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Skill Advancement - Use Based System

Discussion in 'Release 23 Feedback' started by Masonic, Nov 14, 2015.

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  1. Masonic

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    Certain skills have more regular occurrence and trigger conditions, leaving others rather difficult to level up and forcing a player to focus inordinate amounts of time FORCING them up in a non tactical sense. This generally results in a player decision that boils down to ignoring certain skills to gain maximum experience per valuable play hour, or spamming the skill and losing out on overall combat effectiveness.

    A possible small scope fix to this COULD be to allow double up arrows on one or a few adventure skills at a time, causing them to draw double or triple experience values from the players experience pool. This would give the player more control over character advancement while lessening the pressure to play in an awkward fashion, with out diluting the use base system.
     
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  2. Spoon

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    Chris has mentioned similar ideas. Starr said something early about quest or NPC driven boosts to skill gain. I hope it comes soon.
     
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