Post by Murasaki on Nov 4, 2014 1:59:09 GMT
Quite possibly one of the biggest revisions to the skill system.
This is a preview to how the roleplay subclasses will be revised in the near future. Compared to the Main Class, which dictates how strong the character really is, and the Crafting Subclass, which determines the crafting ability of the character, there really isn't much incentive to rank one's Roleplay Subclass. Many of the skills didn't seem to be entirely worth it for 10 levels' worth of AP. Not to mention, it was getting difficult to design a total of 10 skills for an increasing amount of subclasses.
With this revamp, the roleplay subclasses will receive a type of skill tree. Many similar subclasses will be grouped together, allowing them to share a common skill pool that can synergize with one another. In order to take skills, you need to spend points, which are equal to your roleplay subclass's level. If you're Level 10, you have 10 points to spend, for example. However, the skills this time are a little more complex. Each skill will have two stages, a Basic Level and an Ace Level. Basic skills will typically cost around 1-3 points, while Ace skills average 3-5 points. Typically the Aced version of a skill will have to do with augmenting the Basic version in some way. So it'll be up to you on whether you wish to become a jack of all trades with plenty of Basic skills, or whether you wish to specialize with a few Aces.
How do you determine which subclasses share the same skill tree? Here's a list:
You will notice that skill trees are arranged into a few of their own sub-branches. The Combatant skill tree, for example, consists of the Militant sub-branch and the Enforcer sub-branch. Each sub-branch contains 3 subclasses each. The closer any two subclasses are to each other, the cheaper their skills are for buying cross-class skills.
But let's show you an example. Here is an incomplete version of the Combatant Skill Tree.
Let's take Cavalier as an example. When you start as the Level 1 Cavalier subclass, you will automatically get the F-Class skill "Heraldry" and will receive 1 skill point. You can choose to spend this 1 point into buying the Jousting Basic skill, or you can save the point and level to receive more skill points. Let's say you want to take the Berserker Basic skill "Outrage". You are not a Berserker, so you don't get the cheapest price for this skill. Instead, you are a Cavalier which falls under the sub-branch called Militant. That means, in order to buy the skill, you need to spend 2 skill points instead. Similarly, if you choose to buy the Hitman Basic skill "Bounty", you must spend 3 points instead.
You will gradually unlock higher tiers as you spend points. To unlock D-Class skills, you must spend at least 6 points in lower tier skills. Let's say as a Cavalier, you picked Jousting Basic and Aced (4 points total) and Outrage Basic (2 points total). This unlocks the D-Class tier, allowing you to buy any of the skills in that tier.
What if you want to reset your skills? You can buy a Skill Change to refund the appropriate amount of skill points you spent. However, if you drop below the amount of skill points spent in total, your higher tiers will begin to lock up again until you reallocate those points.
Changing subclasses works similarly to how it was. If you happen to change subclasses, your current subclass skill points will be locked until a time when you should switch back. You will then start with 1 skill point in your new subclass branch (if you hadn't leveled that subclass before). This applies even if you decide to change subclasses to a new subclass in the same skill tree or a different skill tree. However, due to the flexible nature of this skill tree system, it should be easier for a character to change their specializations to a similar playstyle without necessarily having to switch to a new subclass.
Feel free to give comments or suggestions for anything to this system, especially if you have ideas for skill ideas to fill up the skill trees.
This skill tree design is influenced by Payday 2's skill system. I thank JC for showing some of us this bank robbery MMO.
This is a preview to how the roleplay subclasses will be revised in the near future. Compared to the Main Class, which dictates how strong the character really is, and the Crafting Subclass, which determines the crafting ability of the character, there really isn't much incentive to rank one's Roleplay Subclass. Many of the skills didn't seem to be entirely worth it for 10 levels' worth of AP. Not to mention, it was getting difficult to design a total of 10 skills for an increasing amount of subclasses.
With this revamp, the roleplay subclasses will receive a type of skill tree. Many similar subclasses will be grouped together, allowing them to share a common skill pool that can synergize with one another. In order to take skills, you need to spend points, which are equal to your roleplay subclass's level. If you're Level 10, you have 10 points to spend, for example. However, the skills this time are a little more complex. Each skill will have two stages, a Basic Level and an Ace Level. Basic skills will typically cost around 1-3 points, while Ace skills average 3-5 points. Typically the Aced version of a skill will have to do with augmenting the Basic version in some way. So it'll be up to you on whether you wish to become a jack of all trades with plenty of Basic skills, or whether you wish to specialize with a few Aces.
How do you determine which subclasses share the same skill tree? Here's a list:
The Six Branches
Once upon a time, six Alvian Princesses ruled over the land. It was a time of peace and prosperity, a utopia where monsters did not exist. Yet, it was a world in which all its inhabitants were bound to a strict social hierachy. Over time, uncontent with simply living in a society of predetermination, the people began to desire more from their lives. The six Alvian Princesses became divided, fighting against each other until they all perished. With the fall of the Alvian Princesses came the monsters, which would usher in the rise of societal ingenuity as generations fought to secure their existence.
* ??? subclasses denote subclasses that are unreleased. They will be revealed during the update.
Combatant: The Combatant Branch of Subclasses was blessed by the Alvian Princess of War, the Lady of Swords. The subclasses that make up this branch deal with the physical and organizational feats of combat.
Berserker: Militant
Cavalier: Militant
???: Militant
Bodyguard: Enforcer
Hitman: Enforcer
Gunslinger: Enforcer
Entrepreneur: The Entrepreneur Branch of Subclasses was blessed by the Alvian Princess of Wealth, the Golden Witch. The subclasses that make up this branch revolve around money or professions that were not blessed by the God of Crafts.
Accountant: Economic
Advertiser: Economic
Merchant: Economic
Apprentice: Profession
Housekeeper: Profession
Sigilmaker: Profession
Entertainer: The Entertainer Branch of Subclasses was blessed by the Alvian Princess of Drama, the Eternal Diva. The subclasses in this branch deal with the performing arts.
Acrobat: Performer
Dancer: Performer
???: Performer
Fortuneteller: Theatrics
???: Theatrics
Puppeteer: Theatrics
Frontierman: The Frontierman Branch of Subclasses was blessed by the Alvian Princess of Paganry, the Gaean Nomad. The subclasses in this branch focus upon coexistence with nature.
Animal Trainer: Agrarian
Farmer: Agrarian
Fisherman: Agrarian
Apothecary: Nature
Gardener: Nature
Hunter: Nature
Investigator: The Investigator Branch of Subclasses was blessed by the Alvian Princess of Truth, the Mystic Oracle. The subclasses in this branch focus upon observation, be it through interpersonal relationships or deductive thinking.
???: Civil
Courtesan: Civil
???: Civil
Courier: Scout
Pathfinder: Scout
Tracker: Scout
Philosopher: The Philosopher Branch of Subclasses was blessed by the Alvian Princess of Faith, the Grand Priestess. The subclasses in this branch seek to understand more about the world and the forces that lie beyond.
???: Knowledge
Scholar: Knowledge
???: Knowledge
???: Spiritual
Exorcist: Spiritual
Priest: Spiritual
Once upon a time, six Alvian Princesses ruled over the land. It was a time of peace and prosperity, a utopia where monsters did not exist. Yet, it was a world in which all its inhabitants were bound to a strict social hierachy. Over time, uncontent with simply living in a society of predetermination, the people began to desire more from their lives. The six Alvian Princesses became divided, fighting against each other until they all perished. With the fall of the Alvian Princesses came the monsters, which would usher in the rise of societal ingenuity as generations fought to secure their existence.
* ??? subclasses denote subclasses that are unreleased. They will be revealed during the update.
Combatant: The Combatant Branch of Subclasses was blessed by the Alvian Princess of War, the Lady of Swords. The subclasses that make up this branch deal with the physical and organizational feats of combat.
Berserker: Militant
Cavalier: Militant
???: Militant
Bodyguard: Enforcer
Hitman: Enforcer
Gunslinger: Enforcer
Entrepreneur: The Entrepreneur Branch of Subclasses was blessed by the Alvian Princess of Wealth, the Golden Witch. The subclasses that make up this branch revolve around money or professions that were not blessed by the God of Crafts.
Accountant: Economic
Advertiser: Economic
Merchant: Economic
Apprentice: Profession
Housekeeper: Profession
Sigilmaker: Profession
Entertainer: The Entertainer Branch of Subclasses was blessed by the Alvian Princess of Drama, the Eternal Diva. The subclasses in this branch deal with the performing arts.
Acrobat: Performer
Dancer: Performer
???: Performer
Fortuneteller: Theatrics
???: Theatrics
Puppeteer: Theatrics
Frontierman: The Frontierman Branch of Subclasses was blessed by the Alvian Princess of Paganry, the Gaean Nomad. The subclasses in this branch focus upon coexistence with nature.
Animal Trainer: Agrarian
Farmer: Agrarian
Fisherman: Agrarian
Apothecary: Nature
Gardener: Nature
Hunter: Nature
Investigator: The Investigator Branch of Subclasses was blessed by the Alvian Princess of Truth, the Mystic Oracle. The subclasses in this branch focus upon observation, be it through interpersonal relationships or deductive thinking.
???: Civil
Courtesan: Civil
???: Civil
Courier: Scout
Pathfinder: Scout
Tracker: Scout
Philosopher: The Philosopher Branch of Subclasses was blessed by the Alvian Princess of Faith, the Grand Priestess. The subclasses in this branch seek to understand more about the world and the forces that lie beyond.
???: Knowledge
Scholar: Knowledge
???: Knowledge
???: Spiritual
Exorcist: Spiritual
Priest: Spiritual
You will notice that skill trees are arranged into a few of their own sub-branches. The Combatant skill tree, for example, consists of the Militant sub-branch and the Enforcer sub-branch. Each sub-branch contains 3 subclasses each. The closer any two subclasses are to each other, the cheaper their skills are for buying cross-class skills.
But let's show you an example. Here is an incomplete version of the Combatant Skill Tree.
S-Class (Available after 75 points are spent) | Row 1 column 2 | Row 1 column 3 | Row 1 column 4 | Row 1 column 5 | Row 1 column 6 | Row 1 column 7 |
A-Class (Available after 50 points are spent) | Row 2 column 2 | Row 2 column 3 | Row 2 column 4 | Row 2 column 5 | Row 2 column 6 | Row 2 column 7 |
B-Class (Available after 30 points are spent) | Row 3 column 2 | Row 3 column 3 | Row 3 column 4 | Bullet Storm Basic: Gunslinger (4 points) Enforcer (5 points) Militant (6 points) Passively increases the range and damage of two-handed firearms by 10%. This skill may be toggled, causing it to stay active for the next 5 seconds. While this skill is active, the character's firearm(s) is considered to have infinite ammo. The ammunition used for this skill is considered to be the basic bullet type. After this skill is canceled, Gunslinger and ranged weapon skills are disabled for the next 10 seconds. This skill has a cooldown of 60 seconds from the moment it is canceled. Bullet Storm's duration cannot be increased by any means except by its Ace effect. Ace: Gunslinger (8 points) Enforcer (9 points) Militant (10 points) Passive. Doubles the duration of Bullet Storm to 10 seconds. While Bullet Storm is active, the character cannot be killed by any attacks. Attacks that would otherwise kill the character will leave them at 1 HP until the skill wears off. If the character's HP was reduced to 1 HP by this effect, their HP will drop to 0 unless they land the last hit and kill an enemy before the duration runs out. | Row 3 column 6 | Row 3 column 7 |
C-Class (Available after 15 points are spent) | Row 4 column 2 | Gallant Steed Basic: Cavalier (3 points) Militant (4 points) Enforcer (5 points) The bond between the mount and owner is strong enough that it will temporarily stand by its owner. The mount's HP is increased by 50%. For non-Cavaliers, the mount will now take up to two hits from enemy attacks before it will be desummoned from battle. It will still automatically desummon if its HP would otherwise drop to 0. Mounts desummoned in this way by non-Cavaliers cannot be summoned again for 30 minutes. Ace: Cavalier (5 points) Militant (6 points) Enforcer (7 points) Gallant Steed may now be toggled by Cavaliers. The bravery of the mount improves, allowing it to dive right into danger to support its owner. Increases the mount's HP by a further 50%. Increases the number of hits a mount may take by 3 hits for non-Cavaliers. Toggle effect: if a Cavalier's mount would otherwise drop to 0 HP from an attack, it is left at 1 HP. This effect then goes into cooldown for 60 seconds. | Row 4 column 4 | Akimbo Basic: Gunslinger (3 points) Enforcer (4 points) Militant (5 points) Toggle skill. Wind Bullet may now be performed with two free hands or dual firearms, causing two projectiles to be able to be fired with the skill. The two shots must be fired within 0.5 seconds or else the cooldown of Wind Bullet will take place accordingly. For non-Swashbucklers, this skill halves the dual-wielding penalty for having two one-handed firearms equipped. For Swashbucklers, this skill further reduces the recoil from firearms by 25% when dual-wielding firearms. Ace: Gunslinger (5 points) Enforcer (6 points) Militant (7 points) Passive. While Akimbo is active, when the user uses an offensive ranged weapon skill while using dual firearms, the skill can be used to apply for both weapons instead of one. This is done by performing the skill animation for both firearms at the same time. However, the accuracy of the skill and its maximum effective range is halved. | Row 4 column 6 | Row 4 |
D-Class (Available after 5 points are spent) | Squire Training Basic: Cavalier (2 points) Militant (3 points) Enforcer (4 points) Passive. The mount is now trained to perform high jumps. The character may command the mount to jump, causing it to leap roughly 2 meters in the air and land about 3 meters forward. Ace: Cavalier (4 points) Militant (5 points) Enforcer (6 points) Passive. While mounted, the character may perform the following skills as if it were in their skill list: Guardian's Shield Smash, Swashbuckler's Fold Step, Shaman's Barrier Crash. Cooldowns and animation times for each of these skills are applied normally. If the character has already learned one of the forenamed skills, then the skill's cooldown is halved while mounted. | Row 5 column 4 | Suppressor Basic: Gunslinger (2 points) Enforcer (3 points) Militant (4 points) Toggle skill. Reduces the recoil and noise generated from firearms by 50%. The character also draws 50% less aggro from firearm attacks and Wind Bullet skills. However, firearm and Wind Bullet damage is reduced by 25% while this skill is active. Ace: Gunslinger (4 points) Enforcer (5 points) Militant (6 points) While Suppressor is active, the first shot directed toward a monster will not draw any aggro onto the user. If the attack was dealt while the monster is at full HP, the damage penalty of the Suppressor skill is not applied. | Stakeout Basic: Hitman (2 points) Enforcer (3 points) Militant (4 points) Active skill. The character may now mark a single target within 10 meters as long as the target is within their field of vision. Only one target can be marked at a time. The target's silhouette is highlighted red for 10 seconds, visible only to the user and their party. This highlighted silhouette may still be seen even if the target moves out of view. This skill has a casting time of 0.5 seconds and a cooldown of 3 seconds. Only one highlight may be used on a target at once; any other highlights will only reset its duration. The highlight is canceled as soon as the target engages in battle with the user. Ace: Hitman (4 points) Enforcer (5 points) Militant (6 points) Passive effect. Extends the highlight time of a target to 30 seconds. An additional two targets may be highlighted by the user at a time. A target marked by Stakeout takes an additional 15% damage upon first strike. | Strong Arm Basic: Bodyguard (2 points) Enforcer (3 points) Militant (4 points) Toggle skill. Increases the damage of all your non-skill melee attacks by 10%. Decreases the damage of all your non-skill ranged attacks by 10%. Ace: Bodyguard (4 points) Enforcer (5 points) Militant (6 points) While Strong Arm is toggled, your non-skill melee attacks have a 25% chance to knock the enemy back about a meter upon impact. If not blocked or dodged, there is a 10% chance of knocking the target down, forcing them to spend a few seconds getting back up. | |
E-Class (Available from Level 1) | Outrage Basic: Berserker (1 point) Militant (2 points) Enforcer (3 points) Passive. In times of desperation, the character's physical abilities start to shine. When the character's HP falls below 25%, their damage output increases by 5%. When the character's HP falls below 10%, their damage output increases by 10% instead. Ace: Berserker (3 points) Militant (4 points) Enforcer (5 points) Outrage can now be toggled. After this skill has been toggled, all Strength or damage debuffs affecting the character are inverted and become buffs instead. While this skill is toggled, the character may not be healed in any way. | Jousting Basic: Cavalier (1 point) Militant (2 points) Enforcer (3 points) Passive. The character's specialization in horseback combat is revealed in their greater proficiency of lance combat. Any two-handed spears or polearms wielded by the character become one-handed while they are mounted. Additionally, the character is considered to have the [Equipment Mastery: Spears] skill when this skill is taken. Ace: Cavalier (3 points) Militant (4 points) Enforcer (5 points) Jousting may now be toggled. Long hours of training have finally caused the bond between mount and rider to grow, allowing them to take on everything as partners. While this skill is active, the mount's land movement speed is passively increased by 25%. Toggle effect: increases the mount's movement speed by 200% for 10 seconds but prevents it from changing direction without having to stop. This effect then goes into cooldown for 30 seconds. | ???? | Outlaw Basic: Gunslinger (1 point) Enforcer (2 points) Militant (3 points) By taking this skill, the user is considered to have the ability to use firearms normally if they would otherwise be penalized in its use by their main class. The character may see the amount of bullets loaded into their firearm(s) and in their inventory, displayed in a corner of their vision. When the firearm needs reloading, the current number of bullets will be displayed as a red 0. Ace: Gunslinger (3 points) Enforcer (4 points) Militant (5 points) Toggle effect. Firearm projectiles and Wind Bullet skills draw 50% more aggro when they strike an enemy. While aggro is being held by the user and their currently equipped weapon is a firearm, their defense is increased by 10%. | Bounty Basic: Hitman (1 point) Enforcer (2 points) Militant (3 points) Passive skill. The Hitman's specialty in fighting humanoid targets poses an advantage during battle. The character deals 10% more damage to demihuman monsters and enemies during PvP. Ace: Hitman (3 points) Enforcer (4 points) Militant (5 points) Bounty can now be toggled. After this skill has been toggled, the character deals an additional 15% to demihuman monsters and enemies during PvP. However, they take 10% additional damage while this skill is toggled. | ???? |
F-Class (Available only to respective subclasses) | Heraldry Basic: (0 points, Cavalier-only) Cavalier skill. The Cavalier starts with their very own mount, a young shire that can be summoned by toggling this skill. Unlike regular mounts, the Cavalier's mounts will not run away from or be desummoned during battle (the Cavalier may still manually desummon the mount). If the mount is defeated in battle, it cannot be summoned again for 5 minutes and will be summoned with 1 HP. |
Let's take Cavalier as an example. When you start as the Level 1 Cavalier subclass, you will automatically get the F-Class skill "Heraldry" and will receive 1 skill point. You can choose to spend this 1 point into buying the Jousting Basic skill, or you can save the point and level to receive more skill points. Let's say you want to take the Berserker Basic skill "Outrage". You are not a Berserker, so you don't get the cheapest price for this skill. Instead, you are a Cavalier which falls under the sub-branch called Militant. That means, in order to buy the skill, you need to spend 2 skill points instead. Similarly, if you choose to buy the Hitman Basic skill "Bounty", you must spend 3 points instead.
You will gradually unlock higher tiers as you spend points. To unlock D-Class skills, you must spend at least 6 points in lower tier skills. Let's say as a Cavalier, you picked Jousting Basic and Aced (4 points total) and Outrage Basic (2 points total). This unlocks the D-Class tier, allowing you to buy any of the skills in that tier.
What if you want to reset your skills? You can buy a Skill Change to refund the appropriate amount of skill points you spent. However, if you drop below the amount of skill points spent in total, your higher tiers will begin to lock up again until you reallocate those points.
Changing subclasses works similarly to how it was. If you happen to change subclasses, your current subclass skill points will be locked until a time when you should switch back. You will then start with 1 skill point in your new subclass branch (if you hadn't leveled that subclass before). This applies even if you decide to change subclasses to a new subclass in the same skill tree or a different skill tree. However, due to the flexible nature of this skill tree system, it should be easier for a character to change their specializations to a similar playstyle without necessarily having to switch to a new subclass.
Feel free to give comments or suggestions for anything to this system, especially if you have ideas for skill ideas to fill up the skill trees.
This skill tree design is influenced by Payday 2's skill system. I thank JC for showing some of us this bank robbery MMO.