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Offline Kuroaitou

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg220590#msg220590
« Reply #36 on: December 10, 2010, 12:21:31 am »
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.

[table snip]

I like some of your ideas Kael, but I think the one thing each 'skill tree' needs to have is a winged branch (See the Destroy I & II for :fire, or Manipulate Time I & II for :time). Each tree needs to have two 'branches' that have the same mechanic but improved quality, leading up to the specialized 'path' of the element in question. :)

Offline TimerClock14

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg220598#msg220598
« Reply #37 on: December 10, 2010, 12:29:43 am »
:water Flooding:
All non-water element players occupying the same hex take 3 damage this round.
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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg220913#msg220913
« Reply #38 on: December 10, 2010, 08:52:16 am »
Guys, you realise that you can't damage players, right? How would that even work?

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg220945#msg220945
« Reply #39 on: December 10, 2010, 10:12:32 am »
Guys, you realise that you can't damage players, right? How would that even work?
I was thinking the same thing. It's not so RPG like that we'd have health outside of battle. If we lose a duel, I imagine that's how we die and are resurrected back in the capital city after a turn.
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Offline Kuroaitou

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg220949#msg220949
« Reply #40 on: December 10, 2010, 10:22:29 am »
Guys, you realise that you can't damage players, right? How would that even work?
I was thinking the same thing. It's not so RPG like that we'd have health outside of battle. If we lose a duel, I imagine that's how we die and are resurrected back in the capital city after a turn.
I'm sure he meant 'discard 3 cards' rather than taking 3 damage, but... yeah. ^^;

That said, come on guys and toss in more ideas! We need to get these trees done before Alpha is released! >.>  :P


Minor mistakes:

:fire - Destroy II: The word 'level' is missing before the number '2'.

:life - Shaman: The phrasing should be "...or a dead forest hex" instead of "....or dead a forest hex"


New ideas:

:life - Nature Rituals I (II): "If you win both matches with an Elemental Mastery (your HP above 50%), you may salvage an additional 2 cards."

OR

"Upon losing a duel, consume a relic to restore half (all) of your discarded cards."

:life - Hunter: "If you win a duel, gain an additional action point for the next turn."

:water - Change Something I & II into 'Blizzard I & II': "Target hex becomes affected by a Blizzard. Players in that hex cannot move (or attack) but can still perform other actions. Lasts 1-2 turns."

:water - Submerge: "If you win a duel, you may consume a relic to delay the enemy player's resurrection by one additional turn."

:gravity - Change 'Skill 7' to 'Reckless Charging': "You may use up to 6 additional upgraded cards if you use the 'Aggressive Attack' battle stance.

OR

"Decreases the action point usage of Aggressive Attack by 1."

:aether - Change Skill 2 or 8 into 'Reallocate': "Upon winning a duel, you may salvage 1 additional card to send (teleport) to your city's defenses."

:air - Mobility II OR Cloud Rider: "The 'Move' action no longer costs an Action Point."

:darkness - Dark Prince could be changed to a derivation of Kael's Dark Huntsman: "Gain a 'counter' each time you win a duel. Consume a relic to spend the counters and temporarily upgrade cards equal to the counters you had. Counters are reset upon dying."

:darkness - Change Shadow Walker to 'Shadow Stalker' (also based on Kael's Steal suggestion): "Every time you enter a hex that was occupied by a non-allied player the previous round, you may steal a portion of their electrum gained the previous round."

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg220962#msg220962
« Reply #41 on: December 10, 2010, 11:08:51 am »
You know Kuro.. there has been some great ideas by multiple different people on this topic, but I think your ideas really stand out. They are a combination of being highly creative, and suitable for WoE game mechanics, even though I haven't even explained them very clearly yet.

I find it remarkable that I like almost every single one of your ideas. Believe me when I tell you that it's something that doesn't happen every day.

If I ever want to experience how it feels like to live below the poverty line by quitting my day job and becoming a full-time game designer, I might have to hire you. :)

I'm not saying that all other ideas here suck. Everyone has posted great ideas. I'm just saying that Kuro has somehow managed to understand exactly what I'm looking for which is pretty cool.



I'll update the skill trees once I get that new set of rules looking a bit better.

Keep those ideas coming. There's still time to make your name immortal by having your skill be part of WoE.

Scaredgirl

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg221071#msg221071
« Reply #42 on: December 10, 2010, 04:20:39 pm »
I re-read the whole topic from the start and found some great ideas. Thanks for all who posted.

Unfortunately there's also tons of good ideas that just cannot be used because of how WoE is run. Short explanation is that any kills that have an effect that lasts a long time and affects everyone, is a bad idea, because it would be really difficult for the organizers to keep track of that.

But I think that many of those discarded ideas can be still salvaged by tweaking them a bit. I'll see what I can do.

Meanwhile feel free to suggest new skills. Don't worry if skills already have a name, those can be changed. Basically anything that has "***", can be changed to whatever.

I'm also interested in super powerful Champion skills. To see what I mean, check out :darkness :death and :entropy examples I just posted. They are not final though.

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg221088#msg221088
« Reply #43 on: December 10, 2010, 04:44:21 pm »
I re-read the whole topic from the start and found some great ideas. Thanks for all who posted.

Unfortunately there's also tons of good ideas that just cannot be used because of how WoE is run. Short explanation is that any kills that have an effect that lasts a long time and affects everyone, is a bad idea, because it would be really difficult for the organizers to keep track of that.

But I think that many of those discarded ideas can be still salvaged by tweaking them a bit. I'll see what I can do.

Meanwhile feel free to suggest new skills. Don't worry if skills already have a name, those can be changed. Basically anything that has "***", can be changed to whatever.

I'm also interested in super powerful Champion skills. To see what I mean, check out :darkness :death and :entropy examples I just posted. They are not final though.


Super powerful...Hmm... Time can be: "Future Sight" It lets you see to the futu- nah, that idea stinks...Hmmm.... How about for Death it can be "Curse of the undead", where all your opponents becomes zombies with only fifty hea- nah, that idea stinks too.  :(


I got it! For Time it can be: If you get below 40 health in a battle, draw until you get a full hand and generate 15 quanta.

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg221093#msg221093
« Reply #44 on: December 10, 2010, 05:00:52 pm »
I got it! For Time it can be: If you get below 40 health in a battle, draw until you get a full hand and generate 15 quanta.
Problem with ideas like this is that they would require us to change the game. We cannot do that. We have to use what the game has and use creative tricks to buff and nerf things.


I don't know if it was a good idea or not, but I got rid of the "Shadow Walker" and replaced him with "Mage Hunter". I like the idea of having a character that hunts down spell users.


Offline Wizardcat

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg221107#msg221107
« Reply #45 on: December 10, 2010, 05:26:35 pm »
The Champion of Darkness ability seems to conflict with the Backstabbing one; if you're converting someone to your side, are you really going to force them to discard?

Also, that one rule where you can't learn the skills of your opposing element makes me sad. I was planning to go Darkness/Light.
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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg221110#msg221110
« Reply #46 on: December 10, 2010, 05:33:55 pm »
The Champion of Darkness ability seems to conflict with the Backstabbing one; if you're converting someone to your side, are you really going to force them to discard?
Yeah.. I see what you mean but I don't see it as a big problem. Anyone else have an opinion on this?


Also, that one rule where you can't learn the skills of your opposing element makes me sad. I was planning to go Darkness/Light.
We haven't made a decision on that just yet. I do like giving players as many options as possible, but it would also make sense to not be able to use the skills of your sworn enemy. Also it would probably require some special training place, since you cannot enter the city of the element you are at war with.

One option is to let players do this, but to give them reputation penalties in their own element.

Or we could get rid of the "opposing elements have to be at war" thing altogether..

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Re: Skill Trees - New and Improved! https://elementscommunity.org/forum/index.php?topic=17109.msg221111#msg221111
« Reply #47 on: December 10, 2010, 05:35:07 pm »
I feel that Entropy champion is way too strong - if you know that every fight is going to be vs a pillarless rush (because you can't make anything else pillarless), it is easy to make a counter. And you've got your unbeatable player.

 

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