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skill rework suggestion


lore

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no time for introductions lets start (im sorry for any grammatical error)

since there was an skill update wich included new skill in my mind it came the idea of some reworks that i think would make the game more interesting and separate the classes more from eachother (and add some balance/revive classes), so as main target of these suggestions is make in way that the classes has unique skills 

general fixes:

ANY BUFF wich increases paramaters of the characters such crit, accuracy, parry, block, dodge will be able to over cap the following stat,example: if a barbarian with 25% block chance uses scream of fury at 4/4, its block will become 34% and by so with all other buffs

MOUNTAIN CLANS-LEGION

Spoiler

BARBARIAN 

strong blow:

the skill will also have a chance to decrease the enemy attack speed for some time

atk speed reduction: 10-15-20-25-30%

chance to apply: 20-30-40-50-60%

 

chop:

as the skill developes, the dot rate increases

dot rate increase: 10-15-20-25-30%

 

taunt:

the skill has a chance to also apply on other enemies in combat with the barbarian or an ally in party

the skill will also decrease affected enemies accuracy to be taken down to 0

chance: 30-45-60-75-90%

pvp limit: 3-4-5-6-7

 

lastwish (change name to last stand):

during the effect the barbarian will have a HUGE attack boost, if the barbarian kills a enemy  in the effect time, it will gain a HUGE heal and healbuff for some time and causing last stand to instantly cease, if the barbarian dosent kill anyone in the effect time and still in combat and bellow a certain amunt of hp, it just dies

attack boost: 50-70-90-110%

critical dmg boost: 20-30-40-50%

heal at enemy killed: 20-30-40-50% of barb's total hp

heal buff strenght: heal 5-9-11-15% of barb's total hp/2 seconds for 4-6-8-10 seconds

hp required for prevent death: 50-45-40-35% of barb's total hp

yes, 8 seconds of total insanity at 4/4, but consider that it has to be at low hp for activate and also has a 8 seconds duration, out of u will need moove those points from other skills

kill enemies will cause the skill to recover cooldown

cooldown recovered: 5-9-11-15 seconds (unless the barb starts to do a carnage it wont be the op u think)

 

ROGUE 

merciless strike:

the skill will have increased critical damage

critical damage boost: 10-15-20-25-30%

 

kick in the back:

the skill will also take to 0 the critical hit paramater

stealth:

the skill will garant the next hit to be critical at the 4th and 5th level of developement, cost at those levels will be incresed by 25%

 

stealth:

at the 5th level of developement, the buff will also garant a critical hit, and the skill can be used in combat as long the rogue is not targeted

 

poison blades:

the skill will become passive and the chance of apply poison will be based on a chance each attack

chance to apply poison: 10-15-25-30%

the poison wont remove gouge effect from the target

 

SHAMAN 

lightning ball :

the skill will have a chance to electrify (will decrease the affected target energy regen each second, and if the energy is insufficient, the enemy  will be paralized for 2.5 secs each tick, by making it unable to moove) the enemy 

electrify chance: 20-25-30-35-40%

duration: 5.5 seconds

energy damage: 10-15-20-25%/tick of shamans energy regen

energy damage by skill level: 4-6-8-10-12 energy/tick

*it can work on bosses too

 

healing spirit:

the buff can be stacked up to 2 times by each shamans, if a shaman casts 2 times healing spirit on a ally and a another shaman does the same, the affected player will have 4 stacks o f healing spirit

this is for garants for huge raids to focus heal on one player whiout allowing single ones to stack it to insanity

 

anchestor's hand:

now the skill can take the party members in the same area of the shaman with a 5 sec cast time (if get hitted the action its cancelled)

no it cant take u inside dungeons or quester only areas from the outside or the entire party with a 10 sec cast time

the shield is now based on target's hp

shield power: 10-15-20-25% of target's hp

skill cooldown increased to 40 seconds, cost changed to 30-35-40-45 energy

 

HUNTER 

fatal shot:

the skill will have increased penetration

skill penetration: 3-5-7-9-11%

 

poisoned arrow:

the skill now can "cast stack" up to 3 times, as cast stack i refer that once the skill has its cooldown done, it will start another that will allow the skill to be casted multiple times whiout a cooldown take as example how the tattical skill of bangalore works (Apex legends)

cast stack: 1-1-2-2-3

skill cooldown reduced to 3 seconds

*double trigger the skill will make the hunter to shoot all his poised arrows at one time by using 20% less energy, applies only when its possible to multicast

 

forester's trap:

the skill will be able to cast stack too

cast stack: 1-2-2-3

FORSAKEN-LEGION

Spoiler

DEATH KNIGHT 

thorn of death

the skill deals extra damage if the enemy is bellow a certain hp

skill damage boost: 10-15-20-25-30%

health range: bellow 10-15-20-25-30% hp

 

saturation:

health cost removed, skill duration increased by 30% at all levels

 

provocation:

the skill has a chance to also apply on other enemies in combat with the deathknight or an ally in party

and if the affected enemy/enemies gets damaged, the deathknight will be healed for a small portion of health

heal: 3-5-7-9-11% of damage done to the enemy

chance: 30-45-60-75-90%

pvp limit: 3-4-5-6-7

 

deathcall:

if a affected target dies while being affected by the skill it will heal the deathknight

healing: 4-6-8-10% of death knight's total hp

 

secret reserve:

cause damage while saturation is active will load some second of the cooldown 

cooldown loaded: 1-1.5-2-2.5 sec

 

WARLOCK 

dark arrow: 

the skill has increased critical damage

critical damage increase:

10-15-20-25-30%

 

dark circle:

the skill duration is changed

skill duration: 3-3.5-4-4.5-5 seconds

 

bloody tribute:

the skill wont fade if the affected player uses a skill and each time the affected uses a skill the warlock will also gain a small amount of energy

energy recovered: 2-3-4-5%

 

grimoire:

the skill now aims at the % deffence instead of the numerical one, have a overcap deffence will help counter it

in the meaningd of,if a enemy has 80% deff, it will loose 75% of that 80% so the deffence wont go down to 5% but a bit higher in the abouts of 12/14%

 

stonebody:

it can be used on enemies but instead of heal it will damage the enemy by the amount that the warlock should heal

 

NECROMANCER 

poison bolt:

the skill will have a its own chance to poison the target

chance: 10-13-16-19-22%

duration: 6 seconds

damage/tick: 10-15-20-25% of skill's damage

 

boneshield:

now the skill can stack up to 1 time for each caster, the skill damage assorbtion will also be based on the caster's health

damage assorbtion from the caster's hp: 10-15-20-25-30%

 

faithfull connection:

the skill can be self casted for apply it to all party members in area, it will make all members get healed when one gets healed, and adds a chance to also make all members gain a buff but 50% weaker, self cast will also increase the skill duration by 60%

heal passed: 10-15-20-25%

chance to pass buffs: 20-30-40-50%

 

bone totem:

the skeletons now will mimic the class of the dead enemy if its a player, by coping its skills and part of stats 

amount of stat copied: 10-15-20-25% of all stats

new passive side of the skill:

the necromancer will gain souls over time or when a enemy dies wich will be used for summon skeletons when the totem is placed

max souls: 3-4-5-6

time between soul charges: 30-25-20-15 seconds

 

CHARMER 

dark prism:

the skill will also deal damage to the energy

damage to energy: 4-6-8-10-12% of caster's total energy

 

combat healing:

the buff can be stacked up to 2 times by each charmer

 

otherwordly blessing:

the skill can be used on allies

FIRSTBORN-SENTINELS

Spoiler

BLADE DANCER 

flash strike:

skill cooldown reduced to 6 seconds

 

aggresion

the skill has a chance to also apply on other enemies in combat with the bladedancer or an ally in party

chance: 30-45-60-75-90%

pvp limit: 3-4-5-6-7

 

resistance spirit:

when the skill is active: bladencer's movement, attack and skill cooldown speed is decreased by 20%

 

RANGER 

ranger blessing:

the skill will always work upon a critical strike in auto attack

 

aimed shot:

it has extra chance to be critical

chance boost: 5-9-11-13-15%

 

all his trap skill can multi cast

beast trap: 1-2-2-3 added cast time of 1 sec

explosive trap: 1-1-2-3 added cast time of 2 secs

slowing trap: 1-2-3-4 added cast time of 2 secs

-go make ur happy bunker u wierdo

 

DRUID 

lighting bolt:

the skill has a chance to jump on nearby enemies

range:3 yards from the target

maximun jumps (pvp): 1-2-2-3-4

chance to jump: 10-15-20-25-30%

 

healing dew:

the buff can be stacked up to 2 times by each druid

 

water elemental:

the summon will can also wet players on attack, by causing em to get 30% extra effectiveness from any electrical skill

duration: 2-3-4-5 secs

chance to apply: 20-25-30-35%

 

WARDEN 

strong blow:

the skill will have a chance to decrease enemy's attack power

strong blow:

the skill will also have a chance to decrease the enemy attack speed for some time

atk reduction: 10-13-16-19-21%

chance to apply: 20-30-40-50-60%

 

wave of aggression:

the skill has a chance to also apply on other enemies in combat with the warden or an ally in party

chance: 30-45-60-75-90%

pvp limit: 3-4-5-6-7

NO IT WONT GIVE EXTRA STACKS SINCE IT WOULD BE DAMN OP

 

block master

the skill healing will be based on the health regen out of combat instead of the missing amount of hp

healing: 100-150-200-250% of warden's health regen

*ah yes, and make the skill affected by the warlock's seal, because in the endgame the warden will still be able to heal about 750 health/sec at lv32 whiout nedding alot of gear (maximun possible by gear at lv32 is 850 heal/block)

 

fortification:

the skill also decrease warden's movement and attack speed

movement and attack speed decrease: 50-50-50-40%

CHOSEN-SENTINELS

Spoiler

PALADIN 

purifying:

the skill can be used on allies for heal them from negative effects, including controlling ones

effects healed: 1-2-2-3-3

 

persuasion:

the skill has a chance to also apply on other enemies in combat with the paladin or an ally in party

the skill will also decrease the affected enemies attack power

attack debuff: 10-13-16-19-21%

chance: 30-45-60-75-90%

pvp limit: 3-4-5-6-7

 

harad's call:

the skill can be used for reach party allies in different areas, with a 5 seconds cast time (if get hitted the action is cancelled), if the skill is used on a harrad's banner, it will allow to all party members to teleport to the banner (can only be done once/banner) with a 15 seconds cast time and cause the banner o stop debuff and damage the enemies

it cant be used for enter inside dungeons or quester only areas

 

inner forces: 

the skill will also decrease damage recived by the paladin

dmg reduction: 10-15-20-25%

 

sun seal:

the skill can be applied on a ally (or himself) for make all his party allies be healed evry time it gets healed (the skill is 1.5x more effective if selfcast)

heal transfere: 10-13-16-20%

 

MAGE 

fireball:

it causes a part of its damage on a one yard radius from the target

aoe dmg: 20-30-40-50-60% of mage's magic attack

 

timewarp:

it can be self caster for rewind the character by some second (as hp, applied effects, skill's cooldowns and location) but it will not cause aoe dmg

rewind: 2-3-4-5-6 seconds

 

etereal barrier:

there will be a FORCED gap between the shields, in the meaning is that once the shield falls,  there will be a cooldown before another can be generated again

cooldown: 10-8-6-4 seconds

 

PRIEST 

harad's tears:

the skill can be used for heal allies, the heal is equivalent of the skill attack power

 

holy shield:

now the skill can stack up to 1 time for each caster, the skill damage assorbtion will also be based on the caster's health

damage assorbtion from the caster's hp: 10-15-20-25-30%

 

mystic mark:

the skill can multi cast

multi cast: 2-3-4-5

if used on a ally, it will assorb a small amount of dmg each hit recived by it, max stacks:5

damage assorbtion: 1-1.5-2-2.5% of priest's magical attack

all marks can be used at once if double select the skill, like the hunter's poisoned arrows

 

armistice: the skill can be applied on allies (or himself) for make em immune to be attack but it cannot attack either, but hey, the heal recived is boosted

heal boost: 8-12-16-18-22%

 

SEEKER

splitting:

the skill deals 20% more damage at all levels

 

exacerbation: 

the skill will also increase the character "penetrating" statistic

increase: 2-3-4-5-6%

 

dissapeareance (pls help me):

and the skill can be used in combat as long the seeker is not targeted

at the 5th level of developement, the skill will also allow the seeker to instantly recharge all skills

 

any bleeding effect caused by the seeker:

it wont remove the sun nets effect

please share ur opition on it but please wait a second before do it

i did suggest that the shaman capable to pull the other to the same area as his but the paladin is capable to do the opposite, meaning that when shamans maybe have to attempth a pull in a heat of a battle or go back for do it when the paladins can just jump back in action with no worries

so the shaman has more pulling variety but the paladin's tp can be used in a striking way, the all party pull even if paladin's one can be used at higher rate it will require the banner for be done and will need more time than the shaman, that will use way  more energy for a higher efficency

buff>nerf but mostly its added mehanics to the skill

in case a addition to more skills or buffs to the pve creatures would rebalance all and also make the game more interesting

im open to hear what u think of it, and what u agree/disagree with me, i will also ask to tell in in pve and pvp (separately) wich faction does better 

for me

pvp: legion

pve: sentinels

 

Edited by lore
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1 hour ago, lore said:

taunt:

the skill has a chance to also apply on other enemies in combat with the barbarian or an ally in party

So it has a chance of doing AoE agro?

 

1 hour ago, lore said:

stealth:

at the 5th level of developement, the buff will also garant a critical hit, and the skill can be used in combat as long the rogue is not targeted

Doesn't that means that he is not combat?

 

1 hour ago, lore said:

anchestor's hand:

now the skill can take the party members in the same area of the shaman with a 5 sec cast time (if get hitted the action its cancelled)

Some skills could work like that (Ex: Warlock's Shadow Sphere, so you won't need to worry about being with 100% mana everytime, and since Warlock is full stun, it has a lot of time to charge it)

 

1 hour ago, lore said:

poisoned arrow:

the skill now can "cast stack" up to 3 times, as cast stack i refer that once the skill has its cooldown done, it will start another that will allow the skill to be casted multiple times whiout a cooldown take as example how the tattical skill of bangalore works (Apex legends)

Necro's Eye and Mage's Distortion could also work like this

 

1 hour ago, lore said:

saturation:

health cost removed, skill duration increased by 30% at all levels

Or just increase it according to the level (ex: 1/4 = 3% HP, 4/4 = 10% HP)

 

1 hour ago, lore said:

provocation:

the skill has a chance to also apply on other enemies in combat with the deathknight or an ally in party

and if the affected enemy/enemies gets damaged, the deathknight will be healed for a small portion of health

 

deathcall:

if a affected target dies while being affected by the skill it will heal the deathknight

Too much healing, it's basically a offensive WD

 

1 hour ago, lore said:

secret reserve:

cause damage while saturation is active will load some second of the cooldown 

cooldown loaded: 1-1.5-2-2.5 sec

 

Yes, please

 

1 hour ago, lore said:

bloody tribute:

the skill wont fade if the affected player uses a skill and each time the affected uses a skill the warlock will also gain a small amount of energy

It looks more useful

 

1 hour ago, lore said:

grimoire:

the skill now aims at the % deffence instead of the numerical one, have a overcap deffence will help counter it

in the meaningd of,if a enemy has 80% deff, it will loose 75% of that 80% so the deffence wont go down to 5% but a bit higher in the abouts of 12/14%

Why nerf it if rarely Warlock uses it in PvE (and i think that no one uses it at PvP)?

 

2 hours ago, lore said:

stonebody:

it can be used on enemies but instead of heal it will damage the enemy by the amount that the warlock should heal

 

It's the Charmer skill that deals damage.

I think that it's already ok, it's the Warlock's only defensive skill, don't make it offensive (and we don't need more control)

 

2 hours ago, lore said:

bone totem:

the skeletons now will mimic the class of the dead enemy if its a player, by coping its skills and part of stats 

amount of stat copied: 10-15-20-25% of all stats

new passive side of the skill:

the necromancer will gain souls over time or when a enemy dies wich will be used for summon skeletons when the totem is placed

Looks cool, but sadly, there is no skills with passive and active effects on the game

 

2 hours ago, lore said:

otherwordly blessing:

the skill can be used on allies

Simple but necessary

 

2 hours ago, lore said:

resistance spirit:

when the skill is active: bladencer's movement, attack and skill cooldown speed is decreased by 20%

 

I think that 20% is a lot (even if i hate this class/skill)

 

2 hours ago, lore said:

all his trap skill can multi cast

beast trap: 1-2-2-3 added cast time of 1 sec

explosive trap: 1-1-2-3 added cast time of 2 secs

slowing trap: 1-2-3-4 added cast time of 2 secs

-go make ur happy bunker u wierdo

XD imagine it at war

 

2 hours ago, lore said:

water elemental:

the summon will can also wet players on attack, by causing em to get 30% extra effectiveness from any electrical skill

So his other skill would be unnecessary

 

2 hours ago, lore said:

block master

the skill healing will be based on the health regen out of combat instead of the missing amount of hp

healing: 100-150-200-250% of warden's health regen

*ah yes, and make the skill affected by the warlock's seal, because in the endgame the warden will still be able to heal about 750 health/sec at lv32 whiout nedding alot of gear (maximun possible by gear at lv32 is 850 heal/block)

YES

 

2 hours ago, lore said:

fortification:

the skill also decrease warden's movement and attack speed

Let's make WD a rocc

 

2 hours ago, lore said:

purifying:

the skill can be used on allies for heal them from negative effects, including controlling ones

Nah, doesn't combine, it's a pure dmg skill

 

2 hours ago, lore said:

harad's call:

the skill can be used for reach party allies in different areas, with a 5 seconds cast time (if get hitted the action is cancelled), if the skill is used on a harrad's banner, it will allow to all party members to teleport to the banner (can only be done once/banner) with a 15 seconds cast time and cause the banner o stop debuff and damage the enemies

Looks cool but...

2 hours ago, lore said:

it cant be used for enter inside dungeons or quester only areas

No.

 

2 hours ago, lore said:

timewarp:

it can be self caster for rewind the character by some second (as hp, applied effects, skill's cooldowns and location) but it will not cause aoe dmg

rewind: 2-3-4-5-6 seconds

I think you player Marvel Super War. Dr. Strange has a skill like that (Eye of Agamotto). But no, the Mage could just use it, deals (and receive) tons of damage and then just flee with the same HP that it has before.

 

2 hours ago, lore said:

etereal barrier:

there will be a FORCED gap between the shields, in the meaning is that once the shield falls,  there will be a cooldown before another can be generated again

cooldown: 10-8-6-4 seconds

Yes.

 

2 hours ago, lore said:

exacerbation: 

the skill will also increase the character "penetrating" statistic

increase: 2-3-4-5-6%

It already has a skill that increases penetration.

 

2 hours ago, lore said:

dissapeareance (pls help me):

and the skill can be used in combat as long the seeker is not targeted

at the 5th level of developement, the skill will also allow the seeker to instantly recharge all skills

In lv 5 looks OP, but no one uses it so, yeah (if it doesn't work on new skills)

 

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23 minutes ago, Khrone said:

So it has a chance of doing AoE agro?

Kinda

23 minutes ago, Khrone said:

Doesn't that means that he is not combat?

Combat works in this way:

As soon you attack something, u enter in battle mode with it till it or u dies, changes area or dont attack eachoter for some time (few things dosent respect the rules of battlemode, like castlegates wich won't send u un battlemode) 

In this way u would be able to enter stealth as long something is not directly aiming at u (autoattack on you) whiout worry of battemode 

23 minutes ago, Khrone said:

Or just increase it according to the level (ex: 1/4 = 3% HP, 4/4 = 10% HP)deffende 

Its the very hp cost wich makes it useless, have the hp cost as it developes is like not developing at all

23 minutes ago, Khrone said:

Too much healing, it's basically a offensive WD

It would be limited to the affected's damage recived and its not easy kill loads of stuff with deathcall on unless ur in stuff like technopolis, and a stuncycle would anyway make it vulverable instead of the rocc

23 minutes ago, Khrone said:

Why nerf it if rarely Warlock uses it in PvE (and i think that no one uses it at PvP)?

Right now it decrease the NUMERICAL value of deffence so its used on a 10k deffence taerget (like60% deff) will decrease it to 3.5k (34% deff circa) if it instead aim at the % from 60% it would go down to 16/22%, what u think now? Is it truly a nerf? 

23 minutes ago, Khrone said:

It's the Charmer skill that deals damage.

I think that it's already ok, it's the Warlock's only defensive skill, don't make it offensive (and we don't need more control)

U choose how to use it, on you for deffence or the enemy for offence

23 minutes ago, Khrone said:

So his other skill would be unnecessary

His other skill is for cause a stun, not extra dmg. 

23 minutes ago, Khrone said:

Nah, doesn't combine, it's a pure dmg skill

Purify ur allies from effects or purify ur enemies from their evil. 

23 minutes ago, Khrone said:

I think you player Marvel Super War. Dr. Strange has a skill like that (Eye of Agamotto). But no, the Mage could just use it, deals (and receive) tons of damage and then just flee with the same HP that it has before.

No i didn't play it, also thinking of it an slow down and a short silence when done would rebelance it, so if the enemy knew where u was tot time ago u would be done anyway

25 minutes ago, Khrone said:

It already has a skill that increases penetration

Penetration and penetrating are 2 different stats, penetrating is a chance on auto attack to ignore all of the enemy deffencedeffence

26 minutes ago, Khrone said:

In lv 5 looks OP, but no one uses it so, yeah (if it doesn't work on new skills)

All is all (out of guildskills ofcourse) 

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5 minutes ago, lore said:

Right now it decrease the NUMERICAL value of deffence so its used on a 10k deffence taerget (like60% deff) will decrease it to 3.5k (34% deff circa) if it instead aim at the % from 60% it would go down to 16/22%, what u think now? Is it truly a nerf? 

Thx to explain lol

 

5 minutes ago, lore said:

U choose how to use it, on you for deffence or the enemy for offence

Nice, but i never saw a double-choice skill on WS

 

5 minutes ago, lore said:

Purify ur allies from effects or purify ur enemies from their evil. 

I like this last part

 

6 minutes ago, lore said:

All is all (out of guildskills ofcourse) 

Bruh

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5 minutes ago, Khrone said:

Bruh

Dont worry, as long u aim it ur good and them are mostly buffing class so the only skill that gets a real benefit is the shield, try do a skillspam would kill their energy (even only shield) and they need  use skillpoints for allow it, so they need to choose what drop down for those 4 points

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7 minutes ago, lore said:

Dont worry, as long u aim it ur good and them are mostly buffing class so the only skill that gets a real benefit is the shield, try do a skillspam would kill their energy (even only shield) and they need  use skillpoints for allow it, so they need to choose what drop down for those 4 points

Hmm that's a good point

 

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