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Passive Skills to Character Traits (procrastinated suggestion)

 
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9/20/2012 11:48:54   
Stabilis
Member

This is a bit delayed of a suggestion, but tell me what you think and if possible I can improve the suggestion.

OK. So we might all understand that the frequency of having passive skills (Y) over levels (X) is a steady or even rapid climb. As high level players (35 to encumbrance), we may all feel required to allocate even 1 passive skill for even 1 skill point. Does this mean "necessity"? It may in fact be the truth. This becomes a problem because passive skills are then known as "status advantages" for your character. That theory itself does not outline any problems, but the problem becomes: what happens to the variety of used builds? Well, for example, a level 35 Tactical Mercenary may have level 10 Mineral Armor and also Reroute. 20 skill points are officially occupied (and not even including the Dexterity/Technology requirements [but that is another war story]). For a level 35, he or she now may use 14 skill points, on up to 10 different skills which allows 1 level 10 skill (common) and a mid level skill or 3 mid level skills or all skills at low levels, and many variances of these builds.

The one thing that holds us back, is the fact that since there is mainly room to hold 1 max level skill that our emphasis goes towards making that skill as powerful as possible, such as why Blood Mages with level 10 Bloodlust and Deadly Aim with Fireball also at level 10 may in fact feel obligated to maximize Strength as much as possible to overcharge what little they have.

This can develop into problems with "abuse" and few selections of skill trees, so I made a suggestion to alleviate the strain from passive skills.

Character Traits.

Character traits are passive skills revamped. To accomplish this, first of all the passive skills must be removed from skill trees. This even opens space for new skills. Next, the passive skills become attributes of your character. For example, a Bounty Hunter will have the Bloodlust trait. Naturally, players will develop their traits over the levels until maximum capacity at the level cap. For example, a level 35 Bounty Hunter will have level 10 Bloodlust and Shadow Arts. Each level of passive skill is increased by evenly spacing the levels when an upgrade to traits is reached. For example, all classes can have 20 passive skill points, so 35 (level cap) divided by 20 (maximum passive skill points) is 1 level of passive skill for every 1.75 levels, or 4 passive skill levels for every 7 character levels.
AQ Epic  Post #: 1
9/20/2012 12:52:37   
Mother1
Member

Not supported. While the idea may sounds ok at the lower levels it would that much weaker then the higher levels. The match pairing already unfair to the lower levels since most higher level players have the advantage over them this would be tipping the balance more in the higher level players favor if anything.

Also with the tech merc thing it is 19 points not 20 since mineral armor already is unlocked when you start with this class. Remember the level 1 tier moves will always start at level 1 so if a passive is up there then it is 19 for that class not 20.
Epic  Post #: 2
9/20/2012 16:41:57   
Stabilis
Member

Bounty Hunter:

Level 01:Level 1 Bloodlust
Level 02:
Level 03:Level 1 Shadow Arts
Level 04:
Level 05:Level 2 Bloodlust
Level 06:
Level 07:Level 2 Shadow Arts
Level 08:Level 3 Bloodlust
Level 09:
Level 10:Level 3 Shadow Arts
Level 11:
Level 12:Level 4 Bloodlust
Level 13:
Level 14:Level 4 Shadow Arts
Level 15:Level 5 Bloodlust
Level 16:
Level 17:Level 5 Shadow Arts
Level 18:
Level 19:Level 6 Bloodlust
Level 20:
Level 21:Level 6 Shadow Arts
Level 22:Level 7 Bloodlust
Level 23:
Level 24:Level 7 Shadow Arts
Level 25:
Level 26:Level 8 Bloodlust
Level 27:
Level 28:Level 8 Shadow Arts
Level 29:Level 9 Bloodlust
Level 30:
Level 31:Level 9 Shadow Arts
Level 32:
Level 33:Level 10 Bloodlust
Level 34:
Level 35:Level 10 Shadow Arts

Tech Mage:

Level 01:-Level 1 Reroute
Level 02:
Level 03:-Level 1 Deadly Aim
Level 04:
Level 05:-Level 2 Reroute
Level 06:
Level 07:-Level 2 Deadly Aim
Level 08:-Level 3 Reroute
Level 09:
Level 10:-Level 3 Deadly Aim
Level 11:
Level 12:-Level 4 Reroute
Level 13:
Level 14:-Level 4 Deadly Aim
Level 15:-Level 5 Reroute
Level 16:
Level 17:-Level 5 Deadly Aim
Level 18:
Level 19:-Level 6 Reroute
Level 20:
Level 21:-Level 6 Deadly Aim
Level 22:-Level 7 Reroute
Level 23:
Level 24:-Level 7 Deadly Aim
Level 25:
Level 26:-Level 8 Reroute
Level 27:
Level 28:-Level 8 Deadly Aim
Level 29:-Level 9 Reroute
Level 30:
Level 31:-Level 9 Deadly Aim
Level 32:
Level 33:-Level 10 Reroute
Level 34:
Level 35:-Level 10 Deadly Aim

Mercenary:

Level 01:-Level 1 Hybrid Armor
Level 02:
Level 03:-Level 1 Adrenaline
Level 04:
Level 05:-Level 2 Hybrid Armor
Level 06:
Level 07:-Level 2 Adrenaline
Level 08:-Level 3 Hybrid Armor
Level 09:
Level 10:-Level 3 Adrenaline
Level 11:
Level 12:-Level 4 Hybrid Armor
Level 13:
Level 14:-Level 4 Adrenaline
Level 15:-Level 5 Hybrid Armor
Level 16:
Level 17:-Level 5 Adrenaline
Level 18:
Level 19:-Level 6 Hybrid Armor
Level 20:
Level 21:-Level 6 Adrenaline
Level 22:-Level 7 Hybrid Armor
Level 23:
Level 24:-Level 7 Adrenaline
Level 25:
Level 26:-Level 8 Hybrid Armor
Level 27:
Level 28:-Level 8 Adrenaline
Level 29:-Level 9 Hybrid Armor
Level 30:
Level 31:-Level 9 Adrenaline
Level 32:
Level 33:-Level 10 Hybrid Armor
Level 34:
Level 35:-Level 10 Adrenaline

Cyber Hunter:

Level 01:-Level 1 Plasma Armor
Level 02:
Level 03:-Level 1 Shadow Arts
Level 04:
Level 05:-Level 2 Plasma Armor
Level 06:
Level 07:-Level 2 Shadow Arts
Level 08:-Level 3 Plasma Armor
Level 09:
Level 10:-Level 3 Shadow Arts
Level 11:
Level 12:-Level 4 Plasma Armor
Level 13:
Level 14:-Level 4 Shadow Arts
Level 15:-Level 5 Plasma Armor
Level 16:
Level 17:-Level 5 Shadow Arts
Level 18:
Level 19:-Level 6 Plasma Armor
Level 20:
Level 21:-Level 6 Shadow Arts
Level 22:-Level 7 Plasma Armor
Level 23:
Level 24:-Level 7 Shadow Arts
Level 25:
Level 26:-Level 8 Plasma Armor
Level 27:
Level 28:-Level 8 Shadow Arts
Level 29:-Level 9 Plasma Armor
Level 30:
Level 31:-Level 9 Shadow Arts
Level 32:
Level 33:-Level 10 Plasma Armor
Level 34:
Level 35:-Level 10 Shadow Arts

Blood Mage:

Level 01:-Level 1 Bloodlust
Level 02:
Level 03:-Level 1 Deadly Aim
Level 04:
Level 05:-Level 2 Bloodlust
Level 06:
Level 07:-Level 2 Deadly Aim
Level 08:-Level 3 Bloodlust
Level 09:
Level 10:-Level 3 Deadly Aim
Level 11:
Level 12:-Level 4 Bloodlust
Level 13:
Level 14:-Level 4 Deadly Aim
Level 15:-Level 5 Bloodlust
Level 16:
Level 17:-Level 5 Deadly Aim
Level 18:
Level 19:-Level 6 Bloodlust
Level 20:
Level 21:-Level 6 Deadly Aim
Level 22:-Level 7 Bloodlust
Level 23:
Level 24:-Level 7 Deadly Aim
Level 25:
Level 26:-Level 8 Bloodlust
Level 27:
Level 28:-Level 8 Deadly Aim
Level 29:-Level 9 Bloodlust
Level 30:
Level 31:-Level 9 Deadly Aim
Level 32:
Level 33:-Level 10 Bloodlust
Level 34:
Level 35:-Level 10 Deadly Aim

Tactical Mercenary:

Level 01:-Level 1 Mineral Armor
Level 02:
Level 03:-Level 1 Reroute
Level 04:
Level 05:-Level 2 Mineral Armor
Level 06:
Level 07:-Level 2 Reroute
Level 08:-Level 3 Mineral Armor
Level 09:
Level 10:-Level 3 Reroute
Level 11:
Level 12:-Level 4 Mineral Armor
Level 13:
Level 14:-Level 4 Reroute
Level 15:-Level 5 Mineral Armor
Level 16:
Level 17:-Level 5 Reroute
Level 18:
Level 19:-Level 6 Mineral Armor
Level 20:
Level 21:-Level 6 Reroute
Level 22:-Level 7 Mineral Armor
Level 23:
Level 24:-Level 7 Reroute
Level 25:
Level 26:-Level 8 Mineral Armor
Level 27:
Level 28:-Level 8 Reroute
Level 29:-Level 9 Mineral Armor
Level 30:
Level 31:-Level 9 Reroute
Level 32:
Level 33:-Level 10 Mineral Armor
Level 34:
Level 35:-Level 10 Reroute

quote:

While the idea may sounds ok at the lower levels it would that much weaker then the higher levels. The match pairing already unfair to the lower levels since most higher level players have the advantage over them this would be tipping the balance more in the higher level players favor if anything.


Well, Mother1, character development and level matching do correlate in the logic that a player of 1 level in battle could have a fair chance to succeed, as would the player of another level (unless they are the same level). So, I do understand that level advantage should definitely be taken attention to, and it should reasonable as shown above (unless not). The one problem with that argument, is that our characters do develop over levels with stats and skill points, and we preferably should not remove that trait since it is only natural. True, a player of X level has an advantage over a player of X-2 level, but an equal disadvantage under a player of X+2 level... this is natural progression, equal or balanced for all players of all classes.
AQ Epic  Post #: 3
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