Magyar_Republic
Self-requested Deactivation
- Joined
- Apr 11, 2011
- Posts
- 2,563
- Location
- Aberdeen, WA
- Society
- Whiskey Confederacy
- Avatar Name
- Edward Magyar Republic
Folks can feel free to append their own items to this if they think its a decent idea.
I'd like to see different skills unlock at different professional levels that can actually be used in the course of combat. The skill would need to be mapped to a hotkey, be on a timer to avoid spam, and it could be trained up to 3 tiers by sacrificing the further open slots to improve the efficacy of the skill.
This would give more value to accrued skill levels, and allow for deeper character customization. It would also make combat more fun.
Example:
Available Sword Skills
Level 10 - Taunt - Increases target mob aggression towards the user.
Level 20 - Hamstring - Slows target mob movement rate for a set amount of time.
Level 35 - Kick - Adds the ability to do a kick attack equal in damage to strength/10 (max) in melee while engaged in combat vs mob or player. Any kick used will decay armor and/or clothing worn, and cannot be used if there is not sufficient PED available on these items to cover damage done.
Level 45 - Intimidate - Slows target mob attack rate for a set amount of time.
Level 60 - Cut - Adds a bleed effect equal to a percent of weapon damage to the target mob or player for a specified amount of time.
Level 80 - Parry - Block the next successful mob or player attack
Level 100 - Whirlwind - Attack multiple targets within weapon range simultaneously.
Level 120 - New skill select from any previous or train existing.
Level 140 - New skill select from any previous or train existing.
Level 160 - New skill select from any previous or train existing.
Level 180 - New skill select from any previous or train existing.
Level 200 - New skill select from any previous or train existing.
As you can probably see, some skills have PvP application and some have PvE only application. Again this allows for customization. Without enough skill points to train all the skills, a player would need to be selective as to their build, to maximize the benefit according to their playstyle.
Cooler, more desirable combat effects are only attained with higher skill levels, thus keeping the value of skills high.
Each tree is separate, so if a person unlocks a point in Rifle it cannot be spent on Knife.
Other things worth considering: Smaller weapons (like knives or pistols) might unlock a dual wield feature. Knives might unlock a backstab feature. Rifles might unlock a sniper type feature.
I feel that the investment in these skill effects would be worth it overall to MA, seeing as the amount of PED locked up in the skills in order to attain damage output enhancing effects is rather impressive.
Thoughts?
I'd like to see different skills unlock at different professional levels that can actually be used in the course of combat. The skill would need to be mapped to a hotkey, be on a timer to avoid spam, and it could be trained up to 3 tiers by sacrificing the further open slots to improve the efficacy of the skill.
This would give more value to accrued skill levels, and allow for deeper character customization. It would also make combat more fun.
Example:
Available Sword Skills
Level 10 - Taunt - Increases target mob aggression towards the user.
Level 20 - Hamstring - Slows target mob movement rate for a set amount of time.
Level 35 - Kick - Adds the ability to do a kick attack equal in damage to strength/10 (max) in melee while engaged in combat vs mob or player. Any kick used will decay armor and/or clothing worn, and cannot be used if there is not sufficient PED available on these items to cover damage done.
Level 45 - Intimidate - Slows target mob attack rate for a set amount of time.
Level 60 - Cut - Adds a bleed effect equal to a percent of weapon damage to the target mob or player for a specified amount of time.
Level 80 - Parry - Block the next successful mob or player attack
Level 100 - Whirlwind - Attack multiple targets within weapon range simultaneously.
Level 120 - New skill select from any previous or train existing.
Level 140 - New skill select from any previous or train existing.
Level 160 - New skill select from any previous or train existing.
Level 180 - New skill select from any previous or train existing.
Level 200 - New skill select from any previous or train existing.
As you can probably see, some skills have PvP application and some have PvE only application. Again this allows for customization. Without enough skill points to train all the skills, a player would need to be selective as to their build, to maximize the benefit according to their playstyle.
Cooler, more desirable combat effects are only attained with higher skill levels, thus keeping the value of skills high.
Each tree is separate, so if a person unlocks a point in Rifle it cannot be spent on Knife.
Other things worth considering: Smaller weapons (like knives or pistols) might unlock a dual wield feature. Knives might unlock a backstab feature. Rifles might unlock a sniper type feature.
I feel that the investment in these skill effects would be worth it overall to MA, seeing as the amount of PED locked up in the skills in order to attain damage output enhancing effects is rather impressive.
Thoughts?