Will there be Skillsystem changes?

Discussion in 'Skills and Combat' started by Stundorn, Nov 17, 2017.

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  1. Nick

    Nick Avatar

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    But with primary schools at GM, opposite schools at skill 80, surely you can do most content, except say soloing the bosses, which is suppose to be a group content?

    Well I certainly agree to this point. But just for discussion sake, can't they be limited by the choice they make (char specialization?) at a particular point. They can switch to other specialization via advanced trainers without penalty for example, only skill reduced in opposite school.

    I am curious at @Lord British 's view on this. It is his world, his lore, his rules.
     
  2. Jezebel Caerndow

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    I have never heard a dev say bosses are only group content, only some players say that. Ever see what just a high level skele mage can do to a person without having good resistances? Honestly, I don't know if 80 is enough.

    Why do you want to limit people? To what end does this serve? I thought we were allowed to be what we wanted to be, when you start to put limits in, then I lose the choice of versatility.
     
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  3. Nick

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    Perhaps the dev should come in to clarify that. @Berek ? It should be corrected if it isn't. No I haven't got high enough level. For a causal player like myself, I'll not get there in the near future. :p Its good to know.

    I don't know, why is the fizzle so high when I wear plate? I lose the choice of being full plate wearing mage. Yeah, it doesn't make sense a mage should wear plate without penalty. I think that's Stundorn's view. The skillsystem doesn't make sense to him. But I get what you are saying. Thanks.

    Am so glad I am not in the dev's shoes. :)
     
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  4. Jezebel Caerndow

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    yes, but I can put on different armor, and then cast those spells. I will have to level up both armor trees to have that versatility, but at least I have the choice to do so. Just to level something up, then have some of that leveling lowered because I leveled something else, just does not make sense to me. Just because I learned concrete, did not make me less of a carpenter, or welder, or mechanic.
     
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  5. Nick

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    Similarly, as a water mage I can find a fire advance trainer, change to that specialization, and raise back the fire resistance. I will have to level up both water and fire skills to have that versatility (something like that). and I have the choice to do so. Having levelled up heavy armour, I wear a light armour and all my heavy skills nullified makes no sense to me. That would probably be what some players will think.

    There's really no wrong answer i guess. All in perspective.
     
  6. Jezebel Caerndow

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    The way I am understanding your idea though, its just nerf, no benefit. I am forced to choose a magic I want to be better then 80 in. its like having level caps.
     
  7. Nick

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    Its a cap that can be removed anytime. ie. Fire 120 (80) Actual level 120, power capped at 80 when you choose to specialise water. And you go back to 120 when you decide to go back to fire. Temp nerf I guess.

    Again, I am just thinking out loud for a compromise. Its just an idea and nothing more. Can it be tweaked? Can there be a better idea? If not, just move on. I think feedback is now or never. @Stundorn, this is as far as I can go. Hope you can get your answer. :)
     
  8. Jezebel Caerndow

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    Can I choose not to get the specialization and keep both schools at 100? If not then it is a always on cap.
     
  9. Stundorn

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    40 and i'm fine :)

    Caps are needed for pvp and RP imho.
     
  10. Nick

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    Perhaps 40 with resistance not capped. Your body gets beaten up often enough to get a resistance.

    8 schools of magic, choose 5 uncapped? 3 suppressed but able to advance in level.

    :p
     
  11. Stundorn

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    9 schools with Chaos.
    Let's say 4 schools can be active.
    You can train all an everything, but only 4 are actice and give skills and boni.
     
  12. Nick

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    That's worth considering. Any other high level mage who is more neutral and has an opinion on this matter?
     
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  13. Jezebel Caerndow

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    And get demolished by npc mages that cast all schools.
     
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  14. Stundorn

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    As I allways said, nerf all, also mobs to become more diverse and accessible.
     
  15. Nick

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    Its been pretty educational for me. Many valid points has been raised. Thanks Mac for replying to this newbie. Really appreciate it.

    Hope the dev will read and decide what is best for the game. :)
     
  16. Ristra

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    Why are were looking at capping a player? To create a hole in survivability?

    That’s all I am seeing with this cap idea.

    They dropped opposing attunement. How is this any different?

    Fix the need to level everything and there will be no need to cap.
     
  17. Joe Zhudarak

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    There are others issues to solve like optimization, better Frame rate, quests and skills balance. I think the current deck system is really good, you can build unique builds and you are able to be speciallized, mixing leveling skills in your favorite tree, and wearing the correct gear. My only complain is about that there are only few options of offensive skills in Moon, Sun, water, chaos. I think that every magic school should have 4 offensive skills in order to fit better for those who wants to be more speciallized.
     
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  18. Uncle Ben

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    The ability to be able to train any skills to any level is what makes this game unique. If I want to play a game where players are forced into specific archetypes (basically class system), I wouldn't even be playing SotA. However, I do agree with the suggestion that more offensive/resist spells be added to some of the schools, this will increase the diversity of game play further.

    I feel that although anyone can have the potential to be the master of all things, at the end of the day players' actual skill in playing the game (i.e. combination of different skills/ actual manual dexterity and etc) plays a very big part in this game. I appreciate the fact that SotA supports such type of game play which makes it stands out from many other MMO.

    Being able to solo bosses isn't a issue really. First, it does not prevent me from having fun playing with my friends or in a party just because I can solo a few boss level mobs. Things can always be easier/smoother if you have more people on your side.
    Second, it isn't all that easy to achieve to the point that "I-can-solo-everything", it is actually a rather hard task and not everyone is up to it.
     
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  19. Diab Blackbow

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    I think monster immunity is a higher blocker to a specialized mage. I first started my character wanting to be a Death Mage only to find that I couldn't do anything to Undead.
     
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  20. Tsumo2

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    An interesting dilemma. Maybe a death mage could have a glyphs that control npc undead, but might be over powered. Maybe death and daggers would be a compromise. In general, I support people who want to specialize - it makes New Brittania more diverse and interesting. But I respect RG et all having creative freedom.
     
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