
Ask not for whom the screen scrolls.
It scrolls for thee.
TheLastShamurai
03-02-2020, 06:16 PM
Ask not for whom the screen scrolls.
It scrolls for thee.
Who scrolls, wins.
My screen scroll will be legendary!
Oh, you think the screen scroll is your ally. But you merely adopted the screen scroll; I was born in it, molded by it.
Astray
03-02-2020, 06:34 PM
Wake me up when they steal my rebirth idea.
Wrathbringer
03-03-2020, 10:57 AM
Ask not for whom the screen scrolls.
It scrolls for thee.
:lol:
Methais
03-03-2020, 11:03 AM
Savant legendary: Unlock the Savant profession
https://media3.giphy.com/media/nVdd4MXRPilos/giphy.gif
Gelston
03-03-2020, 11:05 AM
Savant legendary: Unlock the Savant profession
https://media3.giphy.com/media/nVdd4MXRPilos/giphy.gif
You have to cap every profession and then delete them to unlock the savant profession.
Weren't there proposed changes to the DragonRealms skill system? I am not too familiar with their skill system e.g. circles but it's ringing a bell.
This sounds...interesting
gilchristr
03-06-2020, 08:37 AM
When I die I want my dead body to levitate over the battle field and lightning bolts and shit can come out of my eyes, and I can cast all spells mana free and unstricted at 1second cast times for 20 seconds.
SonoftheNorth
03-06-2020, 08:49 AM
When I die I want my dead body to levitate over the battle field and lightning bolts and shit can come out of my eyes, and I can cast all spells mana free and unstricted at 1second cast times for 20 seconds.
Soundtrack by queen
Methais
03-06-2020, 09:07 AM
When I die I want my dead body to levitate over the battle field and lightning bolts and shit can come out of my eyes, and I can cast all spells mana free and unstricted at 1second cast times for 20 seconds.
https://66.media.tumblr.com/531728e276e4c353733c3e107dbd5716/tumblr_nokpgg3pbf1uv89dto1_400.gif
drumpel
03-06-2020, 03:39 PM
When I die I want my dead body to levitate over the battle field and lightning bolts and shit can come out of my eyes, and I can cast all spells mana free and unstricted at 1second cast times for 20 seconds.
Playing too much LoL? You're saying you want to be Karthus?
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