Cyberbeast10
Member
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quote:
No Limits You know how you have to achieve skill 1 when you really want skill 2? I am suggesting to remove that, I can imagine that staff decided upon this type of limitation to stop skill abusers from absolute damage, but in the end, it really wastes skill points; coming from the perspective of someone who uses balanced build types and multiple skills. But actually, wouldn't this limit other builds? Some builds aren't so limited as other in the current Skill trees; so I doubt this will change skill limitations; it will just alter the builds it affects. quote:
Level 1 Passive Skills You may be thinking, why is this person suggesting a skill tree that is best for high levelled players while low levelled players have very few attacks to start with? Well, I have decided, passive skills are the most fundamental skills in all of EpicDuel, we may as well see just how well the skills perform when both may be maxed by level 19. I also suggest having low levelled players use high levelled passives because there are more options to experiment with stats to have players used to all kinds of build types. Strength, Dexterity, Technology, Support, and Focus, because passive skills are not picky that way, while attack skills and defence skills usually prefer a linear build type such as caster mages or power strikers. I suppose; but the change will have some impact on low leveled Tech mages who can't make effective use of Reroute or Deadly aim. I will agree it would allow for some experimentation on the mid-levels, but it must be noted this will affect the low leveled part of Epicduel; which while small, is important for the growth of the mid and high level community. quote:
o Limits (Part II) The next part of no limits is being able to retrain/level and be able to skip tiered skills and allocate points to any skill that is available by level (if you are a level 30 and you have not assigned any skill points while retraining, you may directly add points to Surgical Strike... the first tier MUST have at least 1 point each however). This kind of replaces no limits part I as a whole, but the reasoning is being able to have more freedom, promoting creative thinking. You can remove each of your skills This part seems unfinished(It is unfinished?), but I will comment on in anyways. So let me get this straight, you can skip past skill requirements so long as you have 1 point on every tier 1 skill? In other words, taking current ED skills trees: "You can add points and use directly Surgical Strike if you have 1 point in each tier 1 skill, without needing to progress the appropriate skill line". This is a major move that while may give more freedom; it might boost old builds to dangerous levels. quote:
Level 5 Stuns You may be doubting my choice of placing stuns for low levelled players, but these will come in handy to battle track the power of stuns in battle and adjust them, as they lack attention. Stuns may help in ending low-levelled battles more quickly. I have also placed most of the weaker strikes in the second tier. This is to prepare for more advanced attacks as levels progress. Think of it like a chronological order. You make a reasonable point. quote:
Level 10 AoE skills and EMP You may be wondering why I placed very useful skills higher up at the third tier, level 10. I know that multi hit skills are very powerful and fairly imbalanced in low level 2v2. To prepare low levelled players for AoE, I have done 2 things, introduced an EMP at the same instance to provide players with a way to cancel most multi strikes more occurring. I have also placed AoEs at a higher level to prevent players from instant killing enemies in 2v2 from levels 5 through 15. There are now enough skills in an abundance to defend from such skills. You have made yet another reasonable point; and I'll say this skill tier is probably the best one. quote:
Level 20 Destruction Skills You may be confused as to why I had just named Ultimate attacks, poison, and very strong skills under the label of destruction skills. I have placed such skills at the top to prevent tactless skill exploits for low levelled players to instantly kill their enemies. That is the only reason, this is quite similar to the current skill sets. Once again, I agree with your reasoning. But I noticed that under this skill tree, you'll be changing ED to a boring low level; explosive high levels sort of game; which might turn off new players in the start. quote:
Orderly Skill Trees You may also be wondering why I have been so linear in setting the skill trees. This is because, as although each class nearly has the same setup of skills to choose from, not all classes are balanced. By rendering similar skills with different effects by similar character levels, it is that much easier to manage class imbalances by looking at a working example. It is not necessary, however, to not be original. Create new skills, but please keep the minimum size of the skill trees at least 3 * 4 for diversity... but more importantly counters. I'm 50/50 on this. While you make a good point that this will help with imbalances, but this will have the side effect of making most classes seem like copies of each other; Seeing as they'll end up fightning relatively the same (Particularly; low levels [Yep I brought up low levels again] As you can see, your suggested skill trees have quite a bit of problem in the beginning of the game. Giving new players passives that are for the most part useless to them until the higher levels.
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