+1 this whole idea is awesome i hope this finds a way into the game
Nice summary/idea collection, thanks for refering to me.
I have some suggestions regarding your Necromancer ideas:
I think No. 3 better fit for Warlock perhaps, depending on how devs wanna implement the Warlock.
But i have another Suggestion for No. 3
Some BIG Single Minion Mastery, since i already heard alot of Feedback on the whole Forum that there are basically 2 types of summoner Player, those that wanna have an “army” and those that wanna have very few big minions.
Give it some buffs to Bone Golem and/or some of the Skeleton Nodes that revolve around fewer better minions.
Maybe even some restriction"If you have fewer than X Minions up at the same time all your minions have Y more Health and Damage, further incentivising those playstyle(maybe just count permanent minions and not tempoary minions from items/passive nodes)
Just some initial thoughts on that.
Since i havn’t played most of the other classes i think i am not very good at giving suggestions for them.
The only Thing i would like to see is some Offensive Paladin that does NOT revolve around Shield Throw and Hammer Throw.
I Really like Smite and Judgment thematic-wise. And i REALLY enjoy this “Holy-Crusader” type of thematic(in case some you you are familar with it, i think of something like Warrior Priests/Flaggellant of Warhammer Fantasy)
Some mastery that incentivises offensive play(without Shield). Not sure how much sense weapon restrictions are for some passive skills but i really enjoy 2H Offensive Melee playstyle.
Also give this Offensive Paladin Mastery some sort of self-healing or closerange healing around him(to give him some small group/support aspect).
Something like:"Dealing Fire or Physical Damage gives X amount of heal around your character. Y sec cooldown
They’re all nice ideas, but one of the things that frustrates me at the moment is the lack of love for throwing attacks on the Sentinel, so it’d be nice if some/most of the melee buffs on the passive tree had throwing attack added to them.
This is actually a good idea for necros no. 3. A necro should stay a necro and going for golems or other big minions is definitly a better idea, good point! And yes the curses i can see more to an occultist like we have in PoE, you are right.
Same thing goes for the holy theme with offensive paladin, i was also thinkin about Smite and Judgement actually aswell, i just used the skills that we already have and know as an example.
Agree! I also wish some more love for throwing abilities.
i just wish this DLC kind of thing doesn’t allow damage and stuff to get outta hand
the diversity is great IF the power-level of things don’t become too crazy, like what happened in WOW
definately need more skills… spellblade only has 3 melee skills… from where can we generate a whole lot of diversity???
Yes, that’s true. But as we can see on the right side of every mastery, there is so much room for new skills the devs can implement. I can imagine once the game fully releases we get a new skill every 5 mastery levels until level 50 which can be an ultimate skill for each mastery. I also would like to have maybe more then only one new skill per 5 mastery points.
Yeah, i think the new skills r being developed as we speak… Can’t wait to see them, cuz all 3 spellblade melee skills r pretty bad… Can’t deal half the damage my lich can deal… I need another skill!
Which is clearly why a spellblade with Shatter Strike got into high waves…
That said, the spellblade does need more melee attacks & could do with more spell-related passive nodes (for mages to use if they want some of the spellblade skills & if you want to go “off piste” as a non-melee spellblade).
spellblade can get high ward easily, so if u have the patience, it’s only a matter of time
the problem is, it is a lot slower then other builds
what i would like is this: less ward, more damage
true. But this is more a balancing thing, cause flame reave and shatter strike are actually really cool skills
thx, i hope so too
has anyone ever used the skill system that was in RIFT?
i think that is one thing that they got right was the way it was done. mixing and matching skills from different subclasses inside of the same class. imagine if after x level you can then gain a sub mastery into a secondary mastery and you could then point into that class. but you couldn’t move more then 50% into the secondary and then say 25% into the third class. with maybe ultra rare items that allow you to add 25% to either the secondary or third classes??? just to bounce off what you wrote which i liked a lot. just wanted to bring up a class system i really loved. i thought it allowed alot of diversity into the game and was a good way to release DLC into the game by adding new subclasses etc or new classes all together with new subclasses.
Awesome idea! This definitely would spice up the whole progression. Have my vote!
This jumped directly into my mind: A skill that grands the ability to summon an item that replaces the item you are wearing. You can go different paths similar to the Manifest Armor:
- Summon Shield
- Summon Weapon (1h/2h)
- Summon Helmet
- Summon Armor
- Summon Boots
- Summon Gloves
Each Item you summon replaces the item you are wearing by a red/golden epic looking item that has the same stats as your item with X% increased stats.
This way the Forge Guard really can forge his items before a fight. Make it last a short amout of time with skillnodes that increase uptime the less items you summon. So If you have skilled that you can use all items it only lasts 4 seconds. Every item that is not replaces lengthens uptime by 1 second. So with for Example only gloves skilled you have 9 seconds uptime. Something like this
We don’t have the runemaster, but i’d like something different for the sorcerer.
-
Master of the flux ( channeled/drain skills, mana management).
You learnt to perfectly control your inner energy. -
Master of affinity (fire, lightning or cold bonus).
Your lineage has a special connection with an element, making it easier to manipulate. -
Master of synergies (different elements working together).
You understand the balance of elements in the universe and the power of their interactions.
In the beginning RIFTs system was nice but changed badly over the lifespan of the game. Right now it’s boiled down to math and the meta is set in stone. In the beginning you had a lot of “WOW!” moments when you found nice stuff but like every other game the meta ruined the system. In LE I still can make 2-X viable builds out of one mastery tree and be a happy panda but in Rift there is simply only one way to go with every base class and if you don’t use said build you gimp yourself and your group.
Thanks! This is exactly what i meant how far you can go with this ‘‘advanced’’ system of masteries. I was just giving examples with numbers like inc dmg to 1hand/2hand to make it clear, but you pointed out the right way to make masteries more unique by adding new unique skills that fit to the class. This is a great example!
Yep, cool idea aswell! I was going to easy with fire, cold & lightning themes for sorc, but you definitly bring more unique playstyles for the mastery. I like it! Let’s see what the runemaster will bring us.
The fire, ice, lightning is cool but the current tree already incite us to take that path.
I’ll try to think about other classes/mastery (but i have to play more different skills before). This post in an infernal pit for thoughts (it’s awesome ).
Nevertheless, it’s quite difficult to offer something relevant without the third mastery though.