Welcome to the Rise of Agon Community

Create an account today to engage in discussions and community events on the Rise of Agon forums.

Diversity

Discussion in 'General Discussion' started by tommeh, Feb 13, 2018.

  1. tommeh

    tommeh Dire Zombie
    Hero

    Joined:
    Oct 14, 2016
    Messages:
    125
    Likes Received:
    97
    When the game goes f2p there should be a massive influx of new players. New players are not DF vets, they do not want pure magefall. Its been suggested tons so I will suggest it again. More options for gameplay -

    Archery -

    Marksman - unlocks aimed shot, aimed shot is a timed shot that will do 1/3 more damage. Unlocks multishot - multishot shoots 3 arrows in left, middle, right.

    Quickhand - unlocks barrage, barrage is 3 arrows shot with little delay. Can mark a target for damage increase.

    Elemental - archers can specalize in a magic damage which can replace bow transmutes. Skills can be added for each magic.

    Meele -

    Berserker - unlocks leap, leap a short distance. Unlocks blade fury, a toggle on whirlwind, take 30% more damage while in blade fury.

    Protector - parrying now becomes a magical shield and can block up to 3 bodies from damage. Unlocks lights way, a healing type chant emits from the protectors blade healing friendlys.

    Elemental - same as archery. Replaces weapon transmutes and unlocks couple skills.

    The amount of players on launch that was complaining about the lack of choice was high. In my opinion the game needs more choice before you open the doors to f2p mandem.

    These are not classes, they will work same as destroyer and mage killer.

    Write in the thread if you got any ideas
     
    Slayven, Methodico and Mimitis TheOne like this.
  2. Mimitis TheOne

    Mimitis TheOne Crypt Guard

    Joined:
    Nov 5, 2015
    Messages:
    192
    Likes Received:
    92
    Seems like some cool ideas
     
  3. tommeh

    tommeh Dire Zombie
    Hero

    Joined:
    Oct 14, 2016
    Messages:
    125
    Likes Received:
    97
    Safe bro. Archery elemental skills -
    Fire - explosive tip. Set target alite for dot damage

    Water - slow, slows target movement speed for 5 seconds.

    Air - cyclone, where arrow lands 3 mini cyclone spawn damaging anyone close for tick damage.

    Earth - rumble, direct or floor hits can knockback targets in the area.

    Necro - wasp swarm, a mini blind.

    Witchcraft - self buff for all protection bonus.

    Meele -

    Fire - attacks apply a minor dot to target

    Water - can spin 3 iciles from blade in a spin.

    Air - a buff for temp quicker movment speed.

    Earth - a temp buff that damages enemy that hit you.

    The way transmute could be replaced is when you are specced into elemental the tool tip of your weapon will give an option to transmute. 15 essence per increase in weapon rank.
     
    #3 tommeh, Feb 13, 2018
    Last edited: Feb 13, 2018
  4. TyteDaddyTite

    TyteDaddyTite Black Knight
    Legend

    Joined:
    Apr 9, 2016
    Messages:
    1,209
    Likes Received:
    2,273
    I think more diversity would be great. I don't know if specialization by adding skills is the way to do it. I would prefer more specializations like destroyer added in as well as the non-used current specializations be re-worked for usefulness. I believe after the territory control patch cycle they've stated they are going to work on getting more diversity into builds.
     
    Fengor, Methodico and Mimitis TheOne like this.
  5. Nat

    Nat Oak Lord
    Legend

    Joined:
    Mar 12, 2016
    Messages:
    3,398
    Likes Received:
    6,501
    I am really interested in what this new perk system BPG have planned will entail.
     
    Collapse Signature Expand Signature
  6. Not_Primetime

    Not_Primetime Wildtribe Mage
    Legend

    Joined:
    May 21, 2016
    Messages:
    318
    Likes Received:
    199
    Did you know there is a road map? You should look at the road map. I'm pretty sure it's on the road map, high level with no detail. And then there is the Armor Changes. I hope this gives people what they've been asking for because this topic is getting old. I don't like having to run around equipped like a Swiss Army knife but, it is necessary in an open world. It's not like an arena game where you always have 4, 6, or 8 players in your party that are specialized tanks and healers.


    CHARACTER PERK SYSTEM
    The perks system will replace the current melee/archery specialization system in game. It will offer a large variety of perks with multiple levels, each level costing more than the last. This allows players the ability to specialize in a few high level perks or spread out their choices to be more generalized. We plan to add in non-combat related perks as well, expanding on the choices players have with their characters to beyond combat specialization.

    ARMOR CHANGES
    Armor will get new robes for mages which can be attuned using the transmute skill to one of the 6 high-end magic schools for bonuses. There will also be changes to the metal and leather/cloth armors to give more specialized choices. Perks will allow users to hybrid between the armors as well to allow players to do actions effectively that normally an armor would negate.
     
    Blaze, Mimitis TheOne and Oresmacker like this.
  7. onslaught

    onslaught Black Knight

    Joined:
    Aug 27, 2015
    Messages:
    1,105
    Likes Received:
    626
    some diversity would do wonders
     
    Collapse Signature Expand Signature
    Mimitis TheOne and Fengor like this.
  8. tommeh

    tommeh Dire Zombie
    Hero

    Joined:
    Oct 14, 2016
    Messages:
    125
    Likes Received:
    97
    Yea saw the road map bro. The idea I get from perks is you specalize in something given bonus values while subtracting from others.

    Right now archery has default attack and 1 skill. Meele has 4?

    So I think adding more skills is a good idea, it brings diversity and different play styles rather than a bonus value perk lock system.

    When new players come and they want to go pure archer and see they get one skill and a auto attack and magic has tons of schools and spells. Will they be impressed?

    In a game that offers little combat grind are specaliztions the only choice? If the perk system is put points into fire magic for 30% damage and lock other schools, is that the right choice when you can max schools in such a short time?

    Furthermore there will still be no diveristy. It will still be as it is now. More options is more varied and fun gameplay rather than everyone doing the same thing.

    In my opinion for the game to be succesful when it hits f2p is to cater to all. Archery and meele need more options, more skills. Not just bonus damage values.

    Be good to hear from BPG and there ideas.

    Game needs to be tip top on f2p launch.

    Also adjust spawn scaling. It seems broke. It does not take into account the spawn or how many people are at the spawn
     
  9. Andrew

    Andrew Obsidian Golem
    Staff Member BPG Representative

    Joined:
    Aug 25, 2015
    Messages:
    1,614
    Likes Received:
    3,899
    We've been talking more on perks to finalize the implementation the last week in design meetings. We're looking to take it a route VERY loosely inspired by Path of Exiles(For something relate-able) in terms of a skill tree. There will be 3 major types of skills and 3 hybrid types that will be in between the 3 major areas is the design we're looking at right now(Still subject to change). Taking a physical perk will open up further physical perks, getting a lot of high level perks will require you to specialize down that path more. You'll still be able to take a couple minor perks from other categories but the idea is that the best most powerful perks in each category will require sacrificing the other areas so it allows for hybridization into a couple paths for good bonuses and heavy specialization to ramp up one style of play. Some perks will require just str or just dex based perks but others will allow str or dex, dex or int, etc so there will be some crossover perks as well. The vast majority of perks will be about passive bonuses however we are looking at new skills or abilities for a few potentially. We're still a bit too early to present something of a finalized document to the community beyond the direction we're going with it.

    We don't finalize design details typically until we're a patch or so away from a feature going in because patches often change the way design works being as so much of the game is intertwined. We try to be flexible and make adjustments to designs as we go to ensure that they will fit into the game as it is now and not as it was. The perk system has gone through a few iterations and ideas on how to implement it but this general theme is looking where it will settle. Perks are going to be after territory control, which is the next feature on the docket after markets. Territory control designs will be presented to the community in the next few weeks while we're polishing off the last few outstanding questions on it's implementation.



    Archery is likely getting a few abilities, it's been another thing discussed this week, looking like we're going the route of a few new skills which will use new ammo types for them. We're wanting to be careful not to turn archery into a "bow-mage" as we feel it will not do it justice but we're going to add in some more abilities that are in-line with the playstyle of being high single target DPS. There may be at least 1 small blast type skill to give archers at least one small AoE ability but it would be very limited as the playstyle is about single target DPS.

    The specializations we're adding through perks are going to have some leveling most likely attached to them. We made the basic character leveling super easy because we didn't want combat viability to be a grind past learning the ins and outs of the game. The design goal for character leveling is such that you learn new abilities as you master the old ones, learning the game as you level, not grinding to reach the next levels. Once your basic character is leveled as you want, be it magic, archery or melee focused you will then have perks to level which will require more effort to finalize your chosen character specialization. Perks will be able to changed at a loss/price but we do want them to be a more small to medium-term choice that users make, it will be a balance to ensure it's not soul-crushing to change a perk but also that they aren't able to changed on the fly every hour. We also have several ideas in the long-term pipeline both related to more unique gear that players will be able to customize themselves so they can be recognized on the battlefield and when you loot a piece of gear it will be someone's "signature" gearset. WAY to early to talk about those ideas in detail as they are something for later this year but it is one of our long-term items we have in mind.

    Hope that helps :)
     
    Collapse Signature Expand Signature
    Fengor, Methodico, Metalkon and 5 others like this.
  10. tommeh

    tommeh Dire Zombie
    Hero

    Joined:
    Oct 14, 2016
    Messages:
    125
    Likes Received:
    97
    Intresting, thanks for the reply. Good to hear archery getting more skills. Best of luck with the game.
     
    Mimitis TheOne likes this.
  11. Headhunter

    Headhunter Goblin Warrior

    Joined:
    Oct 10, 2017
    Messages:
    35
    Likes Received:
    22
    This is the info I have been waiting for thank you and can't wait
     
    Mimitis TheOne likes this.
  12. Methodico

    Methodico Deadeye

    Joined:
    Apr 14, 2016
    Messages:
    155
    Likes Received:
    142
    When something to gear up fast?
     
    Mimitis TheOne likes this.