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Other Topics => World of Elements => Forum Archive => WoE Archive => Topic started by: Scaredgirl on December 06, 2010, 09:59:33 am

Title: Skill Trees - New and Improved!
Post by: Scaredgirl on December 06, 2010, 09:59:33 am
Skill Trees

Here is the original discussion about skills: http://elementscommunity.org/forum/index.php/topic,16844.0.html


 Ok, I made a new plan. Here are the tiers explained from top to bottom.

TIER 4
This is the same from all elements. Basically if you have all the previous skills, you can learn the final skill, Champion. I don't yet know what it does, but it's going to be epic.

TIER 3
Tier 3 has two skills. There are basically two different paths, and Tier 3 is the end of these two paths. For example :Gravity Tier 3 could be um.. Engineer and Cyborg. The two paths both have a different theme, for example the path of the Engineer is focused around building stuff like siege weapons, and repairing and upgrading city defenses.

TIER 2
If you want to learn skill 6, you first need to lead skills 1 and 2 on the lower Tier. If you want to learn skill 10 (Tier 3), you need to learn skills 6 and 7 on this Tier.

TIER 1
There are no requirements for picking Tier 1 skills. This is why they are not that powerful. Note: Skill 3 can be used to advance both paths.

















Link to page: https://spreadsheets.google.com/pub?key=0AgB8fZX7y8kydEVwOGlLYlI4dVI4eEUwaHlpOElRNkE&hl=en&output=html


When leveling up, you have a choice between specializing on one element and maybe becoming a "Champion", or taking skills from multiple different elements and becoming well-rounded.


What happens next?
Now is you chance to help out. Here's what we need next:

We need to come up with 2 paths for each of the 13 skill trees.

Here are some of my ideas:

 :aether Phase Shifter
 :air
 :darkness Dark Prince/Princess
 :death Necromancer
 :earth
 :entropy Trickster
 :fire Firestarter
 :gravity Engineer, Cyborg
 :life Elder, Shaman
 :light Lightbringer, Chosen One
 :time Clockmaker, Scholar
 :water
 :underworld Smugler, Assassin

Posting specific skills ideas is not needed at this point. We first need the 26 different paths, then we can build skills around the theme of those paths.


Post comments and suggestions. Thanks.
Title: Re: Skill Trees - New and Improved!
Post by: Kamietsu on December 06, 2010, 10:06:20 am
You aren't capped on only choosing one path right? You can get all of the lower tier, and then get all of the next tier, and so on right?

EDIT: Nevermind. Stupid question since you'd have to in order to gain the final skill.
Title: Re: Skill Trees - New and Improved!
Post by: Kuroaitou on December 06, 2010, 10:10:10 am
I like it, but this brings up three questions:

1) Does each tree have 12 DIFFERENT skills? O_o (So Fear, Undead, March, etc. for :death?) If so, this might be a little complicated to think about 12 unique skills for each element, but then I suppose it would also be very interesting to see how diverse these skills could be for individual elements... :)

2) Should there be a limit for how many tiers of an element you can reach? For example, if I (as a Time player) were to get to Tier 4 (Champion) for the Time skills, should I also be able to reach the same level for another Element? Or should I just be automatically disqualified from being the Champion of (insert element here) because I'm already a Champion for Time?

3) In order to become a Champion for an element, one must then learn all of the skills of a chosen element, correct?


...that said, I purpose that Champions should be given a special long-ranged 'Disaster' skill for their final ability, as that could be the epiphany of what a Champion (I need to find another word for that XD) elemental can do. :P Floods, sandstorms, and volcanic eruptions anyone?
Title: Re: Skill Trees - New and Improved!
Post by: Daxx on December 06, 2010, 10:18:45 am
I will get to writing some ideas for these later, and I'll see if I can fit Dragoon's ideas into a Tier system.
Title: Re: Skill Trees - New and Improved!
Post by: Scaredgirl on December 06, 2010, 10:19:41 am
I like it, but this brings up three questions:

1) Does each tree have 12 DIFFERENT skills? O_o (So Fear, Undead, March, etc. for :death?) If so, this might be a little complicated to think about 12 unique skills for each element, but then I suppose it would also be very interesting to see how diverse these skills could be for individual elements... :)

2) Should there be a limit for how many tiers of an element you can reach? For example, if I (as a Time player) were to get to Tier 4 (Champion) for the Time skills, should I also be able to reach the same level for another Element? Or should I just be automatically disqualified from being the Champion of (insert element here) because I'm already a Champion for Time?

3) In order to become a Champion for an element, one must then learn all of the skills of a chosen element, correct?


...that said, I purpose that Champions should be given a special long-ranged 'Disaster' skill for their final ability, as that could be the epiphany of what a Champion (I need to find another word for that XD) elemental can do. :P Floods, sandstorms, and volcanic eruptions anyone?
1. They don't all have to be unique. We have two ways to avoid having to come up with 156 different skills.

First method is to use different levels of the same skill. For example Undead I, Undead II, etc.

Second method is to have skills that all elements have. Champion is one example of this. Champion on :death gets some kind of bonus to soemthing, Champion of :life gets the same bonus but for :life, etc.


2. Why not? I see no reason why you couldn't be a Champion in two different elements. Although that would mean a very high level which will probably never happen.


3. Yes.
Title: Re: Skill Trees - New and Improved!
Post by: Hyroen on December 06, 2010, 02:18:20 pm
I have actually been brainstorming for another area of the forums, which is a type of story that is to be collaboratively made, Elements High.

I was thinking that Masters of each Element would have some skills, as they are Masters of their element. There is some clear overlap in terms of what the skills in WoE could be and maybe of what they will be and as such will present what I have thus far for Masters of Elements.

I'll post more later, but for now one can consider these:
Access Dimension
[/li]Create Portal[/li][/list][/li][li]Master of :air Air:Flight
[/li]Sound Distortion
[/li]Asphyxiation
[/li]Wind Carry *(aether)
[/li]Wind Push *(aether)[/li][/list][/li][li]Master of :darkness Darkness:Demoralize
[/li]Induce Fear
[/li]Darkness Shroud[/li][/list][/li][/list]will continue later...

*While a manipulation of one element can assist you in that skill, another Element may be able to interrupt or overpower that skill due to that skill being specifically related to their element.
Title: Re: Skill Trees - New and Improved!
Post by: Scaredgirl on December 06, 2010, 04:50:16 pm
I have actually been brainstorming for another area of the forums, which is a type of story that is to be collaboratively made, Elements High.

I was thinking that Masters of each Element would have some skills, as they are Masters of their element. There is some clear overlap in terms of what the skills in WoE could be and maybe of what they will be and as such will present what I have thus far for Masters of Elements.

I'll post more later, but for now one can consider these:
  • Master of :aether Aether:
      Teleportation [Self][Other][Object]
    Access Dimension
    [/li]Create Portal[/li][/list][/li][li]Master of :air Air:
      Flight
      [/li]Sound Distortion
      [/li]Asphyxiation
      [/li]Wind Carry *(aether)
      [/li]Wind Push *(aether)[/li][/list][/li][li]Master of :darkness Darkness:
        Demoralize
        [/li]Induce Fear
        [/li]Darkness Shroud[/li][/list][/li][/list]will continue later...

        *While a manipulation of one element can assist you in that skill, another Element may be able to interrupt or overpower that skill due to that skill being specifically related to their element.
        Before you go any further, I must warn you that Masters do not get any special treatment in WoE. They start out as regular players like everyone else.

        WoE has a King that will probably be chosen by a vote.

        I like the sound of some of those ideas though. Perhaps we can use them as regular skills?



        I made some changes to skill trees. You can now click the tab at the bottom to change between :life and :death.
        Title: Re: Skill Trees - New and Improved!
        Post by: Shantu on December 06, 2010, 05:58:27 pm
        I believe that the two paths should be caster and fighter: mastering both will make you a champion of your element.
        How would these affect the fights.. now that's something I don't know. :)
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl on December 06, 2010, 06:39:06 pm
        I believe that the two paths should be caster and fighter: mastering both will make you a champion of your element.
        How would these affect the fights.. now that's something I don't know. :)
        Yes, this is the basic idea. Caster, Fighter.. Healer, Damager, etc. Basically paths would be either opposite or very different.


        After 1,5 hours and 100,000 clicks, I have finally managed to add all 13 tabs. You can access them at the bottom of the image.

        Now all we need is those skills. :)
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl on December 06, 2010, 07:14:18 pm
        Ok I added a bunch of skills. No explanations yet on what these skills actually do. :) Oh and nothing is final. Some of those skills were made up by me on the spot.

        Next I will go through all the ideas posted by others and take what I can use.
        Title: Re: Skill Trees - New and Improved!
        Post by: Shantu on December 06, 2010, 08:59:59 pm
        Some thoughts about those:

        - Please change the Entropy skill background color! It burns my eyes. :|

        - Righteousness: I kind of disagree with elements having an alignment. I understand that Light is generally considered 'good' but that's only because its opposite, Darkness, is considered evil as many people fear(ed) the unknown. Elements are supposed to be forces of nature, therefor without alignment.

        - Give the resurrection and the heal spells to Life. It's life after all. Alchemy to Water?

        - :death: Change lich to Death Knight or something like that? If you want a caster and a fighter class, that is. Not sure about the fear. Perhaps it could use some poison.

        Skill ideas (mostly low-level):
        :water
        Manipulate Water (I?)
        This skill allows you to manipulate the basic properties of water, like its temperature and form.
        [Form ice, boil water and such]

        Manipulate Water II (or a different skill? Bend Water?)
        This skill allows you to move and manipulate an amount of water depending on your level.
        [make tricks with water, shower someone with icecubes, water plants, etc. Level-dependant so that you can't make whole tsunamis at a low-level. Higher level elementals could make floodings, rains, other bigger things.]

        :aether
        Lightning Strike
        Etherealness

        :time
        Precognition

        :light
        Manipulate Light/Being of Light (Allows you to manipulate and use Light for whatever you wish. Make/remove sources of light, etc.)
        Flash of Light (A flash of light that blinds everyone around you.)
        Aura of Light (You have been exposed to too much radiation! You glow in the dark. :D)

        :darkness
        Vampirism

        :death
        Poison

        :entropy
        Paradox
        Mutation
        Title: Re: Skill Trees - New and Improved!
        Post by: TimerClock14 on December 06, 2010, 09:39:40 pm
        I think I fit the bill for clockmaker quite well :D

        Some more ideas:
        :entropy Scramble: all non-entropy players in the same hex are hit with a random effect*
        *more about this later

        :water Submerge: If there is water terrain present on the hex you are on, you cannot be attacked

        :time Repeat: you can now perform 1 more action this turn.

        I got some more too, i'll jot them down later when I finish my homework ;)
        Title: Re: Skill Trees - New and Improved!
        Post by: Wizardcat on December 06, 2010, 09:45:40 pm
        No theft ability for Darkness? I am disappoint.

        Water could use freezing either as a defensive ability, or as a disabling one.
        Title: Re: Skill Trees - New and Improved!
        Post by: Kuroaitou on December 07, 2010, 09:48:07 am
        So we need two paths for each element...:

         :aether - Phase Shifter/Plane Walker
         :air - Eagle Rider/?
         :darkness - Dark Prince(ss)/Shadow Walker
         :death - Necromancer/Lich
         :earth - Golem/Miner
         :entropy - Trickster/Randomizer
         :fire - Firestarter/Pyro
         :gravity - Cyborg/Engineer
         :life - Shaman/Elder
         :light - Lightbringer/Chosen One
         :time - Clockmaker/Scholar
         :water - ?
         :underworld - Smuggler/Assassin

        Since you need water paths, I would suggest something along the lines of Fisherman/Harpooner/Tide Hunter (somewhat who hunts/has control over ocean life), and a Wizard/Mage (someone who uses all forms of water via ice, steam, you name it, and has good alchemy skills in addition). Another path for Air could be Storm Bringer (in opposition of Eagle Rider, who I'm guessing is more of a bird person). The Storm Bringer could be more of a person who focuses on the power of wind, lightning, and all the forces of nature, while the Eagle Rider is more about controlling the elements of flight and animals.

        I'm kind of not feeling the 'Randomizer' Path, because that seems a bit odd for a path name. ^^;;; My suggestion (compared to Trickster, which would be about manipulation of others for better or worse), would be Shapeshifter (which would be about manipulation of self). Trickster = Discord and Mutation, Shapeshifter = Werewolf and Chaos Power.

        I have a few more ideas, but... meh. ^^;
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl on December 07, 2010, 10:56:14 am
        Since you need water paths, I would suggest something along the lines of Fisherman/Harpooner/Tide Hunter (somewhat who hunts/has control over ocean life), and a Wizard/Mage (someone who uses all forms of water via ice, steam, you name it, and has good alchemy skills in addition). Another path for Air could be Storm Bringer (in opposition of Eagle Rider, who I'm guessing is more of a bird person). The Storm Bringer could be more of a person who focuses on the power of wind, lightning, and all the forces of nature, while the Eagle Rider is more about controlling the elements of flight and animals.

        I'm kind of not feeling the 'Randomizer' Path, because that seems a bit odd for a path name. ^^;;; My suggestion (compared to Trickster, which would be about manipulation of others for better or worse), would be Shapeshifter (which would be about manipulation of self). Trickster = Discord and Mutation, Shapeshifter = Werewolf and Chaos Power.

        I have a few more ideas, but... meh. ^^;
        Good ideas. Thanks. I'll look into it once I get some coffee and my brain starts to work again.

        Oh and that Randomizer was a joke. At some point I just started adding names by random. Eagle Rider is also a very lame name which will be changed, among with a couple of others I'm sure :)
        Title: Re: Skill Trees - New and Improved!
        Post by: Wizardcat on December 07, 2010, 01:23:56 pm
        I just noticed that there's an Underworld ability called 'Mark of Death'. As there's already an in-game card with that name, if only technically, maybe a change of name is in order. Also, Underworld's 'Smuggler' is misspelled.

        In terms of new skills, maybe...

         :aether
         :air Levitation->Flight, maybe?
         :darkness Steal/Theft, Hide
         :death Collect Soul
         :earth Stone Body/Armor, Burrow, Fortify
         :entropy Confuse,
         :fire Flame Body, Rage,
         :gravity Momentum, Resistance, Constitution,
         :life Animal Companion?
         :light Harm Undead?
         :time Fate/Destiny, Hasten,
         :water Purify/Purification, Freeze,
         :underworld Maybe something like Bluff/Smooth Talk/Persuasion for the Smuggler
        Title: Re: Skill Trees - New and Improved!
        Post by: harry959 on December 07, 2010, 09:44:45 pm
         :death-Bone Magician
         :fire-Pyrotechnician
         :earth-Golemancer/Miner
        Title: Re: Skill Trees - New and Improved!
        Post by: Acsabi44 on December 07, 2010, 10:54:18 pm
        Simple- a defensive and an offensive path.

         :aether - psychomancer / sparkmage
         :air - cloud rider / stormlord
         :darkness - shadow / vampire
         :death - zombie master  / necromancer
         :earth - terraformer / granite warrior
         :entropy - runemage / chaosmaster
         :fire - fireguard / efreet
         :gravity - engineer / cyborg
         :life - druid / summoner
         :light - priest / paladin
         :time - apprentice / chronomaster
         :water - icemage / waterlord
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl on December 08, 2010, 05:25:12 am
        Thanks for all the great ideas. I used a bunch of them plus added some of my own to the mix. I also added some descriptions.

        When posting ideas, remember that we cannot use skill names that already exist as cards in Elements.


        Keep those ideas coming. Also post ideas on what these skills actually do.

        Thanks.


        I had a pretty good idea (at least I think so). Each element has a form of fast travel, right? Well, I put that fast travel as a skill. So if you want to move around using the Ship, you need to first get the "Ship Captain" skill from :water.
        Title: Re: Skill Trees - New and Improved!
        Post by: Kael Hate on December 08, 2010, 08:17:39 am
        As asked by Kuro


        List of Suggested Superior forms of travel

        :darkness
        Shadowwalking - All shadows are connected. The elemental simply walks into one and out the other like a window or portal. The awareness of the Elemental limits how far it can move in a single step. If the shadow is under sharp light then it must be large enough fo the body of the elemental to pass through.

        :air
        Mistriding - The elemental difuses into a mist and rides the air currents. Depending on speed and direction the elemental can travel very fast. An elemental with higher awareness and/or levitation can choose a larger variety of currents to travel on.

        :time
        Time Slipping - The elemental removes instances of the same point of travel like cutting scenes from a movie reel. This allows the elemental to cover terrain of the same type within an instant. This might have been seen by others when one morning the elemental walks into the desert and in the afternoon he has arrived at the other side when for everyone else it could be several days travel. This power is related to the Golden Hourglass and Sundials Hasten.
        Title: Re: Skill Trees - New and Improved!
        Post by: Kamietsu on December 08, 2010, 09:35:07 am
        Passive skills are skills that happen automatically.
        Active skills are skills that require you to use an action point.

         :aether
        Evasion: Sacrifice a turn to not be attacked for 2 turns. Cannot attack other players (active)
        Evasion II: Sacrifice a turn to not be attacked for 3 turns. Cannot attack other players. (active)
        Phase Shifter: Able to attack other players while using Evasion. (Passive)

        Teleport: Move to any space up to 2 spaces away. Takes 2 turns to recharge. (active)
        Teleport II: Move to any space up to 4 spaces away. Takes 2 turns to recharge. (active)
        Plane Walker: Move to any space up to 5 spaces away. Takes 1 turn to recharge. (active)


         :air
        Ambush: Attack a player up to one space away. (Passive)
        Ambush II: Attack a player up to 2 spaces away. (Passive)
        Storm Bringer: Players in the surrounding spaces lose 1 card. (Active)

        Mobility: Perform an extra movement action. (Active)
        Mobility II: Perform 2 extra movement actions. (Active)
        Cloud Rider: Perform 3 extra movement actions. (Active)


         :darkness
        Summon Creature: Add up to 3 creature to your deck for a duel. (Active)
        Summon Creature II: Add up to 6 creatures to your deck for a duel. (Active)
        Sacrifice: Sacrifice a card you own to gain electrum equal to the casting cost of the card. (Active)
        Dark Prince: ???

        Stealth: Move about the map while not being the target of skills or duels. Lasts 2 turns. (Active)
        Stealth II: Move about the map while not being the target of skills or duels. Lasts 3 turns. (Active)
        Backstabbing: Item given to opponent, after a loss, turns into a pile of dust. Must be used before a duel. 2 turns to recharge. (Active)
        Shadow Walker: Steal 1 card from target player while using Stealth. 2 turns to recharge. (Active)


         :death
        Cause Fear: Cannot be dueled. Lasts 2 turns. (Active)
        Cause Fear II: Cannot be dueled. Lasts 3 turns. (Active)
        Undead: Half of the creatures you lose from a loss turn into skeletons. (Passive)
        Animate Dead: All of the creatures you lose from a loss turn into skeletons. (Passive)
        Necromancer: Target player has 2 cards replaced with skeletons. (Active)

        Poisonous Cloud: Target 3 hexagon area is now poisonous. (Active)
        Death Touch: Target Player (within a given range) is poisoned for 2 turns. (Active)
        Death Touch II: Target player (withing a larger range) is poisoned for 3 turns. (Active)
        Lich: Immune to poison for 3 turns. (Active)


         :earth
        Toughness: Cannot be targeted by skills for 2 turns. (Active)
        Toughness II: Cannot be targeted by skills for 3 turns. (Active)
        Earth Golem: If you are the target of a skill, gain one Antlion. (Passive)

        Miner: Lets you dug up to three times per turn. (Active)


         :entropy
        Diversion: The first person to duel you gets pushed away one space. Duel canceled. 2 turns to recharge. (Active)
        Diversion II: The first person to duel you gets pushed 2 spaces away. Duel canceled. 2 turns to recharge. (Active)
        Confusion: Target player cannot choose which direction to move for the next 2 turns. (Active)
        Trickster: Able to create a fake clone of yourself on the map. Clone does not gain resources and dissipates in 2 turns. Clone moves randomly each turn. (Active)

        Scramble: All players in the adjacent spaces move a in a random direction. (Active)
        Shapeshifter: Appear as a player from a different Element. (Active)


         :fire
        Destroy: Destroy a card from target player. (Active)
        Destroy II: Destroy 2 cards from target player. (Active)
        Bombard: All players sieging a city cannot deal damage to the city defenses for a turn. (Active)
        Fireguard: All players in adjacent spaces lose 2 cards. (Active)

        Burning: Target 3 hexagon area does not produce resources. Lasts 2 turns. (Active)
        Burning II: target 4 hexagon area does not produce resources. Lasts 2 turns. (Active)
        Flame Body: Lets you use the Fire Fast Travel without penalty. (Passive)
        Pyro: Surrounding unoccupied hexes now produce resources for Fire. (Active)


         :gravity
        Advanced Technology: The previous 2 spaces you occupied produce double the resources. (Passive)
        Advanced Technology II: Target 3 hexagon area produces double the resources. (Active)
        Cyborg: Target hex permanently gives double the resources. (Active)

        Repair: Repair up to 5hp to city defenses. (Active)
        Engineer: All players sieging only deal half damage to city defenses on the turn this is used. (Active)


         :life
        Nature Rituals: Gain resources from a 3 hexagons right now. (Active)
        Nature Rituals II: Gain resources from adjacent hexagons right now. (Active)
        One With Nature: A random adjacent hex is converted to Life. (Passive)
        Shaman: Gain an alchemy card for your next duel. The alchemy card disappears after the duel is over. (Passive)

        Scouting: Reveals anything hidden up to 3 spaces away. (passive)
        Scouting II: Reveals anything hidden up to 5 spaces away. (passive)
        Hunter: If you win the coin toss, gain 5 extra cards from your opponent. (active)
        Elder: Any fallen Life player may resurrect in a space adjacent to yours. (Passive)


         :light
        Lightbringer: All friendly players in the same or adjacent spaces are allowed to use up to 6 extra upgraded Light cards during a duel. (Passive)

        Cure: Gain 1 copy of a card that was salvaged from you during a duel. (Active)
        Chosen One: Lose 5 less cards when you lose a duel. (Passive)


         :water
        Manipulate Water: Target hex becomes flooded, reducing movement. (Active)
        Manipulate Water II: Target 3 hexagon area becomes flooded, reducing movement. (Active)
        Submerge: Able to move through flooded hexes without a movement penalty. (passive)
        Tide Hunter: Target hex becomes an impassable water hex for 3 turns. (Active)

        Waterbreathing: Able to move through impassable water hex. (Passive)
        Arctic Mage: Target player cannot move for 2 turns. (Active)


         :underworld
        Critical Strike: If you win a duel, your opponent must discard 2 extra cards. (Passive)
        Critical Strike II: If you win a duel, your opponent must discard 3 extra cards. (Passive)
        Disarm: If you lose a duel, the winner must discard 4 cards. (Active)
        Cloaking: Target player cannot be dueled for 2 turns. (Active)
        Assassin: Target player dies without penalty. Takes 5 turns to recharge. (Active)

        Revenge: If you lose a duel, the winner must discard 2 cards. (Active)

        Trading: Able to trade cards with other people of your element who know the Trading skill. (Active)
        Trading II: Able to trade cards with any other person who knows the Trading II skill. (Active)
        Persuasion: Persuades one NPC to give you a free card. Takes 4 turns to recharge. (Active)
        Smuggler: Target player can enter any city with you. All attacks on that player are diverted towards you. (Active)
        Title: Re: Skill Trees - New and Improved!
        Post by: Kuroaitou on December 08, 2010, 10:05:34 am
        A few ideas for some elements with just 'Skills':

        :entropy - Skills 5 & 9 replaced with: 'Anomaly I & II'. Upon winning a duel with someone, you may convert 3 (6) of the salvaged cards into equivalent Entropy cards. (By equivalent, you can convert a Rewind into Chaos Seed (spell->spell), a Deja Vu into Lycanthrope (creature->creature), etc.)

        :earth - Skill 7 renamed/replaced with: 'Safeguarding'. Reduces the action point costs of 'Protect *player* and/or Fortify' by 1. (Protect is free to use, and Fortify costs one action point instead of two, so they have an additional point to do something with while defending their hex...)

        :air - Skill 5 & 9 replaced with: 'Cyclone Trail I & II'. Enemy players lose 1 (2) action point(s) after they move into a spot that you were in the previous round (so if a player attempts to move into your hex, they can only use certain actions).

        :gravity - Skill 2 renamed/replaced with: 'Hoarder'. If you win a duel against someone with more cards than you in their deck (or vault?), you may salvage an additional X% of their electrum.

        More coming up later possibly. ^^;
        Title: Re: Skill Trees - New and Improved!
        Post by: Glitch on December 08, 2010, 01:38:33 pm
        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.
        Title: Re: Skill Trees - New and Improved!
        Post by: Higurashi on December 08, 2010, 02:02:54 pm
        Aether is an element of many things, so it's hard to pin it down. Therefore, I feel Phase Shifter and Plane Walker are too similar. Something I've always liked is how it deals with many different energies, from electricity to the divine aetheric energies that are no longer believed in, and to all the undefined energies that stars emit. I think something capitalising on that would be kickass, and a good, more aggressive contrast to either Phase Shifter or Plane Walker.

        :aether
        Energy Wave I: Immobilise target player within 2 spaces for one turn.
        Energy Wave II: Immobilise target player within 3 spaces for one turn.
        Starforce/Starlord: You radiate with the force of the stars; resource gain is doubled for a turn. Cooldown of three turns.

        Alternative names: Electrowave 1 & 2 or Dimensional Sphere 1 & 2
        Of course, it's just as viable to just take any of these names and make other skills with them. For instance, for Skill 2, something connected to the resistance of change could be used, such as:
        Immutable (passive): You are a resident of unchangeable dimensions; you resist debilitating effects/gain Quints after battles

        In trying to balance Electrowave/Dim Sphere, I've run into problems. Immobilising other players within range for a turn seems very powerful, and hurting/removing cards from them is way too annoying. I could be wrong, as it's hard to get a grasp on what would be OP in this setting. It could halt resources as well, disable improvements or change landscape.

        Starforce/Starlord could be anything, as long as it's cool.  8)
        It could blind players, keeping you concealed, or make you stronger in a specific terrain. Maybe even one you could create; the area around Dim Sphere for instance.
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl 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.
        Title: Re: Skill Trees - New and Improved!
        Post by: Glitch on December 08, 2010, 02:56:22 pm
        Ah, okay.  Great stuff <3
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl 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.
        Title: Re: Skill Trees - New and Improved!
        Post by: Destiny 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!
        Title: Re: Skill Trees - New and Improved!
        Post by: xdude on December 08, 2010, 04:35:38 pm
        So, how many skill points do you get each level? Maybe one would be too little?
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl 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.
        Title: Re: Skill Trees - New and Improved!
        Post by: xdude 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.
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl 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.
        Title: Re: Skill Trees - New and Improved!
        Post by: Malduk 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.
        Title: Re: Skill Trees - New and Improved!
        Post by: Kuroaitou 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.
        Title: Re: Skill Trees - New and Improved!
        Post by: nilsieboy 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 :)
        Title: Re: Skill Trees - New and Improved!
        Post by: Kael Hate 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
        Title: Re: Skill Trees - New and Improved!
        Post by: Kuroaitou 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. :)
        Title: Re: Skill Trees - New and Improved!
        Post by: TimerClock14 on December 10, 2010, 12:29:43 am
        :water Flooding:
        All non-water element players occupying the same hex take 3 damage this round.
        Title: Re: Skill Trees - New and Improved!
        Post by: Daxx on December 10, 2010, 08:52:16 am
        Guys, you realise that you can't damage players, right? How would that even work?
        Title: Re: Skill Trees - New and Improved!
        Post by: Kamietsu 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.
        Title: Re: Skill Trees - New and Improved!
        Post by: Kuroaitou 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."
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl 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.
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl 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.
        Title: Re: Skill Trees - New and Improved!
        Post by: Destiny 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.
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl 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.

        Title: Re: Skill Trees - New and Improved!
        Post by: Wizardcat 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.
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl 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..
        Title: Re: Skill Trees - New and Improved!
        Post by: Shantu 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.
        Title: Re: Skill Trees - New and Improved!
        Post by: Higurashi on December 10, 2010, 05:35:22 pm
        Perhaps it would be better if you simply couldn't obtain mastery of your element if you chose to pick skills from your opposite. That way, you would have to be a jack-of-all-trades if you do. I dislike restrictions as much as anyone else, and some just aren't necessary to maintain the thematic value.

        As for Darkness Champion, I feel it's even appropriate the one you corrupt loses power in some way.
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl on December 10, 2010, 05:36:57 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.
        Pendulums.

        And I was also considering the possibility of letting them use Quantum Pillars and Towers.


        Perhaps it would be better if you simply couldn't obtain mastery of your element if you chose to pick skills from your opposite. That way, you would have to be a jack-of-all-trades if you do. I dislike restrictions as much as anyone else, and some just aren't necessary to maintain the thematic value.

        As for Darkness Champion, I feel it's even appropriate the one you corrupt loses power in some way.
        Hey, that's a pretty good idea actually.
        Title: Re: Skill Trees - New and Improved!
        Post by: Higurashi on December 10, 2010, 05:39:35 pm
        I have to agree on the Entropy Champion. The only way to beat Discord is to produce more than it can scramble so that you can either destroy it or power through completely. With Pendulums, your quanta production is half as focused as with pillars. It's a huge problem. That leaves you with Immo/Nova and silly good timing.
        Title: Re: Skill Trees - New and Improved!
        Post by: Wizardcat on December 10, 2010, 05:40:41 pm
        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.
        Darkness does have the Disguise skill...
        Title: Re: Skill Trees - New and Improved!
        Post by: xdude on December 10, 2010, 05:42:26 pm
        I really dislike the Darkness Champion skill. Especially if that converting is permanent, it might lead to:

        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl on December 10, 2010, 05:49:26 pm
        I have to agree on the Entropy Champion. The only way to beat Discord is to produce more than it can scramble so that you can either destroy it or power through completely. With Pendulums, your quanta production is half as focused as with pillars. It's a huge problem. That leaves you with Immo/Nova and silly good timing.
        If Quantum Pillars were allowed, I don't see it as that big of a deal. Then again combined with all the other :entropy skills, it might be very close to unbeatable.


        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.
        Darkness does have the Disguise skill...
        Yes, that is true :)


        I really dislike the Darkness Champion skill. Especially if that converting is permanent, it might lead to:

        • Players Rage Quitting
        • Players betraying Darkness in secret
        • More to come
        Yes, it's definitely too powerful. We cannot really start moving players from one team to another.

        I was thinking an alternative where you need to give half of the cards you own to :darkness Champion. Yes, I know it sounds crazy but it's supposed to be powerful :)
        Title: Re: Skill Trees - New and Improved!
        Post by: xdude on December 10, 2010, 05:54:12 pm
        I was thinking an alternative where you need to give half of the cards you own to :darkness Champion. Yes, I know it sounds crazy but it's supposed to be powerful :)
        Not too bad. Actually might be pretty weak if you get to choose the cards. I mean, you could always keep your unupped cards pool as big (or bigger) than the upped cards pool. What if you have to give him something like 1/3 of your account's value (Electrum + cards' total cost)
        Title: Re: Skill Trees - New and Improved!
        Post by: Shantu on December 10, 2010, 05:57:01 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.
        Pendulums.

        And I was also considering the possibility of letting them use Quantum Pillars and Towers.
        Hmm.. misread it. Still..
        Entropy Champion fights random Light elemental.
        Entropy Champion, using his skills, disallows his opponent to use:
        - Mark of Light (with Trickster)
        - Any pillars (with Champion)
        - Light Pendulum (with Diversion I)
        - Novas (with Diversion II)
        And forces the Light elemental to use at least 3 QPs (with Confusion)

        This means that the Light elemental will have no quanta at all for his element and must use Immolations or Quantum Pillars, both of which can be countered by Black Hole and other funny cards.
        Title: Re: Skill Trees - New and Improved!
        Post by: xdude on December 10, 2010, 06:05:52 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.
        Pendulums.

        And I was also considering the possibility of letting them use Quantum Pillars and Towers.
        Hmm.. misread it. Still..
        Entropy Champion fights random Light elemental.
        Entropy Champion, using his skills, disallows his opponent to use:
        - Mark of Light (with Trickster)
        - Any pillars (with Champion)
        - Light Pendulum (with Diversion I)
        - Novas (with Diversion II)
        And forces the Light elemental to use at least 3 QPs (with Confusion)

        This means that the Light elemental will have no quanta at all for his element and must use Immolations or Quantum Pillars, both of which can be countered by Black Hole and other funny cards.
        The problem is that it's hard to balance in-duel advantages with out-of-duel advantages. The in-duel ones are generally better.

        EDIT: Wait a second! Trickster > Light Champion ability  >:D
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl on December 10, 2010, 06:21:34 pm
        EDIT: Wait a second! Trickster > Light Champion ability  >:D
        I was going to add something to :light Master. Plus Trickster is probably going to get hit by the nerf bat.

        I haven't compared skill trees much, so there might be some serious balance issues. I personally thing that :earth is currently the king of lame skills, and really needs something cool. Other elements have all kinds of cool PvP skills while :earth players are digging holes.

        Actually it makes sense now that I think about it. They are digging their own graves. :)
        Title: Re: Skill Trees - New and Improved!
        Post by: Wizardcat on December 10, 2010, 06:39:22 pm
        How will the effects that target your opponent's deck effect work against NPC opponents?
        Title: Re: Skill Trees - New and Improved!
        Post by: Kamietsu on December 10, 2010, 06:46:54 pm
        How will the effects that target your opponent's deck effect work against NPC opponents?
        The...same way? at least when it comes to cards in their deck, or so I'd suspect.
        Title: Re: Skill Trees - New and Improved!
        Post by: Wizardcat on December 10, 2010, 06:52:30 pm
        How will the effects that target your opponent's deck effect work against NPC opponents?
        The...same way? at least when it comes to cards in their deck, or so I'd suspect.
        I'm assuming that each NPC has their own set deck, so skills such as Diversion pose a problem if they do. Unlike us, they don't have a Vault of cards to switch up their decks with in accordance with such a skill.
        Title: Re: Skill Trees - New and Improved!
        Post by: TimerClock14 on December 10, 2010, 10:26:32 pm
        Ok I've been thinking about these for a really long time now, so get ready for a wall of text. :P

        *snip*

        I haven't compared skill trees much, so there might be some serious balance issues. I personally thing that :earth is currently the king of lame skills, and really needs something cool. Other elements have all kinds of cool PvP skills while :earth players are digging holes.
        I have some ideas about this, just keep reading :)

        Quote
        Actually it makes sense now that I think about it. They are digging their own graves. :)
        D: that is most definately not cool....

        Ok time for that wall of text, get ready for a lot of ideas: (I actually had so many i had to organize them into what it is now...lol)


        Table of Contents:
            :aether Aether (#post_aether)
            :air Air (#post_air)
            :darkness Darkness (#post_darkness)
            :death Death (#post_death)
            :earth Earth (#post_earth)
            :entropy Entropy (#post_entropy)
            :fire Fire (#post_fire)
            :gravity Gravity (#post_gravity)
            :life Life (#post_life)
            :light Light (#post_light)
            :time Time (#post_time)
            :water Water (#post_water)
            :underworld Other (#post_other)


        Aether:
        *Rifting is a highly risky form of warping, you have an extremely high chance to lose money and items that are not stored safely in the bank. This form of warp is usually saved for a last-ditch escape method.


        Back To Top (#post_ToC)
        Air:
        *This might change to number of cards in the player's deck, but it's not likely I will :P


        Back To Top (#post_ToC)
        Darkness:
        *the 'auto-get' mentioned refers to the function of neutral hexes that SG explained here (http://elementscommunity.org/forum/index.php/topic,17090.0.html).


        Back To Top (#post_ToC)
        Death:
        Champion Ability:

        Back To Top (#post_ToC)
        Earth:

        Back To Top (#post_ToC)
        Entropy:

        Back To Top (#post_ToC)
        Fire:
        *charred wasteland terrain is temporary and is only found on hexes after the use of Wildfire. Any hex with this terrain returns to its normal state the next round.


        Back To Top (#post_ToC)
        Gravity:

        Back To Top (#post_ToC)
        Life:

        Back To Top (#post_ToC)
        Light:

        Back To Top (#post_ToC)
        Time:

        Back To Top (#post_ToC)
        Water:
        *Large-scale indicates that in order to be used, there must be at least 4 members of your team in the same hex as you to initiate and carry out this skill. These members must also be in possession of the same skill in order to carry out the large-scale move.


        Back To Top (#post_ToC)
        Other:

        Back To Top (#post_ToC)
        -Reserved-
        tired of typing, memory fading, winter break almost here, and a project this weekend....I'm done for tonight >_<
        (more to come, just saving progress) :P
        Title: Re: Skill Trees - New and Improved!
        Post by: Kuroaitou on December 11, 2010, 10:34:08 am
        I'm liking the new champion abilities. At first I thought they were all going to have the same 'passive' bonus applied to them, but I suppose these new skills are pretty amazing as is. :) That said...

        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. :)
        Is it possible by chance that I could use this as a note to add to my resume? ^^;;;

        ...but I'm truly honored SG. :D Anyway, I'm really glad that we're almost finished with some of the trees, but I figure the faster the community fills those boxes up, the better WoE will flow (considering that these skills will be fairly vital to any player's character in the game) with feedback. More ideas guys! >.>


        Other suggestions-

        (Slight changes)

        :fire - Fireguard: Destroy a level 3 improvement in your current hex. For the next 2 turns, the elemental who built that improvement receives 10% less electrum from their hexes.
        (Destroying things should be more fun for Fire. :P)

        :water - Tide Hunter: Transform a plains hex to an impassable water hex. Can receive 2 additional water creatures upon moving into impassable water hexes.
        (Aside from being a form of environment control, wouldn't it make sense for a Tide "Hunter" to also hunt creatures in the ocean he just created, adding on a little bit of PvP and manueverability?)

        :air - Storm Bringer: "Consume a Relic to start a massive storm in a specific hex. Players in the hex are forced to discard X cards."
        (Readjusted from the 'damage' thing. ^^; )

        :earth - Expert Miner: "Build a tunnel on any mountain or hill hex. Takes 3 turns to complete. Consume a Relic to speed up the process (reduce amount of turns to build by 1)."
        (See the new Earth ability for details)

        Champion skills (for naming similar to Darkness' 'Corrupt')

        :death - Name the skill, 'Wither'
        :light - Name the skill, 'Illumination'
        :entropy - Name the skill, 'Derange'


        (New suggestions)

        :life - Hunter: "2 AP: Name an enemy player out loud. If you win a duel against them within the next 5 turns, salvage an additional 6 cards from them. This effect lasts 5 turns."

        :life - Nature Rituals I & II: "Gain a counter each time you convert three (two) hexes into a Life hex (move into them). Consume a relic to permanently gain non-rare creatures equivalent to the amount of counters."

        OR - "Harvest no longer requires an action point." + "If you use Harvest in a hex occupied by a non-ally or non-Life player, the opposing player cannot obtain resources the next turn."

        :earth - New ability, Archaeologist/Excavator: "Gain a counter each time you use Digging in a hex. Generate a Relic on the 5th use of Digging in that same hex."

        :fire - Burning I & II: "Enemy players that attempt to stay on the same hex as you after 2 turns discard 1 (2?) card(s) every turn afterward until they leave the hex or a duel is fought with you."

        :air - New ability, Rolling Thunder (Replace the 'Something' skill): "2 AP: Call out thunder to startle players on a nearby target hex. They cannot use the Siege or (Aggressive) Attack moves for 1-2 turns."

        :air - New ability, Silence I & II (for Skills 5 & 9): "Target nearby hex - players on that hex cannot use any/deactivates all of their special skills from their skill trees for 1 (2) turns."

        :water - Conjuration I & II: "2 AP: Conjure a previously held *item of level 3 (6) or below."
        * = referring to those special items not related to cards ^^; Perhaps this could be replaced with Relics?


        Title: Re: Skill Trees - New and Improved!
        Post by: Shantu on December 11, 2010, 11:47:32 am
        It would be nice to see some 'epic spells', which require more than one (maybe 5?) players to cast. Depending on the amount of players, this could go from smaller, but still great spells to spells that affect the whole map.

        An example for :water:

        Wall of Ice - 2-3 players needed
        Summon a wall of ice on your hex for 3(could scale with the amount of players?) turns. No hostile players can enter or escape this hex.


        This could be sieged by opposing players if they wanted to break through. They would have to fight the players standing on the hex that are of the same element as the creators of the wall.
        Title: Re: Skill Trees - New and Improved!
        Post by: Scaredgirl on December 12, 2010, 05:15:12 am
        Thanks for all new ideas. I'll look into them very soon.


        In other news.. I made some changes to skill trees. Here are some new rules and changes:

        - All Tier 1 skills have to be very simple and not very strong. Some of them were way too powerful so I had to nerf them.

        - Previously all skill trees has one "pair" of skills like "Name I" and "Name II". That made design difficult. Having these pairs is no longer required.

        - I moved around some skills to make it more balanced. Some skill trees that were ready yesterday, are again unfinished.
        Title: Re: Skill Trees - New and Improved!
        Post by: xdude on December 12, 2010, 11:16:50 am
        About the Light Champion skill... it seems slightly UP... What about making it so the opponent can only use Light upped cards. If that's too strong you can make it so only Light cards can be used in the battle. This way it also affects the user.
        Title: Re: Skill Trees - New and Improved!
        Post by: Glitch on December 12, 2010, 06:42:29 pm
        An idea I had for entropy:  Mutate.

        Change all copies of target card into copies of the same different card.

        E.G, change all six of your FFQs into six lava golems.
        Title: Re: Skill Trees - New and Improved!
        Post by: Pineapple on December 12, 2010, 07:59:34 pm
        As you may or may not know, google docs is blocked in China or something, so I can't see any of the skill trees unless someone takes screenies and PMs me the screenies (but they can't be hosted on imageshack, cuz that's blocked too >.>)

        I hope I won't be the only person in WoE with these types of problems. Then again, if i was, would i get special treatment? ^^
        Title: Re: Skill Trees - New and Improved!
        Post by: Kuroaitou on December 14, 2010, 03:50:58 pm
        So close! I can taste the finalized trees... >_<

        :aether - (Tier 1) Portal Network: 2 AP. Target a friendly player on the map; you may now conduct trade with them if they have this ability and if they're not in a duel. 4 turn recharge.
        {Basically opens a portal for two players to trade with each other, but not move to each other on the map}

        :water - (Tier 3) Arctic Mage: Whenever you win a duel near a Water hex or in a Blizzard, the enemy player must replace an additional 3-6 of their cards with either Freeze or Ice Bolt.

        :time - Name the Tier 2 ability for Time to "Foresight" or "Confabulation", in regards to the... 'Before battle, ask your opponent one deck related question. He or she must answer truthfully 'yes' or 'no'." skill.
        Title: Re: Skill Trees - New and Improved!
        Post by: Xinef on December 14, 2010, 06:48:24 pm
        Since Time is missing two skills right now, I'm wondering if I could suggest some kind of 'precognition' skill.

        It could be called fortunetelling, forecast or divination, to avoid giving 'precognition' multiple meanings.

        The basic idea is that your opponent has to give you some hint about the deck he is going to use (some time before the duel, eg. when you are arranging the time to duel, so that you have enough time to design your deck). The hint should be useful enough to help, but not big enough to allow you to completely predict the deck.

        For example, if it was a Tier 1 skill, the hint could be the number of elements used (eg. mono/duo/rainbow), or the number of cards used.
        If it was a Tier 2 skill, the hint could be 'a name of a non-pillar non-pendulum card, that the deck uses at least 3 copies of', or maybe something like the average cost of the cards used.

        I don't really know, maybe someone can come up with better suggestions that would follow the theme.
        Of course, if it's too complicated or the idea needs to be scrapped for other reasons, I'm fine with it. I simply wonder if some skill of this kind would be seen as limiting to the opponent (since he has to avoid predictable decks) or as an opportunity (he makes a big deck, trying to trick you into thinking that it's a stall... then it proves to be a phat rush, or for example he announces that the deck will be rainbow, but in fact uses cards like animate weapon/upped sundial/photon/spark and only 2 or even only 1 type of quanta).

        It could even be added as a one use item available to buy in Time towns and cities, that would force your next opponent to give you a hint.



        Also, it seems that 'some Time ago, in a galaxy far far away' Blizzard already designed a number of skills for Time Elementals:
        http://eu.blizzard.com/diablo3/characters/archivist.xml
        http://www.diablowiki.net/Archivist

        Namely:

            * Book Vision: Which makes every book on screen glow a golden color, the use of this is not mentioned.
            * Lorenado: A Tornado of books ripple out from the Archivist, ripping apart any one foolish enough to stand in his way.
            * Quest Bolt: Sends out a golden exclamation mark that travels straight until it hits something. When an enemy is hit, they are "Frozen", for a Quest Mark appears above they're heads, indicating they have a quest for the player.
            * Shush: The Archivist lets out a "Shush", after which, all enemies within 30 feet are ripped to shreds.
        Not bad. It could work.

        But one issue is that it would either..

        A) Limit deckbuilding :time of the other player because he has to tell details of his deck before he has even had :time to design it
        B) Give the player who uses it, very little :time to use the information to his advantage

        I guess we could do it so that the deck info is released 5-10 minutes before the duel. This way the :time player has some :time to tweak his deck. It's not much, but it's still better than limiting the deckbuilding :time of the opponent.

        One option would be this: let the player ask one yes or no question before the battle. For example I could ask "Do you have any Novas in your deck?", and my opponent would be forced to reply truthfully yes or no. I could be pretty cool. :)
        So I think the best name would be Foresight, or Forecast. As for the 'yes-no' question thing, the problem is that questions can be very vague, and also people might misunderstand themselves. For example:
        -Is your deck fast? / Is your deck a stall/control deck? etc. are hard to answer due to blurry definitions of 'fast', 'stall' etc.
        -Is your deck a bolter deck? (what should the person answer if his deck has 3 bolts for example?)
        -Is your deck cute? (lol, no comment xD)
        -Does your deck contain permanents? (Did he mean non-weapon non-shield permanents? Or are weapons and shields also considered permanents? Even if there are 'global definitions' for these, people might still misunderstand each other due to the colloquialy used definitions that are different, or even due to M:tG confusion :P
        -Does your deck contain creature control? (Is PU considered creature control? How about procrastination? How about plate armor + gravity shield?)

        So I guess there needs to be a list of allowed questions, or some other solution to make it more precise. Although I do think it would be one of the funnier skills, causing many fun situations :D

        As for the issue of how much time before the battle should the answer be known, I'd stay with the 'when they are scheduling the duel'. That's because the answering player only partially limits his deckbuilding when he answers the question. He probably has some general idea for his deck at the time, and he can adjust details after answering the question, as long as as the answer is still true. On the other hand, the asking person might have to completely rebuild his deck depending on the answer, and if the answer was given 5 minutes before the duel, the asking person would simply have to design two decks beforehand, optimized for each answer :P , and use one of them depending on the answer.

        Of course, the latter is also an option, simply forcing the Time player to do some more deckbuilding :P (let him pay for choosing so irritating skillz)




        As for :water, I'd say they are an element of controlled changes (in contrast to :entropy - the element of random changes), and also a good element to give some wizardry/sorcery powers (making their spells more powerful or something), so I'd say we should move the Convert skill from :entropy to :water (It's a very powerful Tier 1 skill in my opinion, certainly one of my first off-element picks), and maybe split it into:
        Tier 1 - Convert I - 1AP: Convert up to 3 creatures/pillars to any non-rare creatures/pillars of your choosing.
        Tier 2 - Convert II - 1AP: Convert up to 3 spells or permanents to any non-rare spells/permanents of your choosing.

        And their Tier 3 skill could be something related to global spells... maybe "consume a relic - cast any Tier 1 or Tier 2 spell"




        As for :air, I'd change their skill:
        Ambush  - First duel gets restarted until you win the coin toss.
        Into:
        Ambush  - If opponent wins his first coin toss, he skips his first turn. (ie. ends turn without playing anything)

        The original skill could be irritating if either the players are constantly desyncing or simply RNG hates them. The changed version is in fact very similar, although the consequence is that on average it gives the air player 1 card advantage, but hinders some deck-out strategies a little.
        Title: Re: Skill Trees - New and Improved!
        Post by: majofa on December 14, 2010, 08:19:38 pm
        I'm liking how the skill trees are working out.... although now it's gonna make it tough to figure out which path to take. (I guess that's not a big problem) lol

        Anyways, I noticed that some elements don't have their champion abilities yet... so I jotted down some ideas. (Most of these just popped into my head, so they aren't too thought out as to if they're OP or UP)

         :air
        Your opponent may only use Flying creatures.
        (might be really UP)

         :earth
        Your opponent may only place one pillar/tower/pendulum in play per turn.
        (might be OP) lol
        [maybe one per stack?]

         :fire
        If you win 2-0, your opponent discards their deck.
        (the amount could always be adjusted)

         :life
        If you win 2-0, your victory is an EM victory.
        (would work well with the 'Predator' ability
        [or maybe with 70+ HP]

         :water
        If your opponent has 7+ creatures in play, they may not play anymore.
        blarg: