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Spell/Skill Categories


ImmortalDreams
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One thing I dislike about EO and its predesessors is the way the spell system is organized. You can only have a certain amount of spells stored before you have to get rid of some, and they're all in one messy list.

Personally, I think it would make more sense if there were customizable Spell/Skill categories. That way, someone could have categories for magic oriented skills(spells) as well as other kinds of skills(eg. item related).
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> **¤** Spell Tree: Each class has their own unique spell tree with unique spells for that class. The tree has branches so you need to level up certain spells to get access to the others just like Diablo 2 if you remember.
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> **¤** Spell Levels: That's right, spells can be leveled up in the spell tree. Each time a player levels, he is awarded 1 spell point to put in a spell of his choice. We set the max spell level to 5 which appears to be low but its quite high for an eclipse games. 5 points per spell, with 16 spells planned (to start) that's already 80 points. So level 81 players. We plan to add more pages of spell tree instead of adding more spells to each tree when we increase the level cap. (similar to diablo2 again).
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> **¤** Spell Synergies: Players want to get the last spells on the spell tree because they tend to be the most powerful. The problem is that the spells that the player got to reach those end game spells, have become obsolete. With spell synergies, if a player levels a spell, each point in that spell may increase it';s synergy (if it has one). For example: Each point in Strength buff increases the amount of strength the buff gives. But putting points in another spell that is a synergy of str buff, will increase the duration of the buff. This means that some spells can be improved by putting points in synergies. You can imagine all the builds this will create for each class.
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> **¤** Spell Types: Because we have an advanced element system, it was crucial to include this system in spells. Thus, buffs/debuffs & other spells have elements to them. Although certain spells are pure magical (deals pure damage to health), most spells have an element so getting elemental resist will protect against these. Players can also buff themselves with life leech, higher critical/block rate, attack speed buffs/debuff and more.
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A proper build system should be implemented imo, but to be more specific to the OP I'm pretty sure he means the organization of the Editor. And I don't like the organization of the spell Editor. everything else looks relatively similar to eachother but the spell editor is cluttered and should be specified to show certain things under certain categories.
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