You are not logged in.

Applications: [GameMaster: OPEN] | [Volunteer Testers: OPEN]


This forum will be permanently shut down on Friday 13.07.2018
Please copy or save all important information from old forum before they will be deactivated
We have moved to new board. https://forum.runesofmagic.gameforge.com/Come join us.

Rossbot

Intermediate

  • "Rossbot" started this thread

Posts: 466

Location: 127.0.0.1

Occupation: Web Designer

  • Send private message

1

Tuesday, August 13th 2013, 8:46am

[New Concept] Secondary Power

Issue: Passive Boosts may seem good for primary classes but often get overlooked as useful for secondary classes.

Suggestion: Add extra effects to each General Skill "Passive Boost" or "Able to Use" skill.

Example:
- Brute Strength: Increases strength by (whatever the formula is currently). When Warrior is set as your secondary class, it also increases your Physical attack by 0.5 per Strength point, physical and magical power by 5%.

- Off Hand Training: 1-H weapons can be held in off hand. If Rogue is set as your secondary class, it also increases your offhand magical and physical accuracy by 30%.

- Bow Training: Allows Bows and Crossbows to be equipped. Using a bow will increase your range, casting and attack speed by 10%. Using a crossbow will increase your defense penetration, magical and physical weapon damage by 10%. If Scout is set as your secondary class, it also causes your damaging skills to ignore 10% of your targets' magical and physical defense.

- Pure Soul: Increases Intelligence by (whatever the formula is currently). When Warlock is set to your secondary class, your area of effect skills and multi-target skills deal an additional 25% damage.

- Enhanced Accuracy: Increases Physical Accuracy by 1%...10%. When Warden is set as your secondary class, your Magical and Physical attack are increased by 0.2 per point of Stamina.

- Wisdom: Increases Intelligence by (whatever the formula is currently). When Mage is set to your secondary class, it additionally increases damage done by non-melee skills by 5% and non-elemental skill damage by 10%.

- Defense Technique: Increases Parry Rate by (whatever the rate is currently). When Knight is set to your secondary class, it additionally increases your parry and magic resist by 0.1 point per Stamina.

- Knowledge of Nature: Increases Wisdom by (whatever the formula is currently). When Druid is set to your secondary class, your healing power will be increased by an additional 1 point per Wisdom and healing power will be increased by 10%.

These are just some of the ideas I had. Please keep in mind that these values may not be realistic nor do I anticipate they ever be endorsed or used by any company.
Feel free to leave comments or suggestions for some changes or extension of ideas.

KatalanOrk

Intermediate

Posts: 563

Location: Nijmegen, The Netherlands

  • Send private message

2

Tuesday, August 13th 2013, 4:05pm

I really like the idea, as it would really mean (potentially) that x/D could get real benefits from statting Wisdom, for example. Though perhaps, to compensate what, e.g., an R/D, would lose in statting more Wisdom and less pattk, you would have to include a smaller m/pattk bonus as well. Better healing is good, but who would want a DPS character with worse DPS and better healing?

Values would be tricky, as if you weren't careful D/Rs would swap to R/Ds etc., but certainly doable.

The only other issue I can think of is the resellability of gear (or how easy you can buy your pattk/dex/wis gear) when every Rogue, Warrior, etc with a different secondary class would need different statting. Though, it could be cogently argued that that would be a good thing, reducing demand, increasing diversity, encouraging people to make their own gear.

3

Tuesday, August 13th 2013, 4:58pm

Now, we're treading into the realm of the elite skills. :)

A lot of elite skills buff up the the general skills, so not sure if RW would be interested in doing something like this...

Lachel

Beginner

Posts: 25

Location: Elven Island

Occupation: Witch

  • Send private message

4

Tuesday, August 13th 2013, 7:02pm

I think this aspect of the game is fine. Not every skill is going to be useful to everyone, and that's fine. That's why we get a choice in what we want to spend our TP in. If you leveled Swiftness as a Scout and find it useless on D/S, that's on you. (I personally think the extra Dodge helps out.) If there is synergy between your classes, that just adds to the attraction of that particular combo.

Similarly, Blood Arrow is just about useless on my M/S and D/S, but I don't think it deserves a buff because of it. Both classes receive enough from their Elite Skills that I'm not concerned about the utility of the Scout General skills.
Lachel (Osha) - Veritas - 80/55/55 Mage/Scout/Druid

Rossbot

Intermediate

  • "Rossbot" started this thread

Posts: 466

Location: 127.0.0.1

Occupation: Web Designer

  • Send private message

5

Saturday, August 17th 2013, 8:48am

This was honestly one of the many ideas I have about trying to balance class combinations. It's not supposed to be sensitive or game-changing, but it's supposed to help out the combos that are unconventional.

No class has an intended implementation of failure.

None of these skills make any one combination clearly better than others. It just makes some classes more adaptable than others. The Warrior one is clearly going to boost Wd/W damage to a massive level, but also should boost P/W, R/W, and S/W damage up to par with their competitors. The druid one was not intended to make M/D and Wd/D to be full time healers, but it's enough of a boost where R/D and S/D don't really have to stat any differently from other classes and have decent supplementary heals. The warlock one will inevitably make M/WL an aoe powerhouse, but it will also boost up the aoe capabilities of CH/WL and W/WL.

It's meant to make the low end more viable as supporting players in parties instead of letting them rot.

Blood Arrow is useless for casters and damage dealers, but that's a seperate issue. I'm concerned with the usability of skills in combat, afterall, what is the purpose of any skill if there is no use or meaning to it in the first place? Why have Speed Shooting as a main skill if NO other class in the game relies on ranged weapon DPS to deal their damage? Why have Hammer Weapon Proficiency for Champion General skill if NO other class or combo in the game really has a need for it or even a want for it?

Cike

Rogue

Posts: 4,171

Occupation: Being Human

  • Send private message

6

Sunday, August 18th 2013, 3:02am

ross, u always have some of the best ideas...

+1

also, anything that buffs scouts and/or hybrids is fine by me
my r/p can outdps r/m. your name is stupid.

mages should stack dex. word.

7

Wednesday, August 21st 2013, 12:43am

+1, and do these changes to ballance the game, and make some combos viable again, or for the first time ^^
Roxzincrazy r/wd/s/m 87/85/85/85 | Crazybr wd/d 85/63
Roxzin m/wl 85/70 | Roxzn ch/m/r/w 87/70/70/70