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A skill system.

4 respuestas [Último envío]
Mar, 07/12/2011 - 08:05
edwardyh80
Legacy Username

I've played this game for around a month, and I think it's quite boring if we are only allowed to attack, charge and shield.
I think we need a skill system. Skills can be active or passive.
For example we can use a skill that boosts weapon's power for a certain time like wolvers do, or a skill that heals allies, or simply a passive skill that makes you run faster.
Of course a cooldown time has to be set to prevent spamming.
I suggest that a skill takes up an item slot, and the skill can be learned through consuming another kind of recipes.
It brings tactics and cooperation between knights into gameplay, and makes it more interesting.
What do you guys think?

Mar, 07/12/2011 - 08:26
#1
Imagen de Nodocchi
Nodocchi
A new category of equipment

A new category of equipment that instead of providing stat buffs, allows you to use special abilities? Could be interesting.

Mar, 07/12/2011 - 10:25
#2
Imagen de Effrul
Effrul
Certain equipment pieces

Certain equipment pieces already affect attack and movement speed, though I agree that there's room for expansion there.

There will never be healing items other than pills and heart pads in SK - Three Rings have made that very, very clear.

But that's almost beside the point; this is a very casual game, it's never meant to be terribly complex. There's anyway more to SK's combat than attack, charge, shield. They're the building blocks from which learned skills - kiting, shield-bashing, shield canceling - are made, stuff that you have to learn as a player, rather than a boilerplate push-button improvement for your avatar.

As for passive skills - they already exist, after a fashion. You're talking about items that take up a slot that passively improve an element of your character's performance? You're not talking about skills. You're talking about expanding the Trinkets range (which I'm all for).

Mar, 07/12/2011 - 17:36
#3
Freef
Legacy Username
More trinkets would be good.

More trinkets would be good. Also OOO might like them as a crown sink, and incentivize players to buy the trinket slot, especially in lower levels.
What you describe as active skills should just be weapons.
I'm against stuff like skill trees as the simplicity of the game is part of what makes it so compelling. At the end of the day, its the player's skill, not the character's that really matters.

Mié, 07/13/2011 - 02:01
#4
Azurenightmare
I'd love it if weapons had a

I'd love it if weapons had a third kind of fire with an unfinished charge. Alternatively, charge levels. This'd be really awesome with a boomerang type weapon that does a "sweeping from the side" attack instead of a straight shot and with each charge level it goes farther, so you'd have to charge enough to hit units far away, but not too much to overshoot them.

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