Jump to content

Photo

Passive Skills


  • Please log in to reply
32 replies to this topic

Poll: Should Passive Skills be implemented? (31 member(s) have cast votes)

Should Passive Skills be implemented?

  1. Voted Yes, they should. This is a great idea. (13 votes [40.62%])

    Percentage of vote: 40.62%

  2. Voted Yes, they should, however the idea needs improvements (specify). (11 votes [34.38%])

    Percentage of vote: 34.38%

  3. Voted No, they shouldn't. I despise this idea. (8 votes [25.00%])

    Percentage of vote: 25.00%

Vote Guests cannot vote

#1 aa0007

aa0007

    Veteran

  • New Members
  • PipPipPip
  • 4,379 posts
  • United States of America

Posted 29 March 2010 - 02:34

I was playing a game recently, and wondered "why don't we have passive skills in fallensword?" ... so, i decided to post on the forum. The skills would be implemented as a while new category - meaning, there would be 4 categories, passive, offensive, defensive and special. The passive skills would work only on you, meaning that they can not be buffed. The more points you have in a passive skill, the higher it's bonuses (obviously). Every level, you would receive your normal 5 skill points, along with 3 passive points. Passive skills would not be effected by fury caster, and their caps would follow the current cap system.

1) Please post any suggestions/questions you have about the idea :D
2) Please post any suggestions you have for passive skills :D

My suggestion(s):

1) an extra XP gain - for every 30 skill points put in the skill, the person would receive a 1% bonus to the xp that they get from a creature, which means a max of 5% increase, at level 150

2) extra gold gain - for every 30 skill points put in the skill, the person would receive a 1% bonus to the gold that they get from a creature, which means a max of 5% increase, at level 150

3) extra bio space - for every 30 skill points put into the skill, the person would receive a 5% bonus to thier maximum bio space - for a total of a 25% increase.

4) less xp required - for every 30 skill points put into this skill, the player would require 1% less xp per level, for a total of 5% less xp required at level 150.

5) Longer duration on potions (applied before brewing master)

6) less stam cost when buffing

7) small percentage increase to the chance of buffs activating (set percent extra chance of a buff happening)

Thanks,
AA

#2 fs_phyrstormz

fs_phyrstormz
  • Guests

Posted 29 March 2010 - 03:04

interesting concept, but im just not sure fs lends itself to those type of skills.

#3 aa0007

aa0007

    Veteran

  • New Members
  • PipPipPip
  • 4,379 posts
  • United States of America

Posted 29 March 2010 - 03:14

Well, i'm sure no one minds extra xp/gold, and faster leveling :) and i'm sure EVERYONE has needed more bio space or such, lol.

#4 rhann123

rhann123

    Veteran

  • Members
  • PipPipPip
  • 1,022 posts
  • United States of America

Posted 29 March 2010 - 04:09

hum... That is actually a neat idea, I like it!

#5 aa0007

aa0007

    Veteran

  • New Members
  • PipPipPip
  • 4,379 posts
  • United States of America

Posted 29 March 2010 - 04:38

thanks :) would love some more feedback though, 2 people certainly isnt enough to get HCS to approve an idea. lol.

#6 Asahara

Asahara

    Veteran

  • New Members
  • PipPipPip
  • 879 posts

Posted 29 March 2010 - 05:12

I think passive skills should still be buffed like normal skills, but with higher durations (like several hours or days.)

These skills should not directly affect hunting or leveling, maybe like the xp gain or some of your other ideas.

Maybe we could turn this into a gold sink of some sort. Make them cost gold instead of stamina to cast? Maybe make it a buff players can't learn, but that you buy from an NPC?

#7 aa0007

aa0007

    Veteran

  • New Members
  • PipPipPip
  • 4,379 posts
  • United States of America

Posted 29 March 2010 - 05:18

First, i'm gonna have to say ROFL on your sig (kirst's quote) ... and second, that's not a bad idea. But personally, I think it would be better off based on your level, not how much gold you have, so that the opportunity would be fair to everyone. I think we could integrate some pvp passive skills as well, just have to think of some ideas :)

#8 Asahara

Asahara

    Veteran

  • New Members
  • PipPipPip
  • 879 posts

Posted 29 March 2010 - 14:32

First, i'm gonna have to say ROFL on your sig (kirst's quote) ... and second, that's not a bad idea. But personally, I think it would be better off based on your level, not how much gold you have, so that the opportunity would be fair to everyone. I think we could integrate some pvp passive skills as well, just have to think of some ideas :)


Maybe a minimum level for each one like potions? The better ones can have higher level requirements obviously.

Make them basically like potions, except they're used the moment you pay for them, so you can't stock up in your BP.

#9 Mister Doom

Mister Doom

    Veteran

  • Members
  • PipPipPip
  • 6,518 posts
  • United Kingdom

Posted 29 March 2010 - 15:59

I was playing a game recently, and wondered "why don't we have passive skills in fallensword?" ... so, i decided to post on the forum. The skills would be implemented as a while new category - meaning, there would be 4 categories, passive, offensive, defensive and special. The passive skills would work only on you, meaning that they can not be buffed. The more points you have in a passive skill, the higher it's bonuses (obviously). Every level, you would receive your normal 5 skill points, along with 3 passive points. Passive skills would not be effected by fury caster, and their caps would follow the current cap system.

1) Please post any suggestions/questions you have about the idea :D
2) Please post any suggestions you have for passive skills :D

My suggestion(s):

1) an extra XP gain - for every 30 skill points put in the skill, the person would receive a 1% bonus to the xp that they get from a creature, which means a max of 5% increase, at level 150

2) extra gold gain - for every 30 skill points put in the skill, the person would receive a 1% bonus to the gold that they get from a creature, which means a max of 5% increase, at level 150

3) extra bio space - for every 30 skill points put into the skill, the person would receive a 5% bonus to thier maximum bio space - for a total of a 25% increase.

4) less xp required - for every 30 skill points put into this skill, the player would require 1% less xp per level, for a total of 5% less xp required at level 150.

5) Longer duration on potions (applied before brewing master)

6) less stam cost when buffing

7) small percentage increase to the chance of buffs activating (set percent extra chance of a buff happening)

Thanks,
AA


Nice idea, with those number's I could have every passive skill you posted though. ;)

EnhancedShardoom1-1.gif


#10 aa0007

aa0007

    Veteran

  • New Members
  • PipPipPip
  • 4,379 posts
  • United States of America

Posted 30 March 2010 - 01:57

Hmm .. for what asahara said - i was thinking more along the lines of the skills following the normal skill pattern - you being able to invest in 1 skill at level 1, then level 25, 75 and so on ... and there would be no need to buff, you just need to be that level to invest.

And Mr. doom, obviously, there would be more skills than total possible points, so you wouldn't be able to have them all :P just need some more ideas. lol.

#11 Asahara

Asahara

    Veteran

  • New Members
  • PipPipPip
  • 879 posts

Posted 30 March 2010 - 14:03

Hmm .. for what asahara said - i was thinking more along the lines of the skills following the normal skill pattern - you being able to invest in 1 skill at level 1, then level 25, 75 and so on ... and there would be no need to buff, you just need to be that level to invest.

And Mr. doom, obviously, there would be more skills than total possible points, so you wouldn't be able to have them all :P just need some more ideas. lol.


Got it sounds good. I can see them being overpowered though if they don't drain stamina or anything to cast.

If they had maybe a lesser cap on the effects I'd love it.

And make the really good ones level 900+, give the EOC players some lovin' cows.

#12 aa0007

aa0007

    Veteran

  • New Members
  • PipPipPip
  • 4,379 posts
  • United States of America

Posted 30 March 2010 - 16:01

Hmm .. for what asahara said - i was thinking more along the lines of the skills following the normal skill pattern - you being able to invest in 1 skill at level 1, then level 25, 75 and so on ... and there would be no need to buff, you just need to be that level to invest.

And Mr. doom, obviously, there would be more skills than total possible points, so you wouldn't be able to have them all :P just need some more ideas. lol.


Got it sounds good. I can see them being overpowered though if they don't drain stamina or anything to cast.

If they had maybe a lesser cap on the effects I'd love it.

And make the really good ones level 900+, give the EOC players some lovin' cows.


Well, they wouldnt exactly be cast - once you put points into them, they can be treated as an infinetly long duration buff. And as for them bieng overpowered, if the total cap is low (5 percent effect), then i dont see why then can be .. but if needed, you can get 2 passive points a level :)

#13 aa0007

aa0007

    Veteran

  • New Members
  • PipPipPip
  • 4,379 posts
  • United States of America

Posted 31 March 2010 - 03:47

Am i too early to bump?

#14 MaximusGR

MaximusGR

    Veteran

  • Members
  • PipPipPip
  • 2,177 posts

Posted 31 March 2010 - 10:24

I like this idea :) Perhaps with some tweaks, like requiring 100+ points to unlock a passive skill and adding a large number of them available. It would help the buff market too as many players would pick passives and look to buy the rest when going leveling.

The best way for them to be applied in my opinion is for them to work as 'feats', meaning that they dont need activation/casting on self

#15 aa0007

aa0007

    Veteran

  • New Members
  • PipPipPip
  • 4,379 posts
  • United States of America

Posted 31 March 2010 - 16:25

Some nice suggestions :) As for the massive number of them available, i need some ideas, lol. One brain can't do everything :(

Oh, and to people that say no, please expand?

#16 aa0007

aa0007

    Veteran

  • New Members
  • PipPipPip
  • 4,379 posts
  • United States of America

Posted 01 April 2010 - 02:17

bump ....

#17 crazyhand

crazyhand

    Member

  • New Members
  • PipPip
  • 107 posts

Posted 02 April 2010 - 15:53

I like these ideas personally. And with the 5% cap you set it on, it prevents them form being too overpowering. 5% is still not a huge difference in exp gain.

#18 aa0007

aa0007

    Veteran

  • New Members
  • PipPipPip
  • 4,379 posts
  • United States of America

Posted 02 April 2010 - 16:44

exactly :) they are meant to be something fun for everyone, something small and helpful, but not too overpowering.

#19 aa0007

aa0007

    Veteran

  • New Members
  • PipPipPip
  • 4,379 posts
  • United States of America

Posted 03 April 2010 - 14:55

bump ...

#20 aa0007

aa0007

    Veteran

  • New Members
  • PipPipPip
  • 4,379 posts
  • United States of America

Posted 04 April 2010 - 04:21

must i really bump again?


1 user(s) are reading this topic

0 members, 1 guests, 0 anonymous users

Font:
Arial | Calibri | Lucida Console | Verdana
 
Font Size:
9px | 10px | 11px | 12px | 10pt | 12pt
 
Color: