DarkZakurazz

Skills and Skill System

Skills and Skill System

Hi just got through playing a few matches with each character.  Although fun, each time around I ended up having a relatively simliar game experience when playing with the same hero over.  This may be the intent, but since there are so few demigods I think that something should be done to make each time playing with a demigod fun and new, depending on how you "spec" them. 

So heres my suggestion, how about making two different sections in the skill tree tab.  One tree governs spell level, this would be similiar to warcraft 3 where you just pick the skill you want each level, it does more damage/increased basic effect, and add a level difference so you cant just keep picking the same skill, and maybe add a slightly larger variety of skills (the torch bearer is awesome, but a few of his spells are very similiar ie both rain spells and ring of fire just isnt' too fun). 

 

The second tree could be some sort of "talent tree" where the demigod gains some sort of passive effects to his spells or just passive bonus (stat bonus kinda thing).  This way the player can figure out all sorts of play styles, like an aoe based rook, or a freezing torchbearer, or some sort of interesting hybrid of strats.

Adding the second tree and expanding the current skill choices are what will give this game replayability make it more competative in my opinion.  Items might want to be reworked to give each one uniqueness rather just basic stat bonus's, but that's another topic.  Any critisim of this idea is appreciated if its intelligent :), cheers

 

5,666 views 27 replies
Reply #26 Top

Quoting Werewindlefr, reply 24
Quoting RapierX, reply 21Innociv there's a lot more to the warhammer skills than what's shown there due to the mechanics of the game. Unless you understand the mechanics you won't fully understand the skill differences.
 
Not with the Bright Wizard, no .
Otherwise, I agree with your general feeling, although vanilla or quasi-vanilla skills aren't always bad if there are a couple of them; they're build essentials.

 

Oh I agree..

   Like i wouldn't change the hammer slam besides any balancing that might be done.  And some other skills. 
   But half the skills or so should have some synergy between multiple skills in the game, like examples i gave in that skills thread of mine.(IE if Sedna had an aura that buffed firendly units, making them deal AoE damage to nearby enemies whenever they are healed(just the instant heals, not not potions, and not healing over time probably or regen), damage based on the heal ammount.
   This would synergize with Sedna if she has a direct healing skill, if she had this aura specced, and healed an ally, it'd damage enemies around that ally.  But also, if allies had life leach, they'd trigger that damage from sedna's aura.. (though life leach items might need rebalancing to just be on expensive artifacts.  IMO, life leach should mostly just be given from skills)   Vampire Lords unique minions could have a passive life leach ability, so they'd be always healing self, so triggering the aura Sedna has, so it'd be a good combination.

 

  It's not "this skill makes this other skill do better" kind of synergy.  It's something that's much more open, a lot more posibilities, and more "natural".

Reply #27 Top

It's not "this skill makes this other skill do better" kind of synergy. It's something that's much more open, a lot more posibilities, and more "natural".

 

And a lot more awesome and a lot more fun. The game won't feel like it's lived up to its potential until there are a ton of insane combos to pull out of your hat.