Each profession has a level which gets higher the more you do it. Higher levels would naturally increase positive aspects of that profession and unlock more benefits.
There will not be any party or guild mechanics at launch, so it's expected that players grouping will be limited, and by all means not supported by software yet.
I want to point out that this is because the other 2 branches for all classes are not developed nor designed yet. I know there are some old plans laying around for these other branches and I know that one other branch for Priest was focussing purely on massive healing abilities and solely a...
I see. Well there's multiple implementations we could make from this idea. Y'know that dragon from Hercules? That Hydra thing? Would be cool that if you kill a mob, it'll just respawn, but stronger, until it reaches a certain max and eventually just goes kaboom.
These are only the first branches for each class. Every class will have at least 3 branches with like 10 skills each branch. 66% of all skills are thus not designed or implemented yet.
There should always be some kind of limit, making it infinitely growing is just undefeatable and at that point, everyone would just avoid it.
I really like the idea. Depending on how the monster should become stronger, it can easily be implemented by giving monsters active effects. How does...
Personally I'm hyped for Priest, but I'd need all of the other branches (class specifications) in order for me to love it. Those won't be there at initial launch due to the amount of work they require and seeing how it wouldn't match the rest of the quantity of content. Simply knowing what...
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