Shattered Kingdoms

Where Roleplay and Tactics Collide
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 Post subject: Skill focus/Spell Focus
PostPosted: Thu Jul 12, 2007 4:45 pm 
This just popped in my head while I was thinking about merc specialization.

I think it would be great for all classes, including mercs, to have the ability to chose 1-2 skills or spells in which they could focus into, making them more potent. IE: a focused dispel magic spell would be harder to resist, while a focused sanctuary would be harder to break and would reduce more damage, as if the spell was cast by someone two or so levels higher.

This sort of thing should promote some diversity in characters, something that SK is currently lacking imho. At the end of the day, there are those who know how to build their characters stat-wise, something that is no longer rare in SK. Even those that don't, its fairly easy to obtain eq that will boost every important to your class ability to the racial maximum.

I believe that, while this ability will seem 'better' to invest in win spells such as finger of death, petrification and the such, it will also make for some pretty interesting other combinations, which can help boost the rp of some concepts.


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PostPosted: Thu Jul 12, 2007 7:20 pm 
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There kind of already is a spell focus in SK. Considering all magic users already use a school of magic and art makes all their spells more powerful. Art makes all of a school of magic more powerful.

For Skills there is nothing how ever the ones you use lots improve until they are mastered thats kind of a bonus.

Over all I dont like the idea as a blanket all classes because some classes will gain more from it than others unless you tweak the bonus for every class and skill. For example if skill focus weapon increased damage that would be good for a warrior, but for a hellion with cleave or a rogue with back stab it would be better. There is a massive balance issue with the idea I think we would be better off with out it and tweaking each class as needed.


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PostPosted: Fri Jul 13, 2007 7:33 am 
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Without too much thought put into it, I really like the idea. I agree that finding some way to make characters more unique would be a real benefit to SK. The two immediate draw backs I see are balance issues (as mentioned earlier) and everyone picking the same skills and thus not making characters any more unique.

That being said, I think this idea is very raw but has great potential. I hope this idea gets some real discussion.

Lei Kung


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PostPosted: Fri Jul 13, 2007 8:42 am 
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For example if skill focus weapon increased damage that would be good for a warrior, but for a hellion with cleave or a rogue with back stab it would be better.

Weapons already have a skil lfocus named 'specialization'. What my idea suggest is a focus on the rest of the skills, as well as the spells. For example bash, dodge, parry, or even meditation, trance, etc


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PostPosted: Fri Jul 13, 2007 9:22 am 
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The more I think about this idea the more I like it.

It would take a lot of play testing of course.

Just think about it though. A scout focused in tame or camo. A priest focused in Healing and Sanc. A sorc focused in MM and BH. There are many combos I can think of.


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PostPosted: Fri Jul 13, 2007 12:05 pm 
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I really like it. I mean, I really, REALLY like it. Spells, skills, spells AND skills...

Yeah, this would be really, really cool.


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PostPosted: Fri Jul 13, 2007 2:27 pm 
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I have no idea what this would do to balance, but it's very, very intruiging. Since SK is where RP and tactics collide, this would create a new world of possibilities to use and to contend with.

Maybe this ability to focus would develop somewhat slowly over time, as a boon to longer-term characters?


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PostPosted: Fri Jul 13, 2007 7:07 pm 
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Yeah my only down thought to this is what someone else said. People all picking the same things. And then there are the twinks that make it not so good. Grey giant merc spec in siege crossbows and some other weapon and skill spec in fourth attack and enhanced damage. Yeah anyone see where thats going?


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PostPosted: Sat Jul 14, 2007 5:27 pm 
Well when you invest in diversity you will always encounter some unexpected uber combo. What it takes then is for the appropriate nerf of said combo, if it is indeed overpowered.

If you want a perfectly balanced game you can remove all skills and spells from everyone to begin with, then give fighters the same skills, and casters the same spells, only named differently. :P


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PostPosted: Sat Jul 14, 2007 10:46 pm 
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Erevan wrote:
Well when you invest in diversity you will always encounter some unexpected uber combo. What it takes then is for the appropriate nerf of said combo, if it is indeed overpowered.

If you want a perfectly balanced game you can remove all skills and spells from everyone to begin with, then give fighters the same skills, and casters the same spells, only named differently. :P


I've seen this done, and no one really noticed. Just change the scrips on the spell casting and such. And no one really noticed, game was rather bland though and I purposfully lost the IP address for that reason.


I know that uber combos exist. If we keep nerfing things though how long will it be before im running around with a foam sword?


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