New Skills / Enhancements
#1
Posted 31 March 2012 - 14:23
We're sure the community has some great ideas for new skills and enhancements and we would love to hear them!
~ The Fallen Sword Team
- 999531 likes this
#2
Posted 31 March 2012 - 14:25
#3 fs_godfather7
Posted 31 March 2012 - 14:28
#4
Posted 31 March 2012 - 14:29
skill reset is planned for when?
Once the changes to the existing skills are live, everyone will be given a free skill reset if they don't currently have one.
#5
Posted 31 March 2012 - 14:31
#6
Posted 31 March 2012 - 14:35
Make it that th and merc don't work with it as there is to much gold in the game already .Buff enhancer: for every 50 points in the skill it adds 5 points to the buffs cast after.
#7 fs_deadlystrk
Posted 31 March 2012 - 14:40
#8
Posted 31 March 2012 - 14:41
And Defence is already too easily beatable, so KE and DC shouldnt either. There will be an argument with everybuff. Other than Deflect. Deflect190 would be everyones wish.Make it that th and merc don't work with it as there is to much gold in the game already .Buff enhancer: for every 50 points in the skill it adds 5 points to the buffs cast after.
#9
Posted 31 March 2012 - 14:44
armored strike 0.1% per point chance that your armor stat is reduced to zero and your damage is doubled.
#10
Posted 31 March 2012 - 14:56
And Defence is already too easily beatable, so KE and DC shouldnt either. There will be an argument with everybuff. Other than Deflect. Deflect190 would be everyones wish.Make it that th and merc don't work with it as there is to much gold in the game already .Buff enhancer: for every 50 points in the skill it adds 5 points to the buffs cast after.
Yeah, defense is easily beat.. But, DC 190 wouldn't make a real difference. We still have the potion that gives you Dark Curse 225. So, kinda a moot point imo.
#11
Posted 31 March 2012 - 15:01
#12
Posted 31 March 2012 - 15:14
Deadly blow- You strike the ground with so much force, all minions on the square have a chance to die from the tremors of the thunderous blow. Only uses what your current doubler uses in stam, but only for 1 critter instead of all of them.
Dual wield- Give you the ability to use two weapons, but with a penalty based on the skill level. You could only get like 50% max damage on the off hand.
Vengeance- Grants the user the ability to do more than 100 stams (on the bounty board only). For every 25 levels, the user can do an extra 10 stam over 100 stam. (Maxes out at 170 stam)
Raise Dead- Gives the user a chance to revive a fallen critter and have a portion of it's HP added to your next damaging blow. The amount of HP added to your damage would be based off the amount of points in the skill.
Gamblers cut (PvP only)- User has a slim chance to use half the allotted stam on a hit or 4x the amount of stam per hit. Chance based off points allotted in the skill.
Blood Drunk- As you slay a critter, you start in a frenzy after consuming their essence and start swinging wildly as everything you see as you move on the map. You have chances to instantly kill, miss horribly, use 2x the stam, hit a random person in the same realm as you etc.
Head Explosion- Using your psychic powers given to you by Gurgiss, you are able to explode heads (kill instantly using no stam) at the cost of gold instead of stam.
Consume- You are able to disregard the level cap and attack anyone in the world of fallen sword that is at least 800-900 levels lower than you (LOL)
Refraction- A shield cast around the user that will refract incomming PvP attacks to someone random in Fallensword that isn't you.
Exacerbate- There is a chance that in every hit on critters, a random skill that you have activated on you will increase by a certain amount of time. Chance and time based on the skill points allotted.
Conniving- When this skill is activated on you and you successfully kill a critter, you are extremely shifty and have a very small chance to steal either buffs from a random person or gold from a random person
Furious Leap- You bound into the air, and as you come down, your target (PvP only) is stunned for 1 turn. Not sure how to incorporate point allocation into this one
Infectious Disease- There is a small chance that when you kill a champion or a normal critter, that you kill 5, 10, 15 or 20 of the same. The amount you kill is based off the number of points you have allocated. For every 5 creeps killed in this way, you use 5 stam respectively. I.E. You kill 5 critters with infectious disease, you will use the doubler cost of one critter, and 5 stam.
Edit 1:
Wisdom- For every 25 points allocated in this skill, your librarian, adept learner, extractor and inventor buffs are increased by 10 levels
Brute Strength- For every 25 points allocated in this skill, your enchant item abilities, fury and berserk buffs are increased by 10 levels.
Edit 2:
Wishing Well- For every 50,000 gold you throw away (wish) while this skill is activated, one of your buffs (randomly) will increase in duration and levels based on the amount of skill points allocated.
Edit 3:
Malformed Wishing well- When this skill is activated, you enter in a name and wish 50,000 gold to have a buff of that players decrease in level and duration.
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#13
Posted 31 March 2012 - 15:24
A buff that, when activated gives you the killing rights of the creatures on the location you are, no matter how many people are around.
It would balance out so many things: se killing (buy a location and once arrived be sure you kill it), elite killing needed for quests, le killing during events, global quest killing, ...
Some people have fast connections, other people have slow connections, some are on a new and fast server, others are on an older and slower server, some people actually need the kill while others just kill for fun or gain, ... Some people are on level and need to make a group or adjust their setup/buffs to be able to make the kill while higher players can swoop in and make the kill in a heartbeat.
It wouldn't make things unfair, because you would still have to be first on scene, but it would at least give some breathing space. Wouldn't be a weapon for titans, because the titan moves anyway, and if it did make things harder it could just not work on titans. Wouldn't be a problem for people being offline sitting on an elite you need to kill for a quest or a se you want to kill because the buffs runs out and no longer guarantuees the 'first right to kill'.
#14
Posted 31 March 2012 - 15:34
Next buffs at 1600 surely? We are now used to the 200 level gap - more buffs at 1500 seems odd, not that I should complain - but you will be creating a rod for your own back - folk will be sad if you space them out more again afterwards - unless you inform us in advance that it will be 1500, then 1750, then 2000.
New buff ideas?
A correlate to corrode from SS2? "Rust Monster"? "Touch of Decay"? Lighter powered than the SS2 version that reduces enemies armor (can be monster only or vs player too) by like 0.05% per point. Would be nice against super elites/elites and some of the wild armor levels on high powered mobs, and would be useful if implemented as a pvp buff for another wrinkle.
Guild Assist - like assist, but it applies only to guildies. Has a wider range than assist, say +/- 100, and if that is regarded as too powerful, maybe it only works with guildies who are online at the time - to promote active teamwork.
Would love the necrosis buff that is potion only to become a castable.
Heat Scan/Teleport - I can live without these to be honest. If you can't find something, keep walking. We have teleporters, they are called portals. Being able to go anywhere, from anywhere would maybe save stam, depending on the cost of the buff. So make it 100 stam!! LOL! (Pay more for the convenience - there is a reason Portals were created - to harness the power needed to jump from one realm to another, and it still costs 25 stam! - an individual should have to pay through the nose to do it unaided!) But I know they have been long championed.
Son of the Gods : Titan killer buff like SE slayer - not sure this is really needed as Titans go down anyway - but it is an area of the game that is not buff represented, so.... (And I know it has been suggested oodles of times before), maybe trial as potion only?
Silver Tongue/Master Manipulator: Just thought of it - an Assist buff that applies to your enemies list!! (Or to folk who have you listed as their enemy!! LOL - they help you despite themselves!!) Cannot be used in conjunction with assist or guild assist, but it would be fun! Probably abusable.....
#15
Posted 31 March 2012 - 16:08
1. ordinary people. add def or arm stat if all gear equiped are common
2. no coordination. add atk or dmg if all gear equiped not part of set
3. emperror touch. add atk or dmg if all gear equiped are epic
4. vampir clan. add atk and dmg if blood thirsty buff succes actived
5. resurection. increasing last ditch buff activation if all gear equiped are crystalyne
6. limit breaker. if sealed succesed actived in atacker, removed another two random buff in defender but the remain buff will have double in level in 5 random buffs
7. reborn. if attacker have epic forge buff equiped, change the stats attacker as non hell forge gear.
8. peace maker. change durability all gear the defender become 1, but change all buff the attacker become lvl 1.
enhancement
1. pride. add duration epic potion every medal in player's bio
#16
Posted 31 March 2012 - 16:20
#17
Posted 31 March 2012 - 16:24
im still waiting for the promised teleport and heat scan buffs.. you said yourself they will get implanted once new map is live.. its been a "while"
#18
Posted 31 March 2012 - 16:32
OFFENSE:
-SECOND ATTACK
+0.1% chance you hit twice your opponent in the same round.
-INVISIBILITY
Gives you +5% of your attack and damage stats in the first round attack.
-BLINDNESS:
0.1% per point chance to reduce a creatures armor and defense by 50% (vs. creature only).
-MAGE GAUNTLETS:
0.2% per point stat bonus to your equipped gloves. Excludes 'Gain' bonuses. Double chance of durability loss. Prevents Unbreakable from working while active.
DEFENSE:
-LEGENDARY SLAYER
+0.25% per point reduction of damage, attack, defense and armor to legendary creatures if you donĀ“t have a group attack.
SPECIAL:
-ENHANCED BUFF
increase the power of all your skills by 5% (SELF ONLY).
-STAMINA DRAIN:
0.05% chance to give you back the stamina in every combat.
-SUPERIOR SSI (Vs. Super Elite only)
Same as SSI but The Shield Imp starts with 1 hit points and gains one for each 75 points placed in this skill and this spell doesn't work if SSI is activated.
That is it (and sorry for my English skill [10/175])
#19
Posted 31 March 2012 - 16:33
Thunder/lightning - Percentage of chance opponent will be hit by thunder. Each successful hit thereafter will inflict % extra DMG
The Gambler - At the start of the battle a % chance to reduce your opponent's buff duration by say 2%. If it fails to be successful your buffs duration will be reduced by say 1 - 4%
#20
Posted 31 March 2012 - 16:40
Block: small chance that a player will take 0 damage in a combat round
Parry: small chance that a player will deflect your attack in a combat round
Impact Guard: small chance that a players attack is blocked and the player that was impacted is
stunned on the next combat turn.
Retribution: when killed in pvp, it's a very small chance that you'll take your opponent out also.
(xp loss for both players is halved)
Titan Hunter: increased damage vs titans
Genocide: increased damage vs humans
Spellweaver: increased damage vs magical/golems
Defense Master: enhances defensive (armor/defense/hp) stats in pvp
Buffs
Alchemy: x.x% chance per point to successfully combine multiple potions to create a more
potent potion (up to 3 & inventable pots only). potions combined can only add 1/3
(1/4 or 1/5) original level to the upgraded pot and it's duration time will be reduced
1/3 (1/4 or 1/5)
*could be a potential level 500+ skill*
Necrosis could also be an inventable level 100 pot while a stronger version of it (lvl 150) could be placed in the caves.
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