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World Elemental Abilities

Discussion in 'General Suggestions' started by Caldie, Jun 2, 2016.

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Is this a good idea for late game?

  1. Yes

    1 vote(s)
    25.0%
  2. No

    3 vote(s)
    75.0%
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  1. Caldie

    Caldie The World is Dead I Guess VIP+

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    I feel that levelling does not bring as much joy at level 67+ than it does at level 66 and below. This is because there is nothing to level towards. (At low levels this was spells). So my idea is that you work towards elemental abilities.

    This is how it works - Every two levels you will receive a percentage increase in a certain element. This will work in a cycle: Thunder > Fire > Water > Earth > Air. Each time it lands on a specific element, it's corresponding skill points will be taken into account. For example if you 35 Earth skill points and your training is on an earth cycle, you will receive 3.5% earth damage and defence.

    This will span from level 1 all the way through to level 100. Your cycle will start at level 2, so all even numbered levels will come with a new cycle. This does not have much effect until you begin to accumulate more soul points and choose builds. So this will be a good feature for high level gameplay in particular. By the time you reach level 66 you will have accumulated enough skill points for this to make a difference. Thus giving you new targets.

    This will increase your abilities quicker as you become a higher level, so higher level mobs will neeed to be buffed slightly, however this has so little effect early game that the level 50 and below mobs will not need the buffs.

    When you have had an elemental upgrade you will receive text saying : "You have improved your -element- by x%" In my opinion this will make the need to have a good idea of what build you want early because the uprades are irreversible. So if you switch from a high damage build to a low damage quick attack build at level 75 your elemental abilities will make it harder to use that ability. However this can be used to your advantage if you want a mixed build, as you can use the earlier upgrades to build up in one area, but then switch up your skillpoints later on so that your elements are more balanced. I feel this is a good idea for high level gameplay but needs a bit off tweeking to be made right. Please reply with suggestions on what should be done with this idea.
     
  2. Devourer

    Devourer Lava Warrior VIP+

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    You do realise that skill points already give a boost in each element?
     
  3. Caldie

    Caldie The World is Dead I Guess VIP+

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    Yes, this is different. Instead of gaining per skill point it is an accumulative increase. So you will gain elemental abilities more. It is also more visual.
     
  4. ohwooops

    ohwooops Not Very Well-Known Adventurer VIP+

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    It's not something I'd really look forward to, the skill point perks idea has already been done and is more interesting
     
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