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#141 fs_robotussin

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Posted 16 September 2010 - 17:30

Don't raise the 150 point allocation cap. There is already a great advantage for higher level players concerning buffs.

If you want to change something, make it so players at higher levels can increase duration of their buffs somehow.

#142 dragon1234

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Posted 16 September 2010 - 17:32

I hope at least one person will read this post lol...

This is a little bit off topic, but I really think that you guys need to reorganize the buffs to a level. For example, buffs like Resource Finder, Gloat and Honor should be lower to lv1-300, because most of the activities that uses this buffs is in this level range. Most of those who hunts plants are
Second, the tree should be connected even more so than it is now. Some of the buffs are really similar or acts similar to each other, but are stand alone from each other. For example, Bloodthirst, Ignite and Poison basically do the same thing, yet they are 3 stand alone buffs, they should be connected (at least connect poison and ignite).

Stun and Shockwave are from the same family and need to be connected, Likewise for Spell Breaker and Spell leach. Shield Strke and Distraction are bascially the same thing (ie take away something and double damage) and need to be connected. IF and the EW chain should be connected, likewise for the ES and the EA chain (+Sanctuary also).

Furthermore, Even though people dont use alot of the defensive buffs that increase based stats, why is it that Aura of protection is a stand alone even though it does basacally the same thing as Great Vigor, Fotify, Evade and Rock skin put together, shouldnt they all be connected to AOP?

Quest Finder, Find Item, and Resource Finder need to be connected with each other, because they basically do the same thing. FL should be in this tree as well. Also, Extractor can be an offshoot of RF, and Inv 1/2 can be offshoot of FI/QF

Switch AL and DP and connect them with defiance and TH respectively because both increase your XP gain/gold gain per hunt. (OR switch defiance and TH). Continue along this line, Merchant and Librarian need to be connected to the TH/AL line respectively. Finally, Sacrifice can be added to the AL tree.

Also, might not be a good idea, but what if you cannot use a potion of a certain kind unless you have some kind of points in it? IE you cant use EW 1500 unless you have aat least 1 point in EW buffs.

dragon1234 - Ranger - lv 45

NoExercise - Tank - lv 45

DragonStorage - Storage - lv 13


#143 silmarilen

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Posted 16 September 2010 - 17:34

enchant set:
0.1% increase of a set bonus per lvl. so the bonus u get from having the whole set equiped.

#144 Mister Doom

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Posted 16 September 2010 - 17:34

I hope at least one person will read this post lol...

This is a little bit off topic, but I really think that you guys need to reorganize the buffs to a level. For example, buffs like Resource Finder, Gloat and Honor should be lower to lv1-300, because most of the activities that uses this buffs is in this level range. Most of those who hunts plants are
Second, the tree should be connected even more so than it is now. Some of the buffs are really similar or acts similar to each other, but are stand alone from each other. For example, Bloodthirst, Ignite and Poison basically do the same thing, yet they are 3 stand alone buffs, they should be connected (at least connect poison and ignite).

Stun and Shockwave are from the same family and need to be connected, Likewise for Spell Breaker and Spell leach. Shield Strke and Distraction are bascially the same thing (ie take away something and double damage) and need to be connected. IF and the EW chain should be connected, likewise for the ES and the EA chain (+Sanctuary also).

Furthermore, Even though people dont use alot of the defensive buffs that increase based stats, why is it that Aura of protection is a stand alone even though it does basacally the same thing as Great Vigor, Fotify, Evade and Rock skin put together, shouldnt they all be connected to AOP?

Quest Finder, Find Item, and Resource Finder need to be connected with each other, because they basically do the same thing. FL should be in this tree as well. Also, Extractor can be an offshoot of RF, and Inv 1/2 can be offshoot of FI/QF

Switch AL and DP and connect them with defiance and TH respectively because both increase your XP gain/gold gain per hunt. (OR switch defiance and TH). Continue along this line, Merchant and Librarian need to be connected to the TH/AL line respectively. Finally, Sacrifice can be added to the AL tree.

Also, might not be a good idea, but what if you cannot use a potion of a certain kind unless you have some kind of points in it? IE you cant use EW 1500 unless you have aat least 1 point in EW buffs.


My OCD loves your OCD. 8)

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#145 Roan

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Posted 16 September 2010 - 17:37

Snip

+1, great post.
Only that last thing I don't link about potions.

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#146 hahaxD

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Posted 16 September 2010 - 17:40

Well, personally if you're going to have to go from lvl 500 to 1,000 to increase your skills lvl I think it should be at least +25 points lvl 200 buffs. [: (Really don't think the lvl should be increased anyway, but if you have to wait that long to be able to do it it should be a fair amount.)

Suggestions for new buff? I have nothing...

#147 Roan

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Posted 16 September 2010 - 17:44

In another thread they've been a suggestion about level capping.
Dunno if it's been posted here.

Starting from level 1000, +5 in level cap every 500 levels.
And new max cap should be 190 at level 2000.
1000 = 180 buffs
1500 = 185 buffs
2000 = 190 buffs

Also make sure some buffs can't have higher cap as mentionned already.

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#148 Vulcan

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Posted 16 September 2010 - 17:51

An increase to the maximum amount of points that can be allocated to skills at level 1000 would only serve to push up prices charged for buffs for those that hit 1000 and then the FSP price will also hit 200K+ more than likely.
The buffs are ballanced with the game as they are, why make leveling even easier?

New buffs maybe, but moving the goalposts again after the kickoff! No way. :(

#149 fs_tangtop

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Posted 16 September 2010 - 17:51

Mirrored purse ... obscures how much gold you have on hand
Gold on hand shown on your profile shows as 0.1% to 0.5% per level less than the actual value to other players. Long duration. Buff to hide gold for gold thieves (since the helper has a way of showing it easier, this is another way to protect against thieves.

Champion hunter ... a way to make champions and elites more desirable to hunt (other than for their drops)
xp and gold dropped from champions and elites is increased by 0.5% per level

Learn from others ... a way to earn more xp from groups
xp earned while in a group (not the group leader) is increased by 1% per level (because face it, the xp we earn currently for helping in a group sucks)

Spread the love ... a way to make the assist buff more useful
While active, it doubles the level range of the assist buff, and anyone who assist activates on, gets the same level assist buff cast on them for 0.1% minutes per level

Base jumper ... a way to make the skills that assist base stats skills more useful and also encourage players to spread stats in stats other than damage (for levelers)
Increases the effect of all skills that effect base stats except for the one that the player has the most points invested in by 0.5% per level. Effects Rage, Berserk, Fury, Evade, Great Vigor, Rock Skin and Fortify

Greater Defiance ... a way to decrease xp loss in PvP
same as defiance but also applies to PvP

#150 uscx

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Posted 16 September 2010 - 17:51

Just brainstorming here, seeing as how I will never make it to level 1000.

Although I could never get into the game, Sigma Storm 2 brought a unique idea of creating player "classes" whereby your player would gain inherent abilities based on your chosen class.

Now with that being said, I don't want player classes in Fallen Sword, BUT, you can take that same concept and allow level 1000 players to max out (150 points) to a "Mastery Skill" that allows that player to have that as an inherent attribution to their character at all times. Players would be allowed to have 1 "Mastery Skill" for defense, offense, and special (the cost to switch mastery skills would have to be large). With a "Mastery", players would gain the ability to use gold to activite their "Mastered Skill" at any time with no stamina cost. I don't want to write an essay on this but here are some examples.

Once you reach lvl 1000 you will receive 450 Mastery Skill points that can be allocated to one category below.

These skills can only be activated on one's self.

Gold costs and durations can vary.

Offense (must allocate 150 points to only 1 of these)

Master Trapper - For 1M gold, a player can set a trap on any square (not on or surrounding a map exchange) whereby that player would own that square and any player that steps there would automatically fall into a PvP combat with the trap setting player. (this could be tweeked)

Titan Stalker - for 1M gold, all titan stats are reduced in half for a 2 hour duration.

Bounty Champion - for 500k gold, this player may complete 1 bounty (10 stam hits only) without the treat of retaliation. (this will encourage those higher level players who do not like PvP to go after their medals at lvl 1000)


Defense (must allocate 150 points to only 1 of these)

Cloaked Horror - at any time, this player can pay 1M gold to have their player stats be completely concealed for 2 hours duration.

Spell Binder - at any time, this player can pay 1M gold to have their activated skills be completely concealed for 2 hours duration.

PeaceBringer - This trait allows a player to be completely PvP or GvG immune and is always active. Cannot be attacked, cannot attack.


Special (must allocate 150 points to only 1 of these)

Alchemist - for 1M gold, this player will have a 100% success rate for extracting components and inventing items. This skill cannot be activated with Inv I, II, or extractor. (Duration 10 min)

Swift Movement - for 1M gold, Lightfoot lvl 1250 will be activated for 30 min.

Fortune - for 1M gold, any craftable item that is obtained is already perfect. (duration 15 min)


Just a concept. Try tweeking it a little bit and this of some new skills. In my opinion, those players who reach LvL 1000 (here's to you leos3000) deserve to have skills at a "Master Level" because they have mastered how to play the game. This deserves skills that are only reserved for themselves.

Is this idea stupid? Be honest, you can't hurt my feelings. Thoughts?

#151 KingHomer

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Posted 16 September 2010 - 18:01

I've read all posts in this thread (not promising I read any other skill suggestion threads), these are the ones I thought were useful.

Offense:

Titan Slayer (suggested by multiple players): Similar to SES. Will be very useful for players who can't 1-hit titans or players struggling to kill titans. Cost 25 stam and last 60 minutes.

Heroics - this would increase total group stats...

I am thinking this should be a straight +0.1% to group stats. Make it only activate in a group containing at least 3 guild members (similar to relic group requirement) so no one is hiring low level mercs and using this buff to increase their own stats.

Defense:

Early Pardon: When active on a target of a bounty, creates a 0.05% chance per point that any succesful bounty attack on that target will complete the bounty.

This would make deflect less useful, most people would rather be cleared quickly!

Hidden Coffer: Gold hidden while enabled

just the non-bank balance, this is a sort of hunting protection

Special:

Auto-Deposit: 0.4% per point of gold received from hunting, thieveing or the Auction House is placed in the player's bank.

Skip the AH on this one, can you see 1H layered auctions with massive golds in them? And percentage should be lower... this should not be better than a deposit - maybe 0.1% per point or 17.5% at level 175.

Recharge: already active buffs will be prolonged

I am thinking 1 minute per 5 points, so 35 minutes at level 175. Should cost 50 stam.

scholarship: +.05%/lvl to AL and lib when active.

Or just have it affect AL since any increase in AL increases the effect of Lib, make it so you can get equivalent of AL 200 when scholarship is at 175.

TELEPORT:

I prefer the "Set Waypoint" and "Travel to Waypoint" buff because it is more direct... I've seen Teleport suggested as a way to get to a portal, but has anyone suggested waypoints be set by buff and accessed from portals?:

Waypoints are set to current location by skills and accessed from portals. Requires 150 skill points to set the waypoint. Cost is 50 stam.

So in addition to existing master maps to portal to... you get a few more choices:

Example:

Personal Waypoint 1: current hunting realm
Personal Waypoint 2: guild relic

I think the game mechanics are already there if the location is accessed from a portal, maybe that would make the coding easier, plus most players wanting a teleport buff already know how to get to Varas Portal in about 30 seconds... I would actually like to see a waypoint tree... Set Waypoint 1 and Set Waypoint 2.

This makes teleport ability a matter of convenience and means lower players only need to have the level 1000 skill cast on them once to access each chosen waypoint multiple times, making it easier for players below the skill level to find this useful... set #1 to a relic, a farming area, a titan area... and set #2 back to a hunting area or other frequently visited spot.

My preference is still to not need a portal involved to use a set waypoint / travel to waypoint skill set, but the portal way would also be relevant if coding was an issue on the set waypoint / travel to waypoint method.

EDIT: Just re-read this and why does waypoint have to be a skill? just make it 50 stam preference (like returning to Krul) and cost gold to set / use based on 100x the players current level. then it's a gold sink - although the stam savings may lead to more gold in the game than sunk. Even make it cost 25 fsp to access this through upgrades?

#152 sk3ith

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Posted 16 September 2010 - 18:03

If there will be an increase in skills maximum level, then I think it should only be implemented on Doubler - Summon Shield Imp - Vision. with 25 more skills points, which will make these buffs usable at level 200.


And here's my little random ideas on the new skills..

Champion:
0.1 per point increase in attack and damage against titans 100+ higher than your current level.


Confuse:
0.1% per point chance your enemy will attack self instead. Only works when defending.


Heal:
0.05 per point chance to regain full health during combat.

#153 fs_vortexxxx

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Posted 16 September 2010 - 18:08

[/special[b]
Siren Song(increases all stats by 2%[you can increase that])its a great idea
Rage Of Olympus(raises attack 0,5% per point)
Spinner Blades(give 0,2 def and 0,2% armour per point)

#154 KitiaraLi

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Posted 16 September 2010 - 18:16

Aight - b4 anything else is done, could someone pls explain to me, why Vision is a Defense buff? I nvr understood that one, and now seems like the perfect time to ask :P

No one can deny that we changed this game and influenced it in such a way that NO ONE could compete with us.. so much so that they changed the rules. ~Abhorrence, chosen founder of Cerulean Sins


#155 Bahamut101

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Posted 16 September 2010 - 18:17

Also, might not be a good idea, but what if you cannot use a potion of a certain kind unless you have some kind of points in it? IE you cant use EW 1500 unless you have aat least 1 point in EW buffs.


Sorry that potion skill thing kinda sucks I would hate to see that implemented

I'm kinda on the fence about whether increase the skill point limit or increase how long buffs lasts, I rather increase skill point limit its been forever since it was increase with the fury shrine especially since it'll only apply to lv 1000 players

Also shame on any player who said that whoever make it to lv 1k doesn't deserve something for their dedication also no lv cap saw someone who suggested that no no no and NO

Okay buff suggestions I seen and liked

Auto-Deposit
0.4% per point of gold received from hunting, thieveing or the Auction House is placed in the player's bank.

Cursed Ring
0.1% per point stat bonus
50% increase of durability loss (I like the idea of this as a bit of a gold sink but UB 200 would be able to prevent it from working so should make using cancel out the effect of UB for protecting the ring from losing durability)

Cursed Rune
0.1% per point stat bonus
50% increase in durability loss (same as above)

Death Trap
Creates a trap which will kill a creature (excludes SE,Elites,Titans,Champions) of your level (+2,-2 of virtual level) being spawned in the position you placed the trap. The Trap starts with 3 points and gains one for each 50 points placed in this skill (1 point = 1 trap). All traps desapear after 3 hours. No gold gain for a creature killed by the trap. (I like this idea adds a bit of chance :P)

Death Wave
+0.05% chance per point that more than one enemy of the same type would be killed after you kill the first one (only vs creatures provided that there are more than 2 of the same type in the same square),also -0.2 per point to gold gained from every enemy (only for when the skill activates).

Early Pardon
When active on a target of a bounty, creates a 0.05% chance per point that any successful bounty attack on that target will complete the bounty.

Intensify Enhancements
.001 per point increase to the cap of enhancement.

Entrench
0.25% per point of your Damage will be transferred into Armor.

Feint
(PvP Only)
Subtracts 0.25% (per point) to both attack and damage. In return you to steal .1% more (per point) gold. Note this skill only works in PvP and if you are attacking. (would have to work like CA where you would have to set the lv of it)

Golden Shield
.5% chance that your Defense and Armor stats are doubled. (would need to be some loss for this like attack and damage are halved)

Heat Scan
A way to get a snap shot of the creature distribution on the map. (YES YES YES YES YES IMPLEMENT THIS O.O)

Intervention
.05%/lvl dmg bonus only if you don't have active relic bonus. (I like helps balance out strong guilds holding onto relics for their bonuses for hunting and such)

Master Shine
0.025% per point damage increase to all online guild members

Petrify
.05% chance to reduces target creatures defense to 0.

Recharge
Already active buffs will be prolonged with 0.2% per point (The stamina usage should be massive since one may have loads of buffs on or the stamina usage is based on the quantity of activated buffs such as 20 stamina per buff) (I would say 5 stam per buff 20 stam would be too much 10 buffs would be 200 stam and I even usually hunt with 20+ it would be way too much cost with 20 stam)

Scholarship
.05%/lvl to AL and lib when active.

Numismatist
.5% chance to double gold gained vs creature only. (Got merchant so rather see it work like scholarship .05%/lvl to TH and Merc when active

Soul Detonator
You gain -0.015% per point experience from creatures;this 0.015% per point is then transferred to guild as personal Contrib. XP

Teleport
Set beacon and Teleport to beacon. Both would require 150 skill points to be cast. Set beacon would cost 300 stam, Teleport to beacon would cost 100 stam. Beacon would always be set to where you stand at the moment. (O.O this need implement also would make it so nice when you leave and area for something new so you can instantly go back when you where instead of walking back)

Titan Slayer
0.1 % decrease to the titan stats.

Tunneler
Ability to pass through walls on a map, 1 square per 75 skill points.

#156 GoHalos

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Posted 16 September 2010 - 18:22

Aight - b4 anything else is done, could someone pls explain to me, why Vision is a Defense buff? I nvr understood that one, and now seems like the perfect time to ask :P


Well have you ever attacked a creature in a dark realm without vision? Stats are reduced.

That's the only thing I can think of as to why.

#157 Leos3000

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Posted 16 September 2010 - 18:24

Aight - b4 anything else is done, could someone pls explain to me, why Vision is a Defense buff? I nvr understood that one, and now seems like the perfect time to ask :P


My guess is because dark relms cut your attack in 1/2 so vision is a defense against this

#158 KitiaraLi

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Posted 16 September 2010 - 18:25

Aight - b4 anything else is done, could someone pls explain to me, why Vision is a Defense buff? I nvr understood that one, and now seems like the perfect time to ask :P


Well have you ever attacked a creature in a dark realm without vision? Stats are reduced.

That's the only thing I can think of as to why.


Then it might as well be an offensive buff ... me thinks the cows thought it to be more pretty having 2 in each branch of skills... and my OCD doesn't like it.

No one can deny that we changed this game and influenced it in such a way that NO ONE could compete with us.. so much so that they changed the rules. ~Abhorrence, chosen founder of Cerulean Sins


#159 KitiaraLi

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Posted 16 September 2010 - 18:26

Aight - b4 anything else is done, could someone pls explain to me, why Vision is a Defense buff? I nvr understood that one, and now seems like the perfect time to ask :P


My guess is because dark relms cut your attack in 1/2 so vision is a defense against this


No it's not... it a fracking light switch, is what it is :lol:

No one can deny that we changed this game and influenced it in such a way that NO ONE could compete with us.. so much so that they changed the rules. ~Abhorrence, chosen founder of Cerulean Sins


#160 fs_voodoo78

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Posted 16 September 2010 - 18:29

I think that raising the buffs level at level 1000 is a great idea, as far as new buffs these come to mind from the top of my head.

OFFENSE

Hemorrhage - 0.1% extra damage per point when successful hit, and buff activation

Downward Spiral - working in the same way as Death dealer only for attack

Uncanny - When activated causes a double strike to creatures

Boxed In - -0.1% in creatures defense when skill activated


DEFENSE

Coup De Grace - When defending a pvp attacker that loses, has additional pvp rating and Xp lose

Reversal of Fortune - reflects attacks back at attackers kind of like deflect only dealing the damage back at the attacker and only against pvp attackers

Bane - Deals extra damage to attackers Equipment when attack is lost.


Special

Extensive Study - Gives 0.1% increase to Xp gained during creature kills

Asylum - Reduces Xp lose during battles lost during both creature and pvp attacks

Filch - Additional gold gain during creature attack when skill activates



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