Sounds like MS-Crap propanganda but well
Did you think my Sub-class system allow enough flexibility in term of game replay value and build variation or do you think a more generic approach of skills will be better ?
Skills System Certification
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- Dominion
- Posts: 6921
- Joined: Mon May 27, 2002 7:19 am
- Location: Orsay
Skills System Certification
"How much suffering, mortal, does it take before you lose your grace?"
Shadow Empire (coming soon) | forum
Shadow Empire (coming soon) | forum
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- Dominion
- Posts: 6715
- Joined: Mon Jun 03, 2002 10:06 am
- Location: Fallen Like Lightning
I'd use both - main subclasses, and universal skills. That, or make more than 1 path in each subclass.
Druids = torcano, grizzlycano, grizzlygeddon, werewolf, werebear, summoner. That's it. All other possible routes are useless. Note that of these 6 three are because of variations in the elemental tree. (#2 above).
Beware of the pitfalls of making too many similar skills for sorc-style 'lots of offensive skills' chars (causing players to pick one skill over the other not because it plays differently, but because it is the same only better); mix up close range and long range skills, single target and AoE, direct damage and supportive (TS, Blaze), summoning/conversion, and add some defensive skills too (but make them worth something, or your players will ignore them). The other pitfall involves making not enough similar skills in rigidly divided skill trees, locking players into one path only (werewolf druid).
Druids = torcano, grizzlycano, grizzlygeddon, werewolf, werebear, summoner. That's it. All other possible routes are useless. Note that of these 6 three are because of variations in the elemental tree. (#2 above).
Beware of the pitfalls of making too many similar skills for sorc-style 'lots of offensive skills' chars (causing players to pick one skill over the other not because it plays differently, but because it is the same only better); mix up close range and long range skills, single target and AoE, direct damage and supportive (TS, Blaze), summoning/conversion, and add some defensive skills too (but make them worth something, or your players will ignore them). The other pitfall involves making not enough similar skills in rigidly divided skill trees, locking players into one path only (werewolf druid).
19.may.2007 | Adun Tori Laz.
Median XL released!
Flesyht sa ruobhgien yht etah.
y dont u play the game the way its supposta be played? -SlothNathan
Median XL released!
Flesyht sa ruobhgien yht etah.
y dont u play the game the way its supposta be played? -SlothNathan