What is up, DyescapeNation, I'm your host Kabby, let's get right into the suggestion.
So, my threat and taunting thread seemed to go well and I've been ever since thinking of other suggestions that are more like system explanations rather than direct suggestions. This is another system that I feel is very typical of MMOs and would probably have a benefit on Dyescape. I have suggested this before, about a year ago I think but wanted to make this post to explain it further. And as you can see from the title we are talking about:
Talents
Now, Kabby, what are talents?
Well, talents are additional class-specific abilities or powers that require talent points to gain or improve. Each class has three Talent Trees to choose from, these being the same as each of their specializations. These little adjustments make your character yours, since most people, at least at the start, would choose widely different talent setups.
Alright, but why have talents?
Talents are a great way to allow players to customize their character and tailor them to fit the gameplay they like, since different talents and their combinations are good for other things, while a fully different setup would yield greater results in other areas. Without having talents you would also make it so everyone who chooses a class would have an identical character outside of the loot they have. Sure this would make balancing a bit easier and players would always know what they are facing, but that removes a large layer of customization from players and makes playing the same class and specialization feel the same every time.
If this system is so great then, how would it work?
Talents would be unlocked fairly early, but not at the start of once character giving newer players a sense of pace instead of introducing ten systems at a time. Achieving the unlocking level would grant you your first talent point as well as every level thereafter. Players would be free to place their points in any tree they want, but generally putting most of your points in a single tree would yield the greatest results.
The talent tree would be split into tiers, giving you access to the tier you are on and all the past tiers for that specific tree. Putting 5 points into the tree would put you to the next level of that talent tree and adding another five to the same tree would increase the tier again. These points can be spent at any of the tiers, as long as they are in the same tree. This essentially means you cannot put 10 points into tree A to unlock tier 3 for tree B.
Once you have assigned a point into a talent, it will now be allocated. Allocation is a finished decision and cannot be retracted unless you go to a specific type of NPC that can exchange money for resetting talents.
Well, what if I choose the wrong talent or I want to change my play style?
As mentioned above, this could be done through a specific NPC that will in exchange for money will refund your talents.
And because I know some people would want examples, I have prepared a few tiers of talents for Warrior and Priest:
Warrior
Tier 1:
Tier 1:
Yes, some of the numbers might not make sense, but talents wouldn't be showcased in this fashion where you would have the per level and Max level showing at the same time. For example, Improved Rejuvenate would normally have 4.5% extra healing at max rank, but levels 1 and 2 would be a 1.5% increase and level 3 would be a 2% increase. This goes for all the other talents with math that doesn't quite add up.
Addition:
Here are two more different kinds of talent trees. These both will employ a similar tier system, but you can only choose a single talent per tier. Each tier unlocks after a certain level has been achieved. For example tier 1 unlocks at level 10, tier 2 at level 15, and so forth.
Modern WoW Style system:
In this talent tree, you would see both passive abilities and active abilities. Generally, a single tier will have one active ability at least. These talents are more impactful than the ones from the previous system and overhaul your character more per talent. Each tier has three talents to pick.
For example, you could have talents like this:
Mage:
Tier 1:
Font Sensory - Your Arcane Missiles will now seek for the font of your enemies, homing towards them no matter where they go. If no target is found, the missiles fly normally.
Arcane Flow - Casting different spells after each other grants the mage a stacking bonus to damage, gaining 10% bonus damage stacking up to 100% bonus damage. Stacks as long as the spell you cast isn't the same you cast before it.
Font Shield - The user generates a shield that negates all the damage taken, but using it drains font equalling 25% of the damage taken.
Tier 2:
Amplified Blast - Your arcanic blast AoE damage will now linger, dealing 50% base damage every second for four seconds.
Arcane Runes - Replaces Arcane Charge. The user creates a large rune, taking up a 5x5 area in which everyone gains a 10% damage boost for 30 seconds.
<TBD> - Your Impale will now destroy your target's armor, reducing their armor by 15% for four seconds.
---------------------------------------------------
A second system would be similar to GW2's specialization system. This works differently to both systems above but is kinda similar to the modern wow one.
This system works by having five different Specializations. Each of these specs would focus on a single aspect like increasing damage or focused on giving extra protection.
Each spec is split into Minor and Major traits. Every other one is a Minor and the next one is major and so forth. Each tier is unlocked at a certain level. Each talent is passive. Tier 1 would be level 10 and a minor trait and level 15 would be tier 2 and a major trait. There are only a single minor talent per tier and three options for major tiers.
Here are some examples of this:
Knight | Damage Spec
Tier 1:
Unstoppable Assault - After critically hitting a target, reduce the cooldown of your damaging abilities by 2 seconds.
Tier 2:
Offense is the best defense - Activating Courage also gives you a 15% boost to damage for the duration.
Charge the frontline - After your Heroic Charge ability ends, the knight deals damage to everyone around them with a whirlwind attack.
Crush Them - The user deals 15% extra damage to targets who have reduced armor
These talents aren't really impactful but each player has three spec slots and specs can be changed at any time as long as you're not in combat.
So, my threat and taunting thread seemed to go well and I've been ever since thinking of other suggestions that are more like system explanations rather than direct suggestions. This is another system that I feel is very typical of MMOs and would probably have a benefit on Dyescape. I have suggested this before, about a year ago I think but wanted to make this post to explain it further. And as you can see from the title we are talking about:
Talents
Now, Kabby, what are talents?
Well, talents are additional class-specific abilities or powers that require talent points to gain or improve. Each class has three Talent Trees to choose from, these being the same as each of their specializations. These little adjustments make your character yours, since most people, at least at the start, would choose widely different talent setups.
Alright, but why have talents?
Talents are a great way to allow players to customize their character and tailor them to fit the gameplay they like, since different talents and their combinations are good for other things, while a fully different setup would yield greater results in other areas. Without having talents you would also make it so everyone who chooses a class would have an identical character outside of the loot they have. Sure this would make balancing a bit easier and players would always know what they are facing, but that removes a large layer of customization from players and makes playing the same class and specialization feel the same every time.
If this system is so great then, how would it work?
Talents would be unlocked fairly early, but not at the start of once character giving newer players a sense of pace instead of introducing ten systems at a time. Achieving the unlocking level would grant you your first talent point as well as every level thereafter. Players would be free to place their points in any tree they want, but generally putting most of your points in a single tree would yield the greatest results.
The talent tree would be split into tiers, giving you access to the tier you are on and all the past tiers for that specific tree. Putting 5 points into the tree would put you to the next level of that talent tree and adding another five to the same tree would increase the tier again. These points can be spent at any of the tiers, as long as they are in the same tree. This essentially means you cannot put 10 points into tree A to unlock tier 3 for tree B.
Once you have assigned a point into a talent, it will now be allocated. Allocation is a finished decision and cannot be retracted unless you go to a specific type of NPC that can exchange money for resetting talents.
Well, what if I choose the wrong talent or I want to change my play style?
As mentioned above, this could be done through a specific NPC that will in exchange for money will refund your talents.
And because I know some people would want examples, I have prepared a few tiers of talents for Warrior and Priest:
Warrior
Tier 1:
- Improved Chop - Increases the bleed damage done by your Chop ability by 1% per level | Max 5/5 points, for 5% bleed damage
- Brutality - Increase the damage of your warrior spells by 2% per level | Max 5/5 points, for 10% extra damage on spells
- Booming Voice - Increase the range of your Provoke and Roar abilities by 0.5 blocks per level | Max 5/5 points, for 2.5 blocks extra range
- Improved Brave - Increases the duration of the brave skill by 1 second per level | Max 5/5 points, for an additional 5 seconds of duration to Brave.
- <Didn't come up a name for this one> - After being a victim to a critical strike reduce the cooldown of your Combat Regeneration ability by 2 seconds per level | Max 3/3 points, for 5-second reduction to Combat Regeneration cooldown.
- Last Stand - Increase your base damage by 5% per level if you are under 40% of your total health. | Max 3/3 points, for 15% bonus base damage when under 40% total health.
- Improved Bull’s Rush - Your Bull’s Rush ability gains a second charge, and deals extra 5% damage. | Max 3/3 for 15% extra damage on Bull’s rush
Tier 1:
- Holy Discipline - Increase the users spell and healing power by 1% per level | Max 5/5 points, for an additional 5% spell and healing power
- Divine Power - Reduce the cooldown of your Smite and Immolate abilities by 1 second per level | Max 5/5 points, 5-second cooldown reduction to Smite and Immolate
- Improved Fortify - Increase the Armor bonus of your Fortify spell by 2% per level and the damage bonus by 1% per level | Max 5/5 Points for 10% bonus armor and 5% bonus damage increase
- Improved Rejuvenate - Increase the healing of your rejuvenate spell by 1.5% per level | Max 3/3 for 5% extra healing every 2 seconds
- Blessed Recovery - After critically healing your target, increase the critical chance of your next healing spell by 10% per level | Max 3/3 for 30% extra critical chance after critically healing
- Focused Light - Increase the critical strike chance of your Testimony and Holy Burst abilities by 5% per level | Max 3/3 for 15% extra critical strike chance to Testimony and Holy Burst
- Guardian Angel - Your heal gains a 2% per level chance of also giving your target a bonus 15% defense for 5 seconds. | Max 5/5 for 10% chance
- Holy Immunity - Your Cure ability now has a 50% per level chance to apply a debuff immunity for 3 seconds. | Max 2/2 for 100% chance.
Yes, some of the numbers might not make sense, but talents wouldn't be showcased in this fashion where you would have the per level and Max level showing at the same time. For example, Improved Rejuvenate would normally have 4.5% extra healing at max rank, but levels 1 and 2 would be a 1.5% increase and level 3 would be a 2% increase. This goes for all the other talents with math that doesn't quite add up.
Addition:
Here are two more different kinds of talent trees. These both will employ a similar tier system, but you can only choose a single talent per tier. Each tier unlocks after a certain level has been achieved. For example tier 1 unlocks at level 10, tier 2 at level 15, and so forth.
Modern WoW Style system:
In this talent tree, you would see both passive abilities and active abilities. Generally, a single tier will have one active ability at least. These talents are more impactful than the ones from the previous system and overhaul your character more per talent. Each tier has three talents to pick.
For example, you could have talents like this:
Mage:
Tier 1:
Font Sensory - Your Arcane Missiles will now seek for the font of your enemies, homing towards them no matter where they go. If no target is found, the missiles fly normally.
Arcane Flow - Casting different spells after each other grants the mage a stacking bonus to damage, gaining 10% bonus damage stacking up to 100% bonus damage. Stacks as long as the spell you cast isn't the same you cast before it.
Font Shield - The user generates a shield that negates all the damage taken, but using it drains font equalling 25% of the damage taken.
Tier 2:
Amplified Blast - Your arcanic blast AoE damage will now linger, dealing 50% base damage every second for four seconds.
Arcane Runes - Replaces Arcane Charge. The user creates a large rune, taking up a 5x5 area in which everyone gains a 10% damage boost for 30 seconds.
<TBD> - Your Impale will now destroy your target's armor, reducing their armor by 15% for four seconds.
---------------------------------------------------
A second system would be similar to GW2's specialization system. This works differently to both systems above but is kinda similar to the modern wow one.
This system works by having five different Specializations. Each of these specs would focus on a single aspect like increasing damage or focused on giving extra protection.
Each spec is split into Minor and Major traits. Every other one is a Minor and the next one is major and so forth. Each tier is unlocked at a certain level. Each talent is passive. Tier 1 would be level 10 and a minor trait and level 15 would be tier 2 and a major trait. There are only a single minor talent per tier and three options for major tiers.
Here are some examples of this:
Knight | Damage Spec
Tier 1:
Unstoppable Assault - After critically hitting a target, reduce the cooldown of your damaging abilities by 2 seconds.
Tier 2:
Offense is the best defense - Activating Courage also gives you a 15% boost to damage for the duration.
Charge the frontline - After your Heroic Charge ability ends, the knight deals damage to everyone around them with a whirlwind attack.
Crush Them - The user deals 15% extra damage to targets who have reduced armor
These talents aren't really impactful but each player has three spec slots and specs can be changed at any time as long as you're not in combat.
Last edited: