Author Topic: Ideas: Skill/Class changes!  (Read 606 times)

Butsutekkai

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Re: Ideas: Skill/Class changes!
« Reply #15 on: Jan 06, 2017; 10:14 AM »
Ok that's what i wanted to hear and it's awesome !
Zeel - 55/50 Evoker                     >
Nx03-Hogire - 55/50 Striker engi >
KrameRr - 55/50 Marksman         >
   All retired :(

BlueSunshine

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Re: Ideas: Skill/Class changes!
« Reply #16 on: Jan 06, 2017; 05:39 PM »
Further thoughts of a more frivolous nature ;D
Will we have the "costume" slots active as in Global? If so I would love to see an option to have costume active in station and armour when in battle action.
Personally I would prefer no attributes on these items so that it is purely a cosmetic choice which you use. Also with the dye kits, I would prefer them to be stat free for the same reason. Use ring/necklace slot for skill/attribute options imho.

I should add these would be the last things of all to spend any effort on...
« Last Edit: Jan 06, 2017; 05:51 PM by BlueSunshine »
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hildos

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Re: Ideas: Skill/Class changes!
« Reply #17 on: Jan 06, 2017; 07:37 PM »
What I realy want to see online?  Nagahaku mod ofc  :D

More seriously (I'm assuming it's not possible, at all), maybe I can help by telling what I hate in Hellgate London:

1: Side quests:  in HGL, they are incredibly boring and lame, and we have to do those twice to finaly get all the extra attrib points.

2: inventory is realy small and items size realy big. It's frustrating to make PRDs to check/sell/dismantle items several times on the same run. The "wow inventory" option would be great for that reason.

3:Skills are realy unbalanced. Some are insanly good (DPS), others are just a no way to go. For example, On HGL, all vokers were Tempest-Arc legion- skull splitter (sometimes). In HGG, all were Flameshard cause of the nerf of elec lightning. Marksmen were all multishot..etc. What I like the most in Naga mod, is that it increases diversity by boosting skills underestimated (BM's Sword Typhoon= OMG!, for exemple). I wish to see more diversity in 2038.

4: Templars are underpowered compare to other classes, spacialy on group. DPS is realy hard to increase after a certain limit on a BM, and immortality should not come with "no damage" on guardian. Multi auras is a must to help reducing this gap beetween templar and other classes, imo.

Hope it helps.
Hildos: lvl 60 skullspliter evoker. Naga 3.0b

Maurice lvl60 Nova marksman. Naga 3.0b

Justin Bridou lvl60 Gundian blademaster Naga 3.0b

Krobill lvl 60 Guardian Naga 3.0b

All Elite-Nightmare-Crazy Slayer (give us Hell mode!)

Bryan

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Re: Ideas: Skill/Class changes!
« Reply #18 on: Jan 06, 2017; 10:16 PM »
Further thoughts of a more frivolous nature ;D
Will we have the "costume" slots active as in Global? If so I would love to see an option to have costume active in station and armour when in battle action.
Personally I would prefer no attributes on these items so that it is purely a cosmetic choice which you use. Also with the dye kits, I would prefer them to be stat free for the same reason. Use ring/necklace slot for skill/attribute options imho.

I should add these would be the last things of all to spend any effort on...

In its current state,2038 only has a dye kit slot and a ring slot. Costumes are a wish of mine as well,but frankly they haven't even entered the discussion table yet due to the whole team's sheer workload towards a stable game.

I cannot say if the dye kits will be stripped of stats,but I doubt it. I can say,though,that the Abyss rings are fully functional already and should be quite an asset ;)

What I realy want to see online?  Nagahaku mod ofc  :D

More seriously (I'm assuming it's not possible, at all), maybe I can help by telling what I hate in Hellgate London:

1: Side quests:  in HGL, they are incredibly boring and lame, and we have to do those twice to finaly get all the extra attrib points.

2: inventory is realy small and items size realy big. It's frustrating to make PRDs to check/sell/dismantle items several times on the same run. The "wow inventory" option would be great for that reason.

3:Skills are realy unbalanced. Some are insanly good (DPS), others are just a no way to go. For example, On HGL, all vokers were Tempest-Arc legion- skull splitter (sometimes). In HGG, all were Flameshard cause of the nerf of elec lightning. Marksmen were all multishot..etc. What I like the most in Naga mod, is that it increases diversity by boosting skills underestimated (BM's Sword Typhoon= OMG!, for exemple). I wish to see more diversity in 2038.

4: Templars are underpowered compare to other classes, spacialy on group. DPS is realy hard to increase after a certain limit on a BM, and immortality should not come with "no damage" on guardian. Multi auras is a must to help reducing this gap beetween templar and other classes, imo.

Hope it helps.

I cannot comment on side quests and inventory,for the reasons mentioned above. I can discuss skills,however.

For one,sadly I don't think there will ever be absolute skill balance. Some builds,some skill&gear combinations,some approaches to damage-dealing or damage mitigation will always be more efficient than others.
What I can say without a doubt though is,2038 will most likely have a very satisfactory skill and class balance.

The Evoker you mention,for instance,doesn't look like a class that will have an absolute do-or-bust build. Flameshards will still shine,but new gear and skill tweaks also make other skills viable. Demonspine looks splendid,and so do Tempest,Skullsplitter and Spectral Serpents,each for their own purpose. Hellfire and Swarm both seem fantastic,particularly with new Glyphs designed around supporting AoEs. With the current power costs and gear,I dare say even Spectral Lash may be made viable by those determined to make it so.

As for Templars,I can say without a doubt that this will not be the case. As I also mentioned on Discord,BMs look so insanely powerful that they may very well challenge or surpass MMs and Evokers.
Just to give you an idea:

-Str bonuses are calculated before skill damage multipliers,and presumably also before cdb.
-Power costs are decreased for most skills.
-Skills such as Sword Typhoon have been revamped to make them much more dangerous.
-SoJ in particular is borderline broken. In earlier versions of HG,each swing would deal -35% damage. The current SoJ deals +103% per swing,on top of str bonuses,+ele %s and cdb. I cannot begin to describe how much of a damage boost this is in action.

So no worries,Templars will shine again ;)
« Last Edit: Jan 07, 2017; 03:40 PM by Bryan »
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hildos

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Re: Ideas: Skill/Class changes!
« Reply #19 on: Jan 07, 2017; 07:34 AM »
"-Str bonuses are calculated before skill damage multipliers,and presumably also before cdb.
-Power costs are decreased for most skills.
-Skills such as Sword Typhoon have been revamped to make them much more dangerous.
-SoJ in particular is borderline broken. In earlier versions of HG,each swing would deal -35% damage per swing. The current SoJ deals +103% per swing,on top of str bonuses,+ele %s and cdb."

 :o, OH MY GOD!

MissPeel, here we go again! That surpasses all my dreams. I WANT TO PLAY THIS GAME!!!!!!
Hildos: lvl 60 skullspliter evoker. Naga 3.0b

Maurice lvl60 Nova marksman. Naga 3.0b

Justin Bridou lvl60 Gundian blademaster Naga 3.0b

Krobill lvl 60 Guardian Naga 3.0b

All Elite-Nightmare-Crazy Slayer (give us Hell mode!)

Butsutekkai

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Re: Ideas: Skill/Class changes!
« Reply #20 on: Jan 07, 2017; 02:15 PM »
Ahah Hildos will now have wet dreams until release :p

I agree that inventory in a loot game should always be HUGE. At high lvl, we also have to carry with us the small things that will eventually go inside the inventory anyway and that reduces the space for fresh loots even further. It's a tedious and old limits that don't need to be carried through time. I really hope you can find a solution for this, maybe by using the extra cash shop bags T3 implemented ?

On the skill balance matter, will it be "balanced" around crits like HGG or will we have more freedom ? I hope it's the latter as i'm more than tired of games where crit is the only way to scale up DD.
Zeel - 55/50 Evoker                     >
Nx03-Hogire - 55/50 Striker engi >
KrameRr - 55/50 Marksman         >
   All retired :(

Bryan

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Re: Ideas: Skill/Class changes!
« Reply #21 on: Jan 07, 2017; 03:56 PM »
I agree that inventory in a loot game should always be HUGE. At high lvl, we also have to carry with us the small things that will eventually go inside the inventory anyway and that reduces the space for fresh loots even further. It's a tedious and old limits that don't need to be carried through time. I really hope you can find a solution for this, maybe by using the extra cash shop bags T3 implemented ?

On the skill balance matter, will it be "balanced" around crits like HGG or will we have more freedom ? I hope it's the latter as i'm more than tired of games where crit is the only way to scale up DD.

Bags are actually a great idea! If they can be retrofitted,they can probably be added as drops or quest rewards. Of course,if not,the inventory itself shouldn't be hard to expand.

On skills,I am really hoping 2038 can distance itself from the crit-or-bust route. Unfortunately,the more I explore,the more I see some hindrances:

-All the Abyss sets have base crit on them,some in multiple/all pieces.
-Base crit,ccm and cdb values are all much higher than Global. I dare say,they're probably double.
-Many skills seem to push classes towards crits. MMs and BMs in particular seem to have been intended to focus on crits.

I'm not sure how this can be tweaked to make other setups equally viable. At the very least,BMs and MMs seem likely to have a solid crit foundation and room for extras,such as,say,ignite/phase/etc.
It's too much to make sense of on paper,so I'm hoping the beta will be enlightening :)
"Dream big and crash often."
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Blackwoodforest

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Re: Ideas: Skill/Class changes!
« Reply #22 on: Today at 09:06 AM »
Summoner:

I´d love to have some kind of possibility to "auto cast" an elemental, pet, etc. when they die. A little switch besides the skill to make it autocast would be a great benefit. What are you thinking?

Bryan

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Re: Ideas: Skill/Class changes!
« Reply #23 on: Today at 10:49 AM »
Summoner:

I´d love to have some kind of possibility to "auto cast" an elemental, pet, etc. when they die. A little switch besides the skill to make it autocast would be a great benefit. What are you thinking?

Sounds good. I'm not sure if it's possible,or who the primary targets would be (as main minions have a CD I'm guessing it'd be Elementals) but it sounds like a good option to have.
"Dream big and crash often."
-Omerta


Blackwoodforest

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Re: Ideas: Skill/Class changes!
« Reply #24 on: Today at 11:36 AM »
The same would work on the engineer with the drones of course!