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Skill sacrifice


dragonorb13

  

20 members have voted

  1. 1. Good idea - Bad idea

    • Looks workable the way it is
      3
    • Needs work, but not a bad concept
      2
    • Scrap the idea, go back to the white board
      14
    • I like to lick doorknobs
      1


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When i say skill sacrifice, what i mean is sacrificing possible maximum levels in one skill to raise the possible max level in a skill that increases in the same level sets. That means you could not, for example, sacrifice levels of something you think is totally useless to, for example, get max in weapons out of your class.

what you COULD do is, as a terran, sacrifice that level 9 engine for level 9 reactor. Or as a TS, sacrifice a level of Navigate for a level of Negotiate. you would still, obviously, be required to BE at the right respective level.

I got this idea in ST3 when i thoguht to myself "OMFG!!! i wanna build reactors as a TT!!!!!!!!!!!!!!!! i'd give up negotiate for it... *cry*

THIS IS JUST A THOUGHT. no flames, please... if you disagree, great! feel free to tell me why, but please, don't simply insult me or anyone posting on this topic... i'll fill your bedroom with starving chihuahuas on speed.

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well you tell at start you want to sacriface skill lvl cap for other skill and you end, geting completely new skill for a tt ...

reactor builds for terrans ... wont happen belive me,

terrans can build the most stuff so it would be pointless to get reactor build skill on pp/je

changing the lvl cap would be bad IMO

JDs with L9 shields

TEs with lvl 9 reactor

ect

its really hard to become a game balanced ... it would end in chaos and monthy nerf/buff some of the classes

and this EMU dont have a 2000man staff that working 40h/week on it to allow such playing

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When i say skill sacrifice, what i mean is sacrificing possible maximum levels in one skill to raise the possible max level in a skill that increases in the same level sets. That means you could not, for example, sacrifice levels of something you think is totally useless to, for example, get max in weapons out of your class.

what you COULD do is, as a terran, sacrifice that level 9 engine for level 9 reactor. Or as a TS, sacrifice a level of Navigate for a level of Negotiate. you would still, obviously, be required to BE at the right respective level.

I got this idea in ST3 when i thoguht to myself "OMFG!!! i wanna build reactors as a TT!!!!!!!!!!!!!!!! i'd give up negotiate for it... *cry*

THIS IS JUST A THOUGHT. no flames, please... if you disagree, great! feel free to tell me why, but please, don't simply insult me or anyone posting on this topic... i'll fill your bedroom with starving chihuahuas on speed.

Terrans can't have L9 reactor, or Build Reactor due to racial weaknesses. (Jenquai cannot have Build Shields or L9 Shields, Progen cannot have L9 engines or Build Engine for same reason). That restriction would have to be implemented with such a change.

I'm not so sure that we should mess with skills that much, other than improving some of the existing skills. (the ones largely considered useless or near usless by the players in the classes that have said skills)

Devs have improved Recharge Shields, and Psionic Shield by not requiring self-targeting to use those skills on yourself. IMO that was a very good thing made the skills more intuiative in their use.

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I really do like this idea.

If EnB had a working economics mechanism, I'd say leave it. But trade between players is, well, rather rudimentary. Yes, you can cry out for someone and perhaps he's online and then there's the clumsy item/money transfer interface, but for the restrictions you suffer from the class coice, this is by far not sufficient.

So after all, when it comes to item trade, everyone os mostly on his own. Sacrificing one skill level for a higher other one would be a good thing to make yourself independent of that someone else is online and willing to trade at the very moment you need it.

Aside of the building skills, it would allow some sort of specialisation.

Curently, after reaching level 150 (something that happens sooner or later to everyone who keeps playing), there's pretty much no more difference between people of the same class. All could build the same, all can build the same, nothing to differentiate one from the other.

If you could concentrate on one skill while sacificing another, you could be unique at the end.

Yes, while on the way to max level, you can temporarily diversify by distibuting your skillpoints differently. But at the end all are the same.

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Great idea, can't wait to have a PW with 6 lvl 9 ML's. Drop enrage and take Wormhole in it's place. Instead of Self-destruct I'll have cloak thank you, and drop gravity link for navigate. Since im the king of kiting i don't need shield sap anymore so ill have prospect instead :)

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well you tell at start you want to sacriface skill lvl cap for other skill and you end, geting completely new skill for a tt ...

reactor builds for terrans ... wont happen belive me,

terrans can build the most stuff so it would be pointless to get reactor build skill on pp/je

changing the lvl cap would be bad IMO

JDs with L9 shields

TEs with lvl 9 reactor

ect

its really hard to become a game balanced ... it would end in chaos and monthy nerf/buff some of the classes

and this EMU dont have a 2000man staff that working 40h/week on it to allow such playing

Terrans can't have L9 reactor, or Build Reactor due to racial weaknesses. (Jenquai cannot have Build Shields or L9 Shields, Progen cannot have L9 engines or Build Engine for same reason). That restriction would have to be implemented with such a change.

I'm not so sure that we should mess with skills that much, other than improving some of the existing skills. (the ones largely considered useless or near usless by the players in the classes that have said skills)

Devs have improved Recharge Shields, and Psionic Shield by not requiring self-targeting to use those skills on yourself. IMO that was a very good thing made the skills more intuiative in their use.

i know that getting a new skill period won't happen, it's just what sparked the idea... i was just talking about improving already existing skills that aren't at their cap in place of skills that are maxed that you won't use... for example, let's say you're a TT and you'll never use befriend... Sack a level of it to improve Navigate (i think navigate at level 5 is useless, especially for the TT... kinda useful for a TS, but meh)

But, at the same time, Engines are the Terran strength... is it really such a bad trade off to sacrifice Engine 9 for level 9 reactors? I mean, as a TS, i wouldn't mind the boost for my mining, and as a terran period, those MLs take a lot of juice lol... or Shields... i mean, face it, do terrans REALLY need L9 shields? if you're careful, a terran never needs L2 shields lol. i could REALLY go for L9 devs on my TT:D

Yes, i realize that it would start unbalancing if you simply let people willy-nilly upgrade the weaknesses, but it also downgrades the strength... OK, a JD with L9 Shields... and L8 reactors. Yeah... not as unbalanced as it sounds.

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Actually skills like Hacking, Biorepression, Befriend are considered Psi attacks and mobs have stupidly high psi resists. If they would fix it to where it failed 15% of the time instead of the 75% is seems now these skills would actually be worth it and change how people play their toons.

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Actually skills like Hacking, Biorepression, Befriend are considered Psi attacks and mobs have stupidly high psi resists. If they would fix it to where it failed 15% of the time instead of the 75% is seems now these skills would actually be worth it and change how people play their toons.

Complete agreement here.

I haven't notched "Hacking" beyond Level 2 on my TS since it appears to be about completely useless on non organic mobs (yes, I know it is meant to be absolutely useless on organic mobs).

Now that Byakhee's got his way and we got introduced to the new, improved bosses (Desash the Plague one-shotting one of our CL50 TT's from 8km away last night was a rather interesting, if brief example... :D )

... why not give us players some use on these otherwise useless skills?

*wink wink nudge nudge*

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Correct me if I'm wrong, but weren't those skills about that useful in Live? I played a TT in live, and i never used befriend because it sucked... same tie BioRepression and Hacking on my TE alt.

As to the bosses, why the heck did you sent the HEALER to tank the boss? That's like sending a wizard in with a claymore... it's gonna die lol.

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Strangely low level hack worked on the lvl 66 earthcorps in Luna during live.

You would keep hacking his two weapons and he'd follow you like a cute puppy. Because it was a low level hack it was castable once per second and it had a 100% success rate apparently. My guess would be it had no psi resist somehow ;)

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Correct me if I'm wrong, but weren't those skills about that useful in Live? I played a TT in live, and i never used befriend because it sucked... same tie BioRepression and Hacking on my TE alt.

As to the bosses, why the heck did you sent the HEALER to tank the boss? That's like sending a wizard in with a claymore... it's gonna die lol.

My guesses are the mobs have extremely high Psi resist (just coded that way)... OR the Psi-based skills (Befriend / Hack / Biorepression) were nerfed at some point in or prior to Live Beta for being way too game-unbalancing.

As to our TT... perhaps it is informative that he was easily whacked by Desash; a healer shouldn't be able to tank a boss. In most respects, the "supercharging" of the bosses really puts them back into the framework that they belong in. L50+ mobs should generally require two or more players to take down.

But not all TTs play just as healers, either... they can make a decent, though not optimal fighter. In fact, by revising his tactics a bit, he was able to kill Desash last night (though he also was killed by the various minions).

I see TTs as something of a cross between a ranger and red mage (for y'all Final Fantasy folks) or a preist/cleric type.

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