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I have a compromise. Because Oh San isn't something that the client and server are programmed to handle. Make it a legend mark, and have it turn your sa san path title green. Or blue. Then later marks will be purple, orange, etc.. Like most RPGs color code item rarity. Give each path the usual spell upgrades, ie, 200k heal, stronger ingress, stronger invoke and heal, stacking traps, etc. Make whatever trials seem fitting. they've always been a way to timegate progress, rather than an earned commendation. But each path gets a new spell that is weak when you learn it, starting at level 1. They don't affect as many targets, and they don't do a large % of damage. And the aethers are high. But, you can level them up when you sell experience. Dumping exp into them like a stat, it slowly increases their level at set experience totals. Once the spell has enough exp to level up, you can visit the temple and choose which aspect of the spell that you want to improve. Area of effect, damage % done, aethers, vita/mana remaining after use, etc. Each level of the spell also requires you to have used the spell a certain number of times, so you actually have to use it rather than just hunt normally. This borrows from Dark Ages, where the sheer number of times you had to cast a spell to get it maxed was a huge chunk of play time and commitment. It keeps you PROGRESSING even when you hunt the same old things for hours on end. You're still getting stronger and changing how effective you are. It also starts all Oh Sans off at the same level of effectiveness of their spells, aside from the stat advantage there would obviously be of top stat players. There are a ton of good spell ideas already on Dreams from many players over the years. But, for the sake of example, I'll post some ideas off of the top of my head, and how they might be enhanced over time. Warrior: Devastating Arc: Deals 1x vitality and 0.1x mana in damage in a giant square around caster. 600s aethers. Takes 90% vitality and 50% mana. XXXXXXX XXXXXXX XXXOXXX XXXXXXX XXXXXXX Fully leveled: Increases reach by 2 extra rings of squares around the warrior. 2.0x vita, 1x mana in damage. 200s aethers. Takes 80% vitality and 30% mana. Full Unlock bonus: Becomes targettable, but increases aethers by 60s if used at range. Rogue: Deadly Waltz: Deals 1x vita and 1.5x mana in damage to the enemy the rogue is facing, and will then hop to every enemy that isn't separated by more than one square of empty space, until it hits its limit of 10 targets. 600s aethers. Takes 50% vita and 50% mana. I can't really diagram this properly. It's more of a scripted algorithm. X X X X OX X X X X X X X Fully leveled: Deals 1.5x vita and 2x mana in damage to up to 20 enemies. 250s aethers. If the spell runs out of targets, the rogue gains 10% of their max mana back for each target not affected. Takes 30% vita and 30% mana. Full Level Bonus: Every target that dies restores 5% vita and mana to the rogue. Every target that lives is put to sleep for 30s. Mage Magma Vent: Deals 2x mana and 1% vita to every enemy within a diamond around target. Leaves a deadly burn effect that cuts enemy hp by 1% of their total hp per sec for 10 sec. 600s aethers. Takes 75% total vita and 95% mana. XXX XXXXX XXXTXXX XXXXX XXX Fully leveled: Deals 3x mana and 3% vita in damage to an extra outer circle row of targets. 200s aethers. Fully leveled bonus: The four cardinal directions send out an extra two spaces of halved damage in their respective direction. Every target that dies restores 2% of the mage's vitality and mana. Takes 50% vita and 80% mana. Poet Angelic Choir: Heals everyone in party for 10% of poet's max mana and vita per second for 10 seconds. Reduces damage to all party members by 75%. Lasts 10 seconds. Aethers: 600s. Takes 100% mana and 25% vita. Fully upgraded: Heals everyone in party for 20% of poet's max mana and vita per second for 20 seconds. All party members + caster receive effect. | |