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Spellhunter may 24th
Spellhunter may 24th






Outside of class-specific skills there may be a subset of universal skills, such as active block and dodge.Active skills could look totally different after an augment gets applied.Some spell colors and general FX change based on augments.

spellhunter may 24th

Changing the augmentations on your skills will require you to go to a NPC in a Village node or higher.The progression system for augments is very similar to the class progression system.Augments to primary skills will fundamentally change the way the ability works: Adapting what the ability once did to incorporate the identity of the secondary archetype.Choosing the same primary and secondary archetype increases focus on that archetype.There's going to be a certain threshold at which you can no longer augment your active abilities based on the decisions you've augmented previous abilities, so you'll have to pick and choose which ones you want to apply the augments towards and certain augments will have more expense required on the skill point side. Each augmentation has a level requirement and number of skill points required to activate it.These augments will affect a Fighter's primary skills differently than a Cleric's. For example: A Mage offers Teleportation and elemental schools of augments.Each augment school affects a primary archetype's skills in different ways. Each secondary archetype offers four different schools of augmentation.The design behind augments is to not just change the flavor so that it reflects the secondary archetype, but it also fundamentally changes the core components of a skill. Players can personalize their primary skills with augmentation from a secondary archetype. Primary skills ( class abilities) are based on a player's archetype. The augment is to kind of offer a balance between that where you still maintain the semblance of that trinity system while offering the opportunity to customize your play experience towards one of the other angles in the triangle. We have the traditional holy trinity that's present in class designs for MMOs and it's often that those either are not deviated at all or completely deviated from entirely. The idea behind the system is that you're kind of skirting the line through these augmentations of your role, right. So those augments are going to to play towards those identities. The rogue is going to be about stealth and critical damage. The mage is about dealing damage and elements and ability in AoEs. You know like a tank is about controlling the battlefield, is about surviving. If from the eight archetypes whatever you choose as your secondary, you're going to receive a choice of augments that relate to some core ideal of that class. World events do not directly impact class effectiveness but there may be ancillary effects in terms of availability of equipment, enchantments or tattoos. Ĭlass progression does not relate to a player's artisan progression.

spellhunter may 24th

A blink augment could be applied to the rush skill, which would now teleport the player to the target thus eliminating the charge time on the skill. Fighters have a Rush skill that allows them to rush towards a target and upon reaching the target, deal an amount damage with a chance to knock the target down. This combination opens up augments that can be applied to skills in their primary skill tree.

spellhunter may 24th

If a Fighter were to choose Mage as a secondary archetype, the fighter would become a Spellsword.

  • Augments to primary skills can fundamentally change the way the ability works - adapting what the ability once did to incorporate the identity of the secondary archetype/class.
  • This is an example of horizontal progression.
  • Each skill in the primary tree will have several augment options from the secondary tree.
  • The player can then augment their primary skills with effects from their secondary archetype.
  • Secondary archetypes may be changed, but not "on-the-fly".
  • The secondary archetype does not provide additional skills.
  • The combination of primary and secondary archetypes is referred to as a class.
  • A player may choose a secondary archetype when they reach level 25.
  • spellhunter may 24th

  • It will not be possible to max all skills in a skill tree.
  • These can be used to level up skills within their skill tree.
  • Players receive skill points as they level.
  • A player cannot change their primary archetype.
  • A player chooses their primary archetype at the start of the game.







  • Spellhunter may 24th