Page 1 of 2 12 LastLast
Results 1 to 10 of 17

Thread: Talent Expansion Idea

  1. #1
    Lightbringer
    Join Date
    Aug 2013
    Posts
    685

    Talent Expansion Idea

    A lot of players are reaching the cap on talents now.
    When the next major update comes out, rather than simply increasing the level cap and/or talent cap, I suggest adding three new talents:

    Adroitness: +1 dodge +1 critical per level
    Steadiness: +1 block +1 hit per level
    Hardiness: +1 resilience +1 break per level

    Costwise, these new talents will have the same cooldown as the 3 attack talents (Illuminated Mind, Psychic Amplifier, SOS) does now, and will have DOUBLE the credit cost as Psychic Amplifier and Illuminated Mind do now, making them sigfniciant investments for players that have nearly maxed the other talents already.

    What do you guys think?

  2. #2
    +1 ... they would need to scale all PVM up a little in these stats though.

    Edit: and I think these may as well be split up... gives us a little more to do and more control over which stats we want first.

  3. #3
    Sirius kaisim_2492829's Avatar
    Join Date
    Oct 2013
    Location
    Expunged
    Posts
    2,206
    Quote Originally Posted by Yelsha View Post
    A lot of players are reaching the cap on talents now.
    When the next major update comes out, rather than simply increasing the level cap and/or talent cap, I suggest adding three new talents:

    Adroitness: +1 dodge +1 critical per level
    Steadiness: +1 block +1 hit per level
    Hardiness: +1 resilience +1 break per level

    Costwise, these new talents will have the same cooldown as the 3 attack talents (Illuminated Mind, Psychic Amplifier, SOS) does now, and will have DOUBLE the credit cost as Psychic Amplifier and Illuminated Mind do now, making them sigfniciant investments for players that have nearly maxed the other talents already.

    What do you guys think?
    if anything then it should be dodge/break and resi/crit. however i like the idea of adding new talents (there is also 2 unused boxes in that window...), but in my mind it should be single stats like g3 is suggesting. with that being said, i still think that the old talents should scale differently to make them significant in the first place, because as of now they are not in higher levels. therefore there is no insentive to even open up the 3rd talent queue hence the 4th and so on...
    to the disbelievers lets make an example about doing consistant damage on HR bosses and barely failing, lets say 95%, improve your PA or your SOS by 10 levels and you wont even gain 1% to get to 96% or higher. take banishes as example and you have the same situation.
    as much as i like the idea of "dual skills", i'd like to see the existing skills working first, since you gain the same at level 100 as you did at level 10 and thats just not right.
    Quote Originally Posted by Dawnseeker View Post
    [...]This is likely a case of collective obsessional behavior (i.e. group delusion). This can spread rapidly through any group based on fear and rumors without any objective facts. We've seen it happen numerous times in Tynon already.
    Quote Originally Posted by Herby View Post
    The forums sure has fallen from grace, turning into a vent-fest, instead of people sharing ideas and techniques.
    Quote Originally Posted by riot View Post
    I choose to lose the way I do so I can get max tickets when I give up the CWF.

  4. #4
    Quote Originally Posted by Yelsha View Post
    A lot of players are reaching the cap on talents now.
    When the next major update comes out, rather than simply increasing the level cap and/or talent cap, I suggest adding three new talents:

    Adroitness: +1 dodge +1 critical per level
    Steadiness: +1 block +1 hit per level
    Hardiness: +1 resilience +1 break per level

    Costwise, these new talents will have the same cooldown as the 3 attack talents (Illuminated Mind, Psychic Amplifier, SOS) does now, and will have DOUBLE the credit cost as Psychic Amplifier and Illuminated Mind do now, making them sigfniciant investments for players that have nearly maxed the other talents already.

    What do you guys think?
    Lol level 100 of these = +100 dodge, +100 crit, etc

    You serious? like seriously?

  5. #5
    Lightbringer
    Join Date
    Aug 2013
    Posts
    685
    Quote Originally Posted by Herby View Post
    Lol level 100 of these = +100 dodge, +100 crit, etc

    You serious? like seriously?
    How are bosses going to get harder from here? Eventually people will have maxxed out weapons/spirits, runes, and 2 sets of near maxxed out defensive gear. How do you make it more challenging then? Well, you can increase boss's and minion's hit, crit, dodge, block, etc. Then how do you beat these bosses when runes are maxxed? By going the route of these talents, duh!

    See, even if you say, "oh just increase rune cap," eventually those caps will be reached.

    Also, current maxxes for hit rating and crit are insufficient for fighting 6.25B banish boss effectively.
    People should be able to stun and crit these bosses using max runes and max gear with 1-2 proper saintings, provided they have a good 40-50 levels of these new talents.
    Last edited by Yelsha; 06-16-2014 at 05:20 AM.

  6. #6
    Guardian japerdog50_9329163's Avatar
    Join Date
    Aug 2013
    Location
    B2A
    Posts
    113
    Hey lvl 12 runes give almost 200 for each of them. Plus its just a different and new way to increase them.
    Crimson-Server 41 Darkness of Tartarus

  7. #7
    Lightbringer
    Join Date
    Aug 2013
    Posts
    685
    Or maybe have them capped at 1/2 of max level, so capped at 60 when the player reaches level 120.

  8. #8
    i like the idea, but seeing as only 2 spaces in talent box maybe they should be crit/hit/break and resil/dodge/block - but their "+ value" adds a percentage multiplier not an actual amount. this way the increments could be quite small and it wont be until the talent is at mid to high levels that a real benefit is noticed. i'm thinking maybe 0.5% increase per talent level might be a reasonable amount.

  9. #9
    Lightbringer
    Join Date
    Aug 2013
    Posts
    685
    Quote Originally Posted by trahevony_4745091 View Post
    i like the idea, but seeing as only 2 spaces in talent box maybe they should be crit/hit/break and resil/dodge/block - but their "+ value" adds a percentage multiplier not an actual amount. this way the increments could be quite small and it wont be until the talent is at mid to high levels that a real benefit is noticed. i'm thinking maybe 0.5% increase per talent level might be a reasonable amount.
    Problem with % bonus is 1) it widens the gap between people who are already at lvl 12 runes and those at lvl 9-11 runes and 2) makes stat (crit hit dodge break dodge res) saintings OP

  10. #10
    Justice Riot's Avatar
    Join Date
    Nov 2013
    Location
    Triads
    Posts
    1,112
    I like this idea. However, the next round of talents should not only cost much more credits, it may also be good to tie it to accomplishing a very hard quest or certain heroics boss. This would make it more interesting.
    Last edited by Riot; 06-16-2014 at 12:21 PM.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •