Imperial Hero International
General Category => General Talk => Topic started by: Cuorion on June 11, 2010, 07:36:18 PM
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Well, since there is not a topic yet, I open this one so we discuss the new skills announced today.
I really liked the global skills (for all classes). Especially Crafter and Explorer.
Now, regarding the new class skills, who wouldn't love Battle Frenzy? I also liked Trip, Dark and Light Prisms, Mystical Wirlwind, Ressurection, Strong Bowstring and Javelin Veteran.
Seems to me Light Mystics will begin to get the love they deserve. :)
On the other side, I don't know if Continuous Targeting is of any use to Shadow Hunter.
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Crafter & Explorer are great skills.
Slayer... hmm i do not know, perhaps it's coz i prefer to take out the weak support, and then "decapitate" the head... I mean the most times is better to fight a leader without army, than an army without leader... (Until you kill the "boss" the "creeps" keep attacking you...).
Battle Frenzy & Holding Ground are good enough... i suppose...
Deep Cut -> a pure anti Guardian weapon... not so sure about the balance at this skill since Guardians will lose massive amounts of armor and there "opposite" skill only adds bonus to Fury warrior...
If a guardian have 10000 armor, with his Stoneskin a 20% bonus he reach 12000 armor. With a 20% bonus from Deep Cut the fury warrior will leave the guardian with 9600 (-2400) armor or 8000 (-2000) with out the stoneskin...
About mystic's skills... They are Perfect.
The prism skills are "anti-mystic"
With the Mystical Whirlwind they do more damage.
And Resurrection is money/battle/life savior.
And the best of all: Reflect Damage (anti ranger) if this skill select as enemy an ranger with high critical the ranger is dead from his own attacks(!) assuming the mystic have the Inner spirit skill and/or some Guardian with leadership.
As for ranger's skills... They add more damage to the class meant to cause damage...
Continuous Targeting: i was a bit scared from this skill... But my fears didn't came true. I thought that they will gain 100% critical for the entire battle, but it's only for the first attack (at least that's what i been told).
I feared it coz if it was for all the battle with 2-3 the ranger could kill every one with the same tier... Still is a really good skill you give up 1x damage and you cause 3x... And as Cuorion said this skill is useless for Shadow Hunters since they are not commonly use Javelins or Throwing knives. And if for them the requirement will be bow/crossbow, then no one will be able to stand in front of them... Many will try but none will come close enough to threat them.
In conclusion as general idea i am supporting it, but the skills will need to be work a lot, or else this game will lose every balance, and end up with a 98% of the players as rangers and a 2% as victims.
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Since there are so many opinions at this topic i will add a poll just to be clear... :P
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*UNDECIDED*
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I can't understand why people don't discuss matters as important as this one. ???
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I should check if the forum rules allow banning CMs for flooding in the General talk.
I think prism skills will affect every skill which changes attribute points, not only the mystics' buffs and curses. So it is a lot more anti-warrior skill and kind of sorts out the problem with the huge imbalance in aspect of skills between warriors and mystics.
P.S: Cuorion proven wrong on his last publication :P
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P.S: Cuorion proven wrong on his last publication :P
I consider that a good thing. :D :D
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I should check if the forum rules allow banning CMs for flooding in the General talk.
:o Don't be mean..
I consider that a good thing. :D :D
I knew you'd say something like that :D
Edit: I would really like to see players opinions before the skills will be applied.
Because those who vote "I don't know i will say my disagreement after they are applied" are not helping much. If you have the opportunity to change what you don't like, we give it to you, use it.
If you stay passive, your disagreement after will achieve nothing but an answer like "This is how it was said it will be. It's part of the gameplay". And then don't blame us because you chose to waste your shot now.
All good are welcome.
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I vote good enought and I think new skills are good enought
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"I don't know i will say my disagreement after they are applied" are not helping much. If you have the opportunity to change what you don't like, we give it to you, use it.
If you stay passive, your disagreement after will achieve nothing
I totally agree. I only add it this to give the opportunity to some people to be honest with themselves....
Also vote is personal and there is no need to say what you have vote. :D
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Yeah, people should vote whatever they think is right :)
It's good you added such an option. But it's my personal experience that makes me worry if you know what I mean. :D
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when will these skills realize?
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Well, the devs said all the skills will be discussed carefully first and that's why they want to collect as many players' opinions as they can.
:o Don't be mean..
Sorry, I was only joking *rose*
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release you mean.
We are not in a hurry. We must test everything first, and modify it if necessary (and it will be necessary in order to be balanced.)
So I can't tell you because I don't know how long it's going to take.
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sorry release* :D
ok.I can wait I have much time :D
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Here is a copy/paste of the list.
Some comment next post.
New Skills in Imperial Hero
Skills For All Classes
Crafter
Each level increases the chance of crafting rare, legendary and epic items with certain %.
Explorer
Each level increases the chance of digging resources with certain %.
Pillaging
Each level increases the gold and item drop with certain %. It can not exceed 200%.
Slayer
Each level increases the chance to choose the strongest opponent with certain %.
Hardening
The hero loses less equipment durability, when defeated in battle.
Furry Warrior's Skills
Battle Frenzy
After a successful hit, the strength of the next hit is increased with certain percentage;
The defense is reduced with the same percentage. The skill is interrupted after an unsuccessful hit.
Deep Cut
The Fury Warrior knows the weakness of his opponent's defense, and decreases hit armor with certain percentage.
Mighty Swing
The Fury Warrior significantly increases his damage when using Charge combined with Whirlwind.
Guardian's Skills
Holding Ground
After a successful block, the overall armor is increased with certain percentage for the next round. Strength is decreased with the same percentage. The skill is interrupted after an unsuccessful block.
Stoneskin
The Guardian reaches a incredible concentration that turns his skin into stone. Adds a % on his overall armor.
Trip
Gives the Guardian a chance to stumble his opponent, and reduces his damage with 50% in the next round.
Dark Mystic's Skills
Dark Prism
Absorbs a certain percentage of the enemy's blessings and uses them upon the party members.
Mystical Whirlwind
The mystics makes Whirlwind with staff.
Reflect Damage
Reflects a percentage of the enemy's damage. The target is being chosen in the beginning of the battle and can not be changed.
Light Mystic's Skills
Light Prism
Reflects a certain percentage of the enemy's curses.
Mystical Whirlwind
The mystics makes Whirlwind with staff.
Resurrection
Resurrects a dead Mercenary during the battle, restoring a percentage of his Health.
Shadow Hunter's Skills
Strong Bowstring
Increases the maximum damage of the last three shots from the weapon's range with certain percentage.
Continuous Targeting
Range is reduced by 1, but the critical hit chance is increased with a certain percentage for each level. The last level grants 100% critical hit chance. Requires Throwing knives or Javelin.
Invisibility
An upgraded version of Evade. Increases the chance the enemy to “miss” his opponent as a target. If the hero stands last in the battle, with successful Invisibility, all opponents miss turn.
Ghost Stalker's Skills
Javelin Veteran
Increases the number of the rounds in which Javelin makes full damage.
Continuous Targeting
Range is reduced by 1, but the critical hit chance is increased with a certain percentage for each level. The last level grants 100% critical hit chance. Requires Throwing knives or Javelin.
Invisibility
An upgraded version of Evade. Increases the chance the enemy to “miss” his opponent as a target. If the hero stands last in the battle, with successful Invisibility, all opponents miss turn.
Note:
This is a conceptual model of the new skills. Numbers and requirements will be announced later. I'll be really glad to see a topic in General talk with your opinions and ideas. Please, discuss, criticize or welcome those skills. Be objective.
« Last Edit: June 11, 2010, 02:32:44 PM by Judith »
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Skills For All Classes
Crafter
Juicy for all us dedicated crafters.
Hard to guess if it is balanced without any number.
Explorer
Each level increases the chance of digging resources with certain %.
For what profession it will work?
Miners and Carpenters already have bonus tools for gathering resources.
Gemcutters don't have bonus tools but seem to benefit from this skill.
Tanners don't have bonus tools, don't benefit from the skill and suffer a decreased chance of gathering lower tier resources when they go up in level (something that don't happen for the other professions).
I know that you feel that getting Xp when gathering resources is a big bonus for the tanner but the ease with wick the other classes can gather resources independently from the current HP and from the level of the creature harvested (as they don' harvest from creatures) is a big bonus in my eyes.
I run several characters and when I will be away for a extended period the gemcutter, carpenter or miner has a easy time using all the Action Point, simply go to a location and order to gather resources for 48 AP.
The tanner need to have enough HP to fight comparable level opposition (or it will lose part of the resources), need to act for every AP spent and can't increase the chance of a drop spending more time or using a specific tool to gather the resource and this skill will make it even worse.
So I feel it is unbalanced, especially for miners and carpenters, as it piles more bonuses to professions that already have them.
To balance it you need to make it work for all the professions (and rethink how the tanner work).
Pillaging
Each level increases the gold and item drop with certain %. It can not exceed 200%.
Mah. It will make high level characters richer and diamonds more costly. Who suffer more for a lack of gold generally are the low level characters, but low level characters will have a hard time spending skill point in this skill.
Slayer
Each level increases the chance to choose the strongest opponent with certain %.
Would like to have the opposite option too, i.e. a skill to choose the weakest opponent.
Still an interesting option, I will like to get it.
Hardening
The hero loses less equipment durability, when defeated in battle.
It applies against Players, NPC or both?
Furry Warrior's Skills
Battle Frenzy
After a successful hit, the strength of the next hit is increased with certain percentage;
The defense is reduced with the same percentage. The skill is interrupted after an unsuccessful hit.
Not bad, it all depend on the % increase/decrease.
Deep Cut
The Fury Warrior knows the weakness of his opponent's defense, and decreases hit armor with certain percentage.
As already pointed out by other posters, as the target armour goes up the efficiency of this skill goes up too.
Mighty Swing
The Fury Warrior significantly increases his damage when using Charge combined with Whirlwind.
Seem good. Charge seem a weak skill currently.
Guardian's Skills
Holding Ground
After a successful block, the overall armor is increased with certain percentage for the next round. Strength is decreased with the same percentage. The skill is interrupted after an unsuccessful block.
I must check how block work. I was under the impression that if you block an attack it is totally negated. If I am right the bonus will work only once before being reset.
The "opposite" skill Battle Frenzy could instead work several times in a row, making it much more useful.
Stoneskin
The Guardian reaches a incredible concentration that turns his skin into stone. Adds a % on his overall armor.
No problem that I can see.
Trip
Gives the Guardian a chance to stumble his opponent, and reduces his damage with 50% in the next round.
No problem that I can see.
Dark Mystic's Skills
Dark Prism
Absorbs a certain percentage of the enemy's blessings and uses them upon the party members.
Nice. it will work against PC and NPC?
There is a mana cost every time a blessing is "stolen"?
Mystical Whirlwind
The mystics makes Whirlwind with staff.
No problem that I can see.
Reflect Damage
Reflects a percentage of the enemy's damage. The target is being chosen in the beginning of the battle and can not be changed.
It cost mana every time an attack is reflected?
If not it can be overpowered.
Light Mystic's Skills
Light Prism
Reflects a certain percentage of the enemy's curses.
Nice. it will work against PC and NPC?
There is a mana cost every time a curse is "reflected"?
Mystical Whirlwind
The mystics makes Whirlwind with staff.
No problem that I can see.
Resurrection
Resurrects a dead Mercenary during the battle, restoring a percentage of his Health.
Great. Balance depend on mana cost and resurrected character healt.
Shadow Hunter's Skills
Strong Bowstring
Increases the maximum damage of the last three shots from the weapon's range with certain percentage.
Last three shots? I don't get what this skill will do.
Continuous Targeting
Range is reduced by 1, but the critical hit chance is increased with a certain percentage for each level. The last level grants 100% critical hit chance. Requires Throwing knives or Javelin.
Some of the GM comments above have confused me.
This skill is applied only once for each range band?
Invisibility
An upgraded version of Evade. Increases the chance the enemy to “miss” his opponent as a target. If the hero stands last in the battle, with successful Invisibility, all opponents miss turn.
Nice.
1 roll for each round of battle and it apply to all attacks?
Ghost Stalker's Skills
Javelin Veteran
Increases the number of the rounds in which Javelin makes full damage.
Nice.
Continuous Targeting
Range is reduced by 1, but the critical hit chance is increased with a certain percentage for each level. The last level grants 100% critical hit chance. Requires Throwing knives or Javelin.
See above
Invisibility
An upgraded version of Evade. Increases the chance the enemy to “miss” his opponent as a target. If the hero stands last in the battle, with successful Invisibility, all opponents miss turn.
See above.
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Mighty Swing
The Fury Warrior significantly increases his damage when using Charge combined with Whirlwind.
Just a question here. Does this mean that Wirlwind and Charge will stack from now on?
What Crassus said about Continuous Targeting is that it will only work for the first attack. For example, if you have a range of 3 and choose to use Continuous Targeting, your range will be reduced to 2 and your critical chance for the first attack will be improved by the percentage granded by the skill.
Now that I think of it, if a hero's got 50% to land a critical anyway, Continuous Targeting would not be that much of an improvement to him, since he loses a potentially critical attack.
I wouldn't agree to your comments regarding pillaging. Since gold drop bonus is capped at 200% and item bonus at 100%, most heroes at tier 5+ reach these caps only by side-bonuses of statwise good jewelry equipped on their mercs. At those levels, this skill seems useless to me.
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I think most of the skills should be based on % and not on exact figures. Maybe even the prism skills will be more useful in tier 6 (or 7) against Leadership and and Battle cry.
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I want new skills. Programers please be quickly for new skills
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Don't haste them. You want new well balanced and effective skills.
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Don't haste them. You want new well balanced and effective skills.
+1 ;)