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Scaredgirl

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg219489#msg219489
« Reply #24 on: December 08, 2010, 02:16:37 pm »
Added tons of new stuff. Will add more stuff later.


I'm hesitant to make crafting element specific.

I'd much rather any player has the ability to take any crafting, but you can only pick one.  It adds another aspect of strategy and balance.
Crafting is not really element specific because you can pick skills from any skill tree. You can either focus one one skill tree and maybe become a champion.. or spread those points around to make your skills more well-rounded.

Offline Glitch

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg219504#msg219504
« Reply #25 on: December 08, 2010, 02:56:22 pm »
Ah, okay.  Great stuff <3

Scaredgirl

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg219560#msg219560
« Reply #26 on: December 08, 2010, 04:31:04 pm »
Oh one more thing. I thought that it would be a good idea to make the more powerful skills to be used together with a Relic. Basically you consume one Relic to make the skill work. If you don't have a Relic, you cannot use that skill. This would give the useless card found in the game, some meaning in WoE, so I think it fits.

Relics can be found, looted, quest rewards, bought, etc.

Destiny

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg219561#msg219561
« Reply #27 on: December 08, 2010, 04:32:21 pm »
Oh one more thing. I thought that it would be a good idea to make the more powerful skills to be used together with a Relic. Basically you consume one Relic to make the skill work. If you don't have a Relic, you cannot use that skill. This would give the useless card found in the game, some meaning in WoE, so I think it fits.

Relics can be found, looted, quest rewards, bought, etc.



So relics aren't worthless now, besides giving you 65 :electrum? That's great!

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg219566#msg219566
« Reply #28 on: December 08, 2010, 04:35:38 pm »
So, how many skill points do you get each level? Maybe one would be too little?
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Scaredgirl

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg219570#msg219570
« Reply #29 on: December 08, 2010, 04:46:57 pm »
So, how many skill points do you get each level? Maybe one would be too little?
I think that one per level makes most sense. If we need players to get skills faster, we can simply tweak XP requirements.

Also keep in mind that the first few levels are very easy to get. You only need a couple of XP.

Offline xdude

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg219575#msg219575
« Reply #30 on: December 08, 2010, 04:57:49 pm »
So, how many skill points do you get each level? Maybe one would be too little?
I think that one per level makes most sense. If we need players to get skills faster, we can simply tweak XP requirements.

Also keep in mind that the first few levels are very easy to get. You only need a couple of XP.
My problem with that is that only 20 skill points for life seems too little. This means only 8 non-elemental skills if you play on being a champion.
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Scaredgirl

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg219577#msg219577
« Reply #31 on: December 08, 2010, 04:59:54 pm »
So, how many skill points do you get each level? Maybe one would be too little?
I think that one per level makes most sense. If we need players to get skills faster, we can simply tweak XP requirements.

Also keep in mind that the first few levels are very easy to get. You only need a couple of XP.
My problem with that is that only 20 skill points for life seems too little. This means only 8 non-elemental skills if you play on being a champion.
That's the whole point. :) If you want to become the best, you need to focus your energy on one thing. If you want to be a Jack-of-all-Trades, you won't be a Champion.

Malduk

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg219623#msg219623
« Reply #32 on: December 08, 2010, 06:24:25 pm »
If trades between players are allowed (which I assume they are), then having a group where each one takes a single crafting skill would be a smart thing to do. Adds more flavor to the whole thing.

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg220116#msg220116
« Reply #33 on: December 09, 2010, 10:48:58 am »
If trades between players are allowed (which I assume they are), then having a group where each one takes a single crafting skill would be a smart thing to do. Adds more flavor to the whole thing.
That would be a fun strategy indeed... ;)

Also, MOAR skills! (some with relic usage)




NOTE: Anything in parenthesis means to apply that for the upgraded version.

:death - Necromancer: If one of your allies loses a duel/dies, you may Consume a Relic to immediately resurrect them to your location.

:time - Manipulate Time I (II): Consume a Relic to revert (convert) a selected non-occupied tile to a neutral (Time-controlled) hex. Doesn't work on cities. {Basically reverses time of a place before it was captured, or fast-forwards it to a time when they have 'supposed' control over the board}

OR - Target hex is slowed in time. (Enemy) Players in that hex can only use 1 action point - lasts 2 (3) turns.

:aether - Doppelganger: If the score in a duel is 1-1, you may choose to instead discard 3 cards, cancel the last duel, and flee to a nearby hex. {Denies salvaging and allows for temporary escape at the cost of resources, similar to what a dummy should replicate}

OR - Discard 6 (3?) cards to cancel a duel regardless of their attack stance (even if it's an Aggressive Attack) and Flee to a different hex.

:life - Switch Animal Form and Breeding around. I imagine Hunters would be able to control animals, while Shaman can actually turn into them, no? ^^;

:water - Conjuration I (II): Allows you to generate 1 (2) water pillar(s) in your vault; cannot be done if a non-water player is occupying an adjacent or the similar hex.

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg220444#msg220444
« Reply #34 on: December 09, 2010, 08:58:02 pm »
there's a mistake in the skill tree of light, the skill says mark of life and not mark of light :)
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Kael Hate

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg220541#msg220541
« Reply #35 on: December 09, 2010, 11:42:02 pm »
I took a look at the skills tree as a master and don't really like the monster summoning and such. If I was making a skill tree for a darkness elemental it might look like this. note they are titles and themes not actuall game mechanics. I'd rather not step there without knowing more.

Spy - This Elemental is adept at gathering information about his opponents without recourse or detction.
Steal - Thiselemental can steal from locations or other elementals
Evasion - This Elemental cannot be attacked directly and has a 50% chance of avoiding an indirect encounterDark Huntsman - This Elemental is quite capable of assaulting other elementals tracking and muredering them
Assassinate - This elemental strikes first in combat
Stealth - This Elemental cannot be seenChampion of Darkness
Obfuscation - This elemental can return any result it wishes from being seen Ie it can show itself as an Air elemental with air cards and return false information about observations of it.
Shadowwalk - This elemental can travel faster by using the shadowsDark Mystic - This elemental can assault elementals with obfuscation or drain at range
Drain - The Elemental is healed by damaging/defeating its opponent
Yin - This elemental can offset any positive bonus giving it to this elemental istead

 

anything
blarg: