My idea is based in adding not many new spells as the more spells we have, more unbalanced classes become. We need just a few more spells, at least two for each elementary tree, and they would level in a different way than the usual spells.
The new support abilities, on the other hand, would work the same way as the ones we learn under level 100. However, they are learned in specific levels after 100.
Since level 200 we have enough points to max all of our support abilities, I'd like to see more of them being added after level 100, in order to avoid identical builds.
At level 200 we have 995 ability points, enough to distribute them on 10 active support spells or 9 passive spells, or 4 active and 5 passive, more than enough to max all support skills. My idea is to prevent this from happening.
Now: 5 Active 5 Passive
After: 8 Active 8 Passive
The new spells are learned in the following order:
- 105: Active
- 110: Passive
- 120: Active
- 130: Passive
- 155: Active
- 180: Passive
This is indeed interesting both for players and Ankama as it motivates them to pay for the game and level to learn new abilities. I'm going to suggest some personal ideas for some classes that I have experience, in order to create a better perspective of what It would be like.
Enutrof, 105, Fissure
The Enutrof is able to create a fissure on the ground and reduce the MP of enemies that crosses it.
3(1) AP, 1 MP, 2(5) range. Doesn’t require line of sight, fixed range.
Creates a fissure (1 turn): -2 MP
Enutrof, 110, Greed
Gives a chance of dropping big pouches instead of small ones.
Rogue, 105, Powder
Powder is capable of extending the area of effect of bomb explosions to 2 cells (cross) when touched by an explosion effect. If cast on a bomb, it gains % damage.
2 AP, 1 MP, 2(6) range, fixed. Needs line of sight.
+0(25)% Damage if used on a bomb (stacks)
Extends area of effect by 2 cells (cross)
Rogue, 110, Stagger
Shots have a chance of pushing back enemies on a critical hit.
+0(40)% chance of pushing back an enemy on a critical hit.
Eniripsa, 105, Word of Altruism
Heals everyone in a fight (allies and enemies) and stuns the caster, making it lose the next turn.
1 WP, 6(2) AP, 0 range.
Heals 5(25) % HP (everyone).
Eniripsa, 110, Regenerative Aura
Heals allies and reduces their healing resistance at the start of every turn. (Eni included)
Heals 0(3) % HP.
-1% Healing Resistance 0(100) % chance.
-1% Healing Resistance 0(50) % chance.
-1% Healing Resistance 0(25) % chance.
Chances cannot be increased by Willpower.
Mastery spells are learned right after you reach level 100, they don’t need points to be trained but their levels are based on the average level of your elementary spells. There are two kinds of mastery spells, Hybrid and Pure.
Geyser deals water and fire damage to a target but can only be cast on a mine. It has an area of effect of one cell (cross).
5 AP, 2-4 Range, Linear. Doesn’t require line of sight. Modifiable.
Deals 4(50) (fire)
Deals 4(50) (water)
Pushes back 1 square
The rogue deals a devastating blow in close combat and on critical hits he deals additional earth damage (of which can be triggered by Surprise Shot) by turning his blade into a gun. Finishes the turn in the left diagonal cell to the enemy.
1 Range, 6 AP, 1 WP, 1 MP.
Deals 9(110) Air Damage
Critical: Deals 5(70) Earth Damage, Deals 9(110) Air Damage
Finishes the turn in the left Diagonal cell.
This spell can only be cast under Coward or Psychopathic mask. It deals water damage under the psychopathic mask effect and fire damage under the Coward mask effect.
Coward: 6 range, diagonal. Perpendicular area of effect of size 1. 4 AP.
Deals 3(40) Fire damage, -1 range.
Psycopathic: 1 range, costs 3AP, Steals 3(26) HP (water).
The mastery elementary spells are normal spells of which levels are based on the average level of all elementary spells of the branch in question.
Enutrof, Shovel Slap
Deals high earth damage to a diagonal enemy and pushes him to side several cells.
5 AP, 2 MP, 1 range (fixed) Diagonal.
Deals 8(92) (Earth)
Pushes 2 Cells away to the sides.
That is it, these are just some thoughts. The examples are mainly to understand how Hybrid spells work, since they’re what is new.
My main objective is to show you that it would be possible to learn more spells after level 100
This post has been edited by Niddhoggy - March 07, 2013, 00:14:23.