Cyberkilla

Admin

Total Posts: 5,843
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Mon May 21 15:24:00 EDT 2012

Quote from Symphony
Quote from Sdiddy73
[14:27] <@Sdiddy73> Ahhhh the medic skill - when you get down to a certain percentage in health there is a % chance of getting back half your health in battle (smiley)


[14:33] <@Sdiddy73> I cant think of a name for it and quite frankly dont know if it has been brought up before but a skill that gives you a chance of hitting a player or npc 2 times in a row once per battle


Or a pa**ive skill that gives a % chance to steal a % of the damage you do to their hp and heal, like Bloodlust. (A vampire skill basically.) Though this skill could also be casted on you of course.

I think it's more reliable over a longer term, and it has a chance to make a roll to get hp back, but they could block and you would get no HP.

Leech 


Invisible War ][

TheDevilOfHeaven

Member

Total Posts: 50
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Mon May 21 19:53:26 EDT 2012

to be fair i dont think we should concentrate on things like this at this moment because i think this game is mint how it is for the amount of players there is.
i think we need to concentrate on making the game bigger and getting people to sign up so there is a good amount of people to attack and use things like skills on.



Terry Jeffords

Half Mod

Total Posts: 381
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Fri Jul 13 15:20:35 EDT 2012

     Okay, I spent the last couple days coming up with some ideas for some skills and here is what i have. First of all tho, I just want to point out that all of the skills focus on a % value and that the value shown is the final value for the skill (once the skill reaches level 10). Also, Many of the cla** specific skills effect the whole guild so the guild vs build raiding will probably have to be changed to support them, I'll explain my ideas for this later. 

Skills:

"Boost Skills"

Vital Spot - Increase Critical Attack - 5%
Tough Skin - Increase Critical Resist - 10%
Deflect - Increase Block - 5%
Eagle Eye - Increase Accuracy - 10%
Buff - Increase Hp, Atk, Def and Speed - 5% (Targetable, cannot target self)

"Affliction Skills"

Reflect - Randomly turns the enemies attack back at them - 5%
Curse - Decrease targets Hp - 15% ( Targetable)
Weaken - Decrease targets Attack - 15% (Targetable)
Slow - Decrease targets Speed - 15% (Targetable)
Wound - Decrease targets Defense - (Targetable)
Denied - Negate exp received from link clicks - ( Targetable, only affects link clicks received in-game)
Redirect - Receive targets link clicks - (Targetable, in-game clicks only)

"Support Skills"

Photographic Memory - Decrease exp lost when losing an attack - 20%
Preemptive Strike - Randomly attacks first in battle regardless of speed - 10%
Rest - Increase turns per hour - 20%
Study - Increase exp per hour - 25%
Hunter - Increase exp received from attacking npcs - 20%
Money Bags - Increase credits received from npcs - 20%
Greedy - Increase exp received from link clicks - 100% (In game only)
Generous - Increase exp given from link clicks - 100% (In game only)
Headshot - Randomly 1-Hit opponent - 2%

"Special Skills"

Rage- Increase Attack - 10-40%
Vitality - Increase Hp - 10-40%
Barrier - Increase Def - 10-40%
Swift - Increase Speed - 10-40%

The range in the "Special Skills" is due to the idea that these skills will affect each cla** differently. Additionally since these skills have the potential to be so powerful I believe that to upgrade each skill would require more than simply allocating skill points. I actually have some ideas for this that could take an average player over a year in order to get a level 10 rank. I might post these ideas later if anyone is interested. (smiley)

Cla** Skills 

D'Jinn

Clepto - Increases credits received from PvP - 25%
Steal - Increase chance that boss npc will drop an item - 2% (must join raid)
Item Hunter - Increase chance for normal npcs to drop items - 10%
Slow and Steady - Increase time limit on raids - 5% (pa**ive skill, always active, affects the whole guild)
Saved - Randomly increases Critical Resist at the start of a battle - 25%

Dredd

Monster - Increase exp stripping during PvP - 30%
Bank Robber - Increase credits received during Guild vs Guild raids - 10% (must join raid)
Riot - Increase guild members attack - 10% ( must join raid)
Plague - Decrease opposing guilds Hp during raids - 5% (must join raid)
Penny Pincher - Decrease credits lost when losing a raid -5% (pa**ive skill, always active)

Kabal

Medic - Randomly heals self in battle - 20%
Healer - Increases guild members Hp when raiding - 10% (must join raid)
Stingy - Decrease credits lost when losing a battle - 25%
Defibrillator - Randomly revives a fallen comrad during a raid - 2% (must join raid)
Armor - Randomly doubles Hp at the start of battle - 5%

Kraal 

Wise Master - Increase exp gained from PvP - 30%
Lazy - Decrease turns required to form raid - 5% (pa**ive skill, affects entire guild)
Lucky Shot - Randomly increases Critical Hit by 20% - 5%
Teacher - Randomly gives all members in a winning raid 100 exp - 10 % (must join raid)
Light Speed - Randomly doubles Speed at the start of a battle - 10%

Terran

People Person - Increases chance guild mate will help out in PvP - 20%
Disarm - Decreases opposing guilds Attack - 5% (must join raid)
Energy Drink - Randomly refills turns by 1% of maximum - 2%
Share the Wealth - Randomly gives guild members 10% of credits won from a raid- 10% (must join raid)
Fund Raiser - Increase credits received from boss npcs - 25% (must join raid)

Now, my idea is that all Cla** Skills should be pa**ive, meaning that once the skill is learned it is always active, if this is the case then these skill have the potential to be very powerful just like the Special Skills and so should require mre than just Skill Points to level.

Now, seeing as how several of the cla** skills affect the attributes of the guilds I think the best way to utilize this is to change how Guild vs Guild raids work. Basically instead of having all members in the defending guild automatically join the raid ( drastically affecting each guilds attributes, thus giving the defending guild a major advantage) the members of the defending guild must join the join the same as the attacking guild.
For this to work several things must happen:
The attacking guild must wait x amount of time before they can launch the attack, giving the defending guild a chance to mount a defense, unless the total # of members in the raid from the attacking guild out number the total number of active members in the defending guild 2-1, thus allowing stronger guild to raid much weaker/ almost inactive guilds quickly.

Also, after x amount of time if the defending guild has built up a strong enough defense they can counter-attack the other guild. In addition, Guild Defense and Guild Raiding should be 2 different things, this way Guild Defense won't get in the way of normal raids.

That's pretty much it, I still have some ideas about different ways to level some of these skills buti will save that for another time. Btw, I will click the link of anyone who actually read this entire thing (smiley)

**Disclaimer**
Not all of these ideas are mine. I may have borrowed a few that I though fit in nicely with the rest of them. But, for the most part I tried to stay away from things that were mentioned before. (smiley)





Edited 1 time(s). Last edited by Terry Jeffords @ Fri Jul 13 15:39:31 EDT 2012

Ashley

Member

Total Posts: 147
Online Status: Offline
Sat Sep 22 17:35:45 EDT 2012

Quote from Kuzachika
Skills:

"Boost Skills"

Vital Spot - Increase Critical Attack - 5%
Tough Skin - Increase Critical Resist - 10%
Deflect - Increase Block - 5%


"Affliction Skills"

Reflect - Randomly turns the enemies attack back at them - 5%
Curse - Decrease targets Hp - 15% ( Targetable)
Weaken - Decrease targets Attack - 15% (Targetable)


"Support Skills"

Photographic Memory - Decrease exp lost when losing an attack - 20%
Preemptive Strike - Randomly attacks first in battle regardless of speed - 10%
Rest - Increase turns per hour - 20%
Study - Increase exp per hour - 25%


"Special Skills"

Rage- Increase Attack - 10-40%
Vitality - Increase Hp - 10-40%
Barrier - Increase Def - 10-40%
Swift - Increase Speed - 10-40%

The range in the "Special Skills" is due to the idea that these skills will affect each cla** differently. Additionally since these skills have the potential to be so powerful I believe that to upgrade each skill would require more than simply allocating skill points. I actually have some ideas for this that could take an average player over a year in order to get a level 10 rank. I might post these ideas later if anyone is interested. (smiley)

Cla** Skills 

Wish I could quote the whole idea, but I edited it to make it "easier" to quote. 
Personally, skills are quite useful (at least the ones I use such as D. Blessing, I. Fist, Ambush, Embezzle, etc).

I think the number of "Malicious" skills should be boosted with Kuza's suggestions of "Affliction skills."

Type skills are also pretty interesting... It gives a unique stamp to each of the types (so that's why there is the type changer...)

Also, I'm not sure if this idea is already proposed, but how about whole GUILD skills? (more like Radar, Evasion, and Scavendry). And perhaps whole "Malicious" guild skills for incoming/outgoing/just-for-fun raids?



Sdiddy73

Mod

Total Posts: 1,092
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Fri Oct 26 15:55:49 EDT 2012

Thanks to whoever found this thread again to post - CK.....some nice ideas that kuz brought up


Download

Member

Total Posts: 282
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Thu Dec 13 17:53:46 EST 2012

A skill for for canceling another skill as if like say i casted Erithium and i didnt mean to use the cancel skill to cancel it (smiley)