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  1. #1
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    Oct 2009
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    Talking Redifined Skill System

    I think the skills could use some adjustements.

    Balance allows you to stand up more quickly when knocked down. I think it should also help prevent falling as well.

    Dipolmacy encorages your enemies to find targets other than yourself. I think this effect should apply to all enemies within 30 feet for 10 sec with a 15 sec cooldown.

    Heal revives an unconscious companions to 1 Hp and also gives extra Hp to non Warforged players while resting. I think it would be great if you use heal on a conscious non Warforged player it could remove disease and poison and restores 10% of your Hp if it's lower than 10%.

    Hide and Move Silently should be put together into a skill called Sneak. These skills are almost always together why not make them one? You can't use one as effectively without the other.

    Spot and Listen should be put together into a skill called Detection. Spot is often chosen over listen b/c it allows you to see moving and still hidden targets and you see an outline. While Listen let you see red emission of where the target was moving and you can't see still hidden targets.

    Intimidate allows you to draw the attention of your enemies. I think it be better if the effect reached 50 feet for 5 sec with a 10 sec cooldown.

    Repair revives an unconscious Warfored companion to 1 Hp and gives warforged extra Hp while rest. I think a Repair skill should repair broken/damaged items and give 10% Hp to conscious Warforged with less than 10% Hp.

    Tumble allow to roll a given distance. I think it should allow you to Flip and Somersault a given distance and jump off walls.

    Use Magical Devices allow you to equipment you normally could not use and it modifier CHA. I think the modifier should be Wis and it should let you roll to use attribute runes.
    Last edited by Silver_Shadow; 04-05-2010 at 05:15 AM.

  2. #2

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    Perhaps just make intimidate / diplomacy cause a buff on successful roll.

    Like, you cast diplomacy and roll a 20, causing it to succeed and your character will turn a bit more.. transparent or something visual on your character and will last until the buff is on.
    The buff itself will make you almost untargetable for mobs (except if you are the only attackable target around).

    And intimidate - also a buff, would turn your character a bit dark red (or something alike) and will give you a buff that will cause all of the mobs in a certain radius to target you and keep attacking only you (or whoever has the highest threat and has the intimidate buff on).

    And as for the UMD stat change - i don't really see that happening - alot of builds might be based on CHA to get UMD higher - therefore that would require too radical changes.

    But other than that - you have decent ideas there.
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  3. #3
    Community Member Dendrix's Avatar
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    Your ranks in heal should be added to the ammount you heal with potions, scrolls and wands. Repair should work similarly for warforged. Those skills would suddenly become desirable. An enhancement to let your total skill (not ranks) be used in place would also work.

  4. #4
    Community Member
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    Mar 2010
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    Default Don't Listen

    Don't listen to them stay true to the way it's supposed to work DnD style the game system is complex for a reason it adds something wholly lacking from all other MMO's...... Depth. You have the license to use the most complex and in-depth gaming system in all of history don't cheapen it!!! Maybe throw in a few times that listen does something that spot doesn't like radar dots in the distance where you hear creatures etc. Early warning for sound traps. anything.

    Diplomacy agree everyone can hear you why aren't they affected.

    a non-moving person should have massive hide bonuses and not be able to be listened out.

    If your out of sight-line you should be able to re hide and approach. but not through the same way you left. lf you go out a door hide and enter from another door why can they see you??

    Intimidate is supposed to cause shaken.

    Bluff should be A LOT faster. it's not useful being so slow. it takes half a sec to go "oh **** look!" and point. If successful the character should turn away to look also allowing a bluff then hide combo.


    P.S. Though why no search rolls??? it's so limiting!!! and it's take 20 not take 10 on search rolls over time. my problem is that it's infinitely easier disable than find a trap which is not how it''s supposed to work.

    Combat search... instant but rolled. cmon please!!!

    for that matter why can't a high spot say 10 points over the search req. auto spot the traps and boxes.

    Are we going to see more trap variety from the books. (Pits and wall traps come to mind) please oh please I will pay 50 bucks just to see a Juicer trap!!! (dwarven.... big rolling millstone in a narrow hallway.)
    Last edited by Kalikorz; 04-05-2010 at 07:32 AM.

  5. #5
    Community Member Razic-Thule's Avatar
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    Tumble does all that already. Well minus the jumping up walls. But hell if Kobolds can do it why cant we? Tho i think that should be more of a Rogue thing.

    I can see they reason for wanting to have 2 skills put into 1. It does mostly make scene. But i doubt it will happen since one class might have one of the 2 skill as a class skill and the other not a class skill.

    Listen does do something spot wont. If your skill is good enough and you walk up to a door. It can tell if you there are mobs on the other side.

  6. #6
    Community Member Antheal's Avatar
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    I think it would be good if the Heal skill influences potion potency, same for Repair and Oils. Casters can already get enhancements for their wand & scroll power, but everybody could benefit from Heal as everybody can drink potions.

    However what if Heal also influenced the potency of any potion drunk by a party member within a 30ft radius, too? (The character with the highest Heal stat takes precedence as long as they're within range.) That would also create more incentive for Healing classes to invest in it, other than only the amount of HP restored at a Rest Shrine.
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  7. #7
    Community Member DrNuegebauer's Avatar
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    If you get past 30 ranks in heal (or some arbitrary number) then you can use the skill on a dead companion to 'resurrect them' (back to 10% health).

    It would also be helpful if the heal skill healed some damage - perhaps a succesful skill check might activate something akin to divine healing? Perhaps a lesser version, and it could use a heal kit somehow and have a 90 second cooldown (or longer if required!)

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