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Bagel99
08-14-2021, 05:24 PM
Hello all, i've posted here only once before in regards to fixing sword and board melees. The responses were nice and intuitive so i'd like to post more of an open ended idea/ FAQ about universal tree ideas. I have 3 simple criteria for these trees though !

Criteria:
- No intentionally OP trees ( ex. being like a t4 skill giving x4 crit multi )
- Must fit into a flavor/ having direction ( ex. like a Warpriest esk tree focusing on maces and silencing foes " heretics )
- Have fun with these ! i'd love some ideas for underused game mechanics !

( PS you don't need to have an excel spreadsheet with all the cores/ stuff listed out, ideas and brainstorming are A ok ! )

Anyhow to start off i have a suggestion for the Marauder Universal tree specializing in Mace/Battle-axe w/ shield use. The tree would further revolve around a stance ( 2 independent toggles in game ) in which when in the offensive portion you would take increased incoming damage and reduced AC ( to offset shield defense attributes ) but gain % armor piercing, attack speed ( combat style ) and DCs. On the other hand while in the defensive portion you would lose the benefits of the offensive stance, further more taking a -1 crit multi penalty and -1[w] weapon penalty, but gaining AC, Fort and the ability ( % chance ) while blocking to deal you shields damage to enemies who attack you on a 1s timer.

I think this tree would allow for very general use while allowing you to bolster either the offensive or defensive stances for primary focus.

Offensive main stance: Mainly for clearing content, allows for good play feel while another tanky character is in the party or solo and when needed you can change stance to tank some hits and keep aggro through the additional hits.

Defensive main stance: Mainly for tanking, allowing you to become a nice little wall against you opponents and allow for tank options with offensive utility incase you cant find a party. Have an easy quest with a rough boss or need to stall, this is your guy. Soaking damage, moderately capable.

Always open to criticism and maybe these ideas should be split if its not intuitive for new players or easy to grasp. Hope to hear some awesome ideas !

Oliphant
08-14-2021, 05:50 PM
A few I'd like:


Boxing unarmed fighting/animation tree
Baseball bat fighting/animation thf club tree
Time manipulation tree (i.e. enemy slows, +attack speed, +casting speed)
Lag guard tree that ups guard damage effects that persist well through lag
Tree that helps make heroic enhancement abilities function better at endgame (e.g. 'for every five levels, including epic levels, plus x to y')
Tree that lets you modify spellbook spells somehow

ShifterThePirate
08-14-2021, 06:34 PM
Some sort of Trickster/Charmer tree where you can disguise as an enemy to scout around stealthy or an object to hide and lose agro. With focus on Charming others to fight for you. Pickpocketing (stealing 'loot' from bosses). And creating diversions (explosions, dead bodies, pets, images that represent the party etc.) to lead enemies into different hallways away from the party.

erethizon
08-15-2021, 02:04 AM
I would like to see trees that help fix utility into more classes. For example, inquisitive made it so that any class could effectively play a ranged character. With that in mind, I would like to see a tree that allows rogue skills to be added to any class and another tree that allows cleric skills to be added to any class.

Simply put, if you want to play a pure fighter that can trap and pick locks, this universal tree could make that happen. If you want to play a pure sorcerer that can heal and cure status ailments, this universal tree could make that happen (similar to the dragonmark of healing, but it would be strong enough to be useful). Better still would be if both the trapping and healing were in a single tree as that would greatly increase its utility since it would combine the two most desirable skill sets into a single tree.

I know some will argue that such trees would reduce the importance of rogues and clerics, but the main problem is that it is far too common to have a full party with no trappers and no healers. Anything that would make it easier for players to have trapping and healing skills would make the game better for us all. I like to play pure characters that spend all 80 AP in just class skills so I don't normally have space for trapping or healing skills, but making it easier for other players to fit them into their builds would be great.

thedip
08-15-2021, 02:27 AM
I'd love them to fix summons and pets so that we could have a universal summoner tree. I find summons really useful up to about lvl5, but after that they are essentially a wasted spell slot. The ability to have more than one summoned creature at a time would be nice.

Given that you could be giving up a considerable amount of power by putting up to 30+ points in the tree, the summons should be pretty hardy.

Aelonwy
08-15-2021, 08:40 AM
Universal Quarterstaff tree, most classes can use it only rogue and monk can use it especially effectively... maybe fighter too but why? I envision something the Traveler themed. Maybe pull a little from Drunken Master, since I doubt that Prestige Class would be allowed as itself.

Universal Summoner, something that would really work best for a solo-er and make summons functionally decent at all levels. Perhaps something allowing one extra summon for every 10 character levels, so at 30 having 4 summons active.

Universal Enchanter, something focused on charms and CC but not so much on spell damage-dealing, maybe extra social skill benefits too. Something that would work well to support any caster class but also like Warchanter's Freezing Ice have some abilities that would pair well with a melee/ranged player running a scapegrace or charming rascal.

Universal Spelltwisted Tree, something that alters regular spells like makes your spells their opposite element or makes all spells deal chosen element damage. Maybe turns cone based spells into brief auras or AoE. Twists certain buffs such as makes Shield have an incite bonus but also give Force Absorption, as an example. Unless they are going to make the Shaman class eventually maybe the Spelltwisted tree ought to mimic some of the Shaman's theme which was Primal + Arcane much the same way Bard is Divine + Arcane magic.

Universal Brawler, I remember someone playing something similar in PnP with a feat that could make anything at hand a weapon. Many a chair, small chest, and flagon were used as weapons in that game. Also people were swung at each other. I remember the fights being described like Jackie Chan movies. I doubt DDO could do all that but maybe an enhancement that deals random throwing damage to mimic tossing random items like weapons. And unarmed, MMA-like combat without the whole Zen monk concept... more street-tough. I want to see something that can choke someone out, maybe add grapple in some form.

Off the top of my head.

Dandonk
08-15-2021, 08:45 AM
Universal tree?

Number 1...

the larch.

TFerguson
08-15-2021, 09:08 AM
I'd rather see more class trees available for different races, like how AA is available to all elves. All dwarves have access to Stalwart Defender, etc . . .

devashta
08-15-2021, 09:17 AM
Unless we get more Universal APs to spend on universal trees, further work on this a wasted time - both from ideas and development point of view. Half a dozen universal trees to share it with enhancement trees is ridiculous and bad system design from Steelstar.

Marshal_Lannes
08-15-2021, 09:38 AM
The two which stand out to me are Psionics and Summoning. Psionics screams out to be a universal tree so any archetype could dive into this. An enhancement of summoning is perhaps long overdue and instead of trying to jam it into a spell tree, it might make sense to approach it with a broader audience so we might have rangers, fighters, clerics etc with companions.

Bagel99
08-15-2021, 10:30 AM
I'd love them to fix summons and pets so that we could have a universal summoner tree. I find summons really useful up to about lvl5, but after that they are essentially a wasted spell slot. The ability to have more than one summoned creature at a time would be nice.

Given that you could be giving up a considerable amount of power by putting up to 30+ points in the tree, the summons should be pretty hardy.

I think what needs to happen is summoned monsters all need base attributes. Say a zombie has 14 str, 8 dex, 18 con etc. 5 melee power, 10 prr and 45 hp at level 1.
this zombie would be a level 1 spell. This spell would scale with caster levels up to 1.

Formula:
(Base Stats of Zombie x Caster level ( capped at 1 ) x ( Using Spell power at 50% value for modifier ) = Zombie stats.
(14 strength x 1) x ( 100 negative spell power/2) = Zombie Strength stat
(14) x 1.5 ( or .5x mod from neg spell power ) = 21 strength

Considering its a high value for level 1 on a character, you would be worried BUT on an AI like a hire without controls it could have 1000hp at level 2 and somehow die, fall off the map, get stuck, sit and roast in a trap etc, fail a save.

I would love a summoning tree !

Bagel99
08-15-2021, 10:38 AM
Unless we get more Universal APs to spend on universal trees, further work on this a wasted time - both from ideas and development point of view. Half a dozen universal trees to share it with enhancement trees is ridiculous and bad system design from Steelstar.

What parts of universal trees make it bad ? Just would like your take.
the Racial APs and 80 APs from leveling are more than enough power at that level before destinies are added. I sometimes want a cleric who plays like a vanguard or a caster that has a bit of formal training for combat. flavor in tehse trees isnt inherently bad. Business wise it can be paired with content/ favor or bought which is return on developed investment.

on a side note what i think would be cool is if instead of having all the little hidden favor bonuses for different people be in a different spot there was a sheet almost like the destiny map which showed the benefits of assisting said patron.

fatherpirate
08-15-2021, 01:06 PM
Well, if we are talking about Universal Trees I would not mind seeing.
I would prefer a few generic ones that allow a character to diversify without having to resort to multiclassing.

Note: none of these trees should be better at a particular task than the classes that
specialize in it. For example, a trap centric tree might allow a character (who invested enough
in it) to bypass a trap or disable a trap for a short time. (find the way the trap owner uses to
turn it off briefly) BUT, it should not replace the skills of a good Rogue or Arty.

That given

I would like to see 4 generic trees

1. a melee combat tree that centers around improving combat with common weapons
2. a healing tree that centers around non-magical healing (1st aid) (healing potion bombs like Alchemy)
3. a trap tree that centers around safely bypassing most traps or surviving them
4. an arcane tree that can give some basic spell casting (arcane) to non-caster classes very specific spells (not effected by armor/shield)

all of them would require significant investment to get at their more sought after skills.
example, on the trap tree ... you would need at least tier3 to attempt to turn off a trap
at tier 5 disable device becomes a useable and improvable skill.

so a lot of balancing would be involved to insure the En. point cost was worth
the benefit but not OP.

it would be nice, but if not ... no problems

Dilbon
08-15-2021, 01:11 PM
Universal sword & board tree would be nice for all those bards, barbarians, clerics and such.

Bagel99
08-15-2021, 02:41 PM
Universal sword & board tree would be nice for all those bards, barbarians, clerics and such.

I most definitely agree ! i always thought it funny that the first time you play the blonde cleric in the tutorial is a cleric with a shield and mace. yet playing one seems to feel lackluster compared to a swf with orb.

Bagel99
08-15-2021, 02:43 PM
Well, if we are talking about Universal Trees I would not mind seeing.
I would prefer a few generic ones that allow a character to diversify without having to resort to multiclassing.

Note: none of these trees should be better at a particular task than the classes that
specialize in it. For example, a trap centric tree might allow a character (who invested enough
in it) to bypass a trap or disable a trap for a short time. (find the way the trap owner uses to
turn it off briefly) BUT, it should not replace the skills of a good Rogue or Arty.

That given

I would like to see 4 generic trees

1. a melee combat tree that centers around improving combat with common weapons
2. a healing tree that centers around non-magical healing (1st aid) (healing potion bombs like Alchemy)
3. a trap tree that centers around safely bypassing most traps or surviving them
4. an arcane tree that can give some basic spell casting (arcane) to non-caster classes very specific spells (not effected by armor/shield)

all of them would require significant investment to get at their more sought after skills.
example, on the trap tree ... you would need at least tier3 to attempt to turn off a trap
at tier 5 disable device becomes a useable and improvable skill.

so al lot of balancing would be involved to insure the En. point cost was worth
the benefit but not OP.

it would be nice, but if not ... no problems

All seem like awesome ideas, some classes like my Deepwood stalker ranger really only pull from one tree ( 42 points in deepwood ) and having a combat medic ( first aid ) tree or even a general arcane tree would assist in the toons versatility. Im glad epics are atleast getting opened up because i really am not a fan of shiradi and would love to expand my horizons

Artos_Fabril
08-15-2021, 10:14 PM
The two which stand out to me are Psionics and Summoning. Psionics screams out to be a universal tree so any archetype could dive into this. An enhancement of summoning is perhaps long overdue and instead of trying to jam it into a spell tree, it might make sense to approach it with a broader audience so we might have rangers, fighters, clerics etc with companions.
Part of a future Sarlona expansion: Kalashtar Race, Psion class, and a Wild Talent universal tree.

erethizon
08-16-2021, 01:25 AM
Well, if we are talking about Universal Trees I would not mind seeing.
I would prefer a few generic ones that allow a character to diversify without having to resort to multiclassing.

Note: none of these trees should be better at a particular task than the classes that
specialize in it. For example, a trap centric tree might allow a character (who invested enough
in it) to bypass a trap or disable a trap for a short time. (find the way the trap owner uses to
turn it off briefly) BUT, it should not replace the skills of a good Rogue or Arty.

That given

I would like to see 4 generic trees

1. a melee combat tree that centers around improving combat with common weapons
2. a healing tree that centers around non-magical healing (1st aid) (healing potion bombs like Alchemy)
3. a trap tree that centers around safely bypassing most traps or surviving them
4. an arcane tree that can give some basic spell casting (arcane) to non-caster classes very specific spells (not effected by armor/shield)

all of them would require significant investment to get at their more sought after skills.
example, on the trap tree ... you would need at least tier3 to attempt to turn off a trap
at tier 5 disable device becomes a useable and improvable skill.

so a lot of balancing would be involved to insure the En. point cost was worth
the benefit but not OP.

it would be nice, but if not ... no problems

Too much required investment in a trapper tree would make it useless. Remember, it takes only a single level of Rogue to be a perfect trapper that can get every trap in the game. If you have to spend 30 AP to be a decent trapper you would certainly be better off just taking 1 less level of your main class and adding a rogue level instead (or two levels of Rogue to get evasion as well). The purpose of a trapper tree is to make it so that more parties have someone that can handle traps, not to make anyone stupid enough to use the tree an automatic gimp at everything else.

droid327
08-16-2021, 05:36 AM
Thug (brawler) tree for unarmed/clubs/greatclubs. All underserved weapons, and a universal THF tree would open a lot of possibilities

Something that includes basic self healing, and some general casting boosts, plus multiselector slas from diverse spell books (factotum? Mystic theurge?). No pure caster class can really go 80 AP into pure casting, they need a secondary Uni tree to pair with their main

Defense/tank tree with con to hit/dmg

RXB tree that lets you convert rxbs to a short range cone attack

songswrath
08-16-2021, 08:12 AM
i do like the Brawler idea. I think it can be what that failed race of razor was meant to be.

ShifterThePirate
08-16-2021, 09:27 AM
Defense/tank tree with con to hit/dmg


Con to hit/dmg should never be in the game :rolleyes:

Enoach
08-16-2021, 09:44 AM
Con to hit/dmg should never be in the game :rolleyes:

I'm not against this or any attribute being added. Maybe it should be a feat cost. Currently Enhancements we already have Dex (class/race), Con (race), Int (Universal) and Wis (universal).


Trees I would like to see go into the Prestige classes of the 3.5 rules such as the Mystic Theurge. While these are not universal in the sense any build can use them, they would increase the 'build' available pool.

My concern though is that without the Practiced Caster Feat this tree will likely need that type of ability added.

Tyrande
08-16-2021, 10:30 AM
Mystic Theurge: Cost?? 495 DDO points??

Cores: requires magical training. Requires at least FOUR religious lores AND FOUR arcane lores. What this means that you need at least level 4 divine caster levels and a level 4 arcane caster levels. Example: 16 favored soul/4 wizard/10 epic or 16 sorcerer/4 favored soul/10 epic or I hate to say this maybe 12 paladin/4 favored soul/4 sorcerer/10 epic...

For each Core ability spent in this tree, including this one grants +10 universal spell power, +1% critical chance, +1 spell penetration.

Core 1: Theurge Lore Find a religious icon or spell focus item.
Core 2: Potent Cantrips: For every damage spell the character casts, add the (INT, WIS, CHA) stat modifier to the spell damage.
Core 3: Ability Increase: +1 INT or +1 WIS or +1 CHA
Core 4: Metamagician Choose an additional metamagic that your character has not chosen previously in the spell casting class.
Core 5: Spell Synthesis Whenever your character cast a spell, the same spell can be cast again without cool down.
Core 6: Mystic Theurge +4 INT or +4 WIS or +4 CHA. B]Theurgic Blessing[/B]: Blessing of the loot goddess grants +1% chance to find named loot and +1% chance for random loot to have an additional attribute. If having Paladin levels this blessing is removed and instead comes with +10% donation to the church for being LG. i.e. The amount of platinum the character looted is less and donated to their church or patron. With paladin levels the percentage chance to find named loot is 10% less instead of 1% more since its donated to their church and for doing good work.


Progressions: up to people's imagination here...
Maybe T5: Eschew Materials: 1 AP: all spells now cost no components.
T5: Gem Crafting: 2 AP?: Can remove sentient and augment gems without using a toolkit.
T5: [SLA help] Pick one SLA from DBF, Sunburst, Polar Ray, Chain Lightning or Firestorm.
T5: Extra Spell focus: pic one necromancy, enchantment, transmutation, illusion, etc.
T5: [SLA help] Pick one SLA from Finger of Death, Prismatic Spray, Destruction

droid327
08-16-2021, 12:03 PM
Con to hit/dmg should never be in the game :rolleyes:

Dont see why not, its not like CON has a higher ceiling than all the other stats. Plus, Dwarf already can get CON to dmg

If you want to say no CON trance, I'd agree with that - keep CON builds more defensive by design, as the tradeoff. But no reason to disallow them completely.


Mystic Theurge: Cost?? 495 DDO points??

Cores: requires magical training. Requires at least THREE religious lores AND THREE arcane lores. What this means that you need at least level 3 divine caster levels and a level 3 arcane caster levels. Example: 17 favored soul/3 wizard/10 epic or I hate to say this maybe 14 paladin/3 favored soul/3 wizard...


Or 6 Bard :) Though I'd be OK with pure Bard having access to Theurge, honestly - it'd be a good complement for Spellsinger for a pure caster Bard.

Also, MT as a prereq is largely redundant since any class that gives you Arcane Lore will give you MT at L1 anyway - except for Bard, but they'd just take it with Spellsinger. I'd just make the prereq 1 Arcane, 1 Religious Lore - otherwise you're gating the tree to L6 minimum, for one. You can gate the *tiers* with more Religious Lore feats - ie, T2 Arcane- or Divine-specific enhancements would require 2 Lore feats, T3 require 3, etc. That would better mimic progression in class trees themselves. General casting enhancements wouldnt.

Since it by default requires you to multiclass a caster (except for Bards), and that's a pretty significant tradeoff in and of itself, then I think you could justify it being pretty powerful, too:

Core 1 3 5: +1 Caster Level for all spells (otherwise the multiclass tradeoff is a dealbreaker), each tier requires +1 each Lore
Core 2 4: +1 Stat multiselector
Capstone: SLA Multiselector: Heal, L9 Arcane nukes. +2 to INT/CHA/WIS, requires +1 each Lore (for a total of 4)

Healing line T1-5: Close Wounds, CMW, Panacea, CSW, Regenerate. Each requires 1 more Religious Lore feat. All MT casting based on character level and highest of INT/WIS/CHA, each enhancement 3 tiers with decreasing cost/cooldown, and requires previous tier.

Arcane line T1-5: Multiselector: T1: same as Savant T1 SLAs. T2: same as Savant T4 SLAs. T3: Wall of Fire/Acid Rain/Cone of Cold/Ball Lightning. T4: Same as Savant T5 SLAs. T5: Chain Lightning/DBF/Otilukes/BDB. Each requires 1 more Arcane Lore feat, and previous tier.

Utility line T1-5: Invis, DW, FOM, DDoor, Death Pact. No Lore feats required, 2 AP each, 1 tier, requires previous tier.

General casting: T1: +3/6/10 Universal SP. T2: +1/2/3 Spell Crit. T3: +3/6/10% Spell Crit Damage. T4: Multiselector: Efficient Metamagic. T5: Multiselector: Free Metamagic. No Lore feats required

Mystic Defenses: T1: +2/4/6 MRR. T2: +1/2/3 Saves. T3: -10% ASF. T4: +2/4/6 Dodge. T5: +1/3/5 Dodge Cap, +6/13/20 MRR Cap. No Lore required

Kinda generic? Redundant with a lot of Sorc trees, Domains, etc? Yeah - it doesnt have to create an entirely new playstyle, it just extends some Arcane playstyle to mostly Divine builds, and vice versa.

Tyrande
08-16-2021, 12:16 PM
[...]


Or 6 Bard :) Though I'd be OK with pure Bard having access to Theurge, honestly - it'd be a good complement for Spellsinger for a pure caster Bard.


Please no bard. Bard is already OP with the ability to fascinate and Coup De Grace or Wail of the Banshee which I do not agree with.



Also, MT as a prereq is largely redundant since any class that gives you Arcane Lore will give you MT at L1 anyway - except for Bard, but they'd just take it with Spellsinger. I'd just make the prereq 1 Arcane, 1 Religious Lore - otherwise you're gating the tree to L6 minimum, for one. You can gate the *tiers* with more Religious Lore feats - ie, T2 Arcane- or Divine-specific enhancements would require 2 Lore feats, T3 require 3, etc. That would better mimic progression in class trees themselves. General casting enhancements wouldnt.
[...]

Your proposal would allow something like half casters bard access to level 9 arcane or divine spells along with massive HP with EDF since they also use weapons; causing unbalance.


Capstone: SLA Multiselector: Heal, L9 Arcane nukes. +2 to INT/CHA/WIS, requires +1 each Lore (for a total of 4)

So you want a rocking L20 bard hurling meteor rocks, eh? Since I think bards have access to both arcane lore and divine lore (and wilderness lore too!)
Isn't this unbalance.

I changed my proposal to require 4 arcane lores and 4 religious lores and also no bards.

droid327
08-16-2021, 12:55 PM
anti-bard propaganda

Why you hate bards? :D

Also you seem to be glossing over the fact that you can only take one T5, one Capstone, and only have 80 AP to spend...

If a Bard wanted to take T5 Swash (Coup) or capstone Spellsinger (Wail) then they're not going to be able to get all the really good stuff out of a MT tree's T5s and capstone. Considering Spellsinger outside of the T5 and capstone isnt that great, I consider that a balanced tradeoff :)

I'm also unsure how a Swash gish that takes Heal+Meteor Swarm is that much stronger than an EK/PM with DA/NEB and MS. Or a Swash/SS with Heal and Horn of Thunder, really, for that matter...I think that'd be a fun build to play

The last couple of UTs have been underpowered, especially Feydark. When we add more UTs, I'd want to make sure they were actually worth playing, and potentially worth T5/capstoning, and dont just become a 12-point splash for a utility enhancement.

Tyrande
08-16-2021, 01:03 PM
Why you hate bards? :D

No, no, I do not hate bards. Actually, I love a bard in my party. I just do not want everybody playing a bard when it becomes OP.



Also you seem to be glossing over the fact that you can only take one T5, one Capstone, and only have 80 AP to spend...

If a Bard wanted to take T5 Swash (Coup) or capstone Spellsinger (Wail) then they're not going to be able to get all the really good stuff out of a MT tree's T5s and capstone. Considering Spellsinger outside of the T5 and capstone isnt that great, I consider that a balanced tradeoff :)

But no-one stopping a bard say take the MT capstone but not T5 and take the Spellsinger T5 but not capstone. Am I wrong on this?



I'm also unsure how a Swash gish that takes Heal+Meteor Swarm is that much stronger than an EK/PM with DA/NEB and MS. Or a Swash/SS with Heal and Horn of Thunder, really, for that matter...I think that'd be a fun build to play
but a Swash/SS with Heal and Horn of Thunder can heal the party too; while an EK/PM with DA/NEB and MS can't. One is an universal toon and another is just CC/DPS and maybe tank.



The last couple of UTs have been underpowered, especially Feydark. When we add more UTs, I'd want to make sure they were actually worth playing, and potentially worth T5/capstoning, and dont just become a 12-point splash for a utility enhancement.

Agreed, the last couple of UTs after VKF, Falconry and Inqusitive have been lackluster and I do not see anyone playing them.

Tyrande
08-16-2021, 01:06 PM
[...]

Agreed, the last couple of UTs after VKF, Falconry and Inqusitive have been lackluster and I do not see anyone playing them.

By this, I meant anyone in Legendary raids or Legendary R4+ dungeons.

droid327
08-16-2021, 01:14 PM
But no-one stopping a bard say take the MT capstone but not T5 and take the Spellsinger T5 but not capstone. Am I wrong on this?

but a Swash/SS with Heal and Horn of Thunder can heal the party too

But then you're not getting Coup, and you're not getting Heal/Wail if you take MS in the MT capstone. I think its balanced to have it be a "pick 2" where there's one really good thing in a T5, one really good thing in a capstone, and those two things help define your build.

Exactly - Swash/SS with Heal/HoT (currently possible) or Swash/MT with Heal or MS (cant take both), or SS/MT with Heal/Wail and MS (but then no EDF, no HoT), or pure SS with HoT and Heal/Wail (currently possible). Its not OP, its not creating new rolespace, its just adding more options, and I think that's what a well-designed UT should do.

ShifterThePirate
08-16-2021, 02:10 PM
Agreed, the last couple of UTs after VKF, Falconry and Inqusitive have been lackluster and I do not see anyone playing them.
Well there haven't been that many after the ones you mentioned... and I see it as a good thing. I don't like it when they release very OP enhancement trees. Feydark Illusionist is maybe not very powerful in a lot of ways but it has really nice things in it. I'm sure a lot of people are using the Greater Color Spray and Cha to hit/dmg. Horizon Walker also just released so many people still don't have access to that.

Tyrande
08-16-2021, 03:02 PM
Well there haven't been that many after the ones you mentioned... and I see it as a good thing. I don't like it when they release very OP enhancement trees. Feydark Illusionist is maybe not very powerful in a lot of ways but it has really nice things in it. I'm sure a lot of people are using the Greater Color Spray and Cha to hit/dmg. Horizon Walker also just released so many people still don't have access to that.

I think I need to clarify. When I said that I meant the T5s. VKF and Inquisitive yes, but not Falconry. Not many people seemed to take T5s in Falconry or Feydark Illusionist. The permanent displacement sounds good on paper, but it didn't say is that once in reaper, it gets reduced 5% of it every skull. So by R10, there is no benefit of having it.

The blade barrier of shadow blades is not very good and the jumping around the rings kinda not fun. Who does that without wings?
Also I think part of the reason is that the cool down is too long, spell cost too high and the damage lackluster.

Blade Barrier has a cool down of 5 seconds. Why not this spell?