Re: Ascension 03/02/2020 11:17 AM CST
Coraesine Affinity
No chance of backlash regardless of discipline and influence bonus (old style) or affinity level (pure).
Double strike chance is increased. (10% old style, 10% impure, 25% pure)
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Re: Ascension 03/02/2020 11:21 AM CST
I'd also like to put in a plug for some sort of limited multi-classing. The skills portion could be covered by the general perks (i.e., +spell aiming for professions that can only 1x train), but access to non-native spell circles (up to a certain level like X10 or X08) would also be absolutely amazing and contribute to professional balance. The cost should be appropriately expensive, however.
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Re: Ascension 03/02/2020 11:32 AM CST
Natural Infuser
You are able to create your own "pulsating orb" for use with 517 for a mana cost.

No Ingredients Required
No ingredients are required for sorcerers to infuse scrolls.


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

A squeaky halfling nearby asks, "Why you playing with orcs heads and troll rearends?!"

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Re: Ascension 03/02/2020 11:34 AM CST
Some paladin ideas!




Crusader Unique Line

Requirements: Must be a Paladin, cannot have chosen ascensions in Honor tree or Slave to Darkness tree.

Elite Tier:

Harry the Foe: Anytime an enemy leaves the room you are in, you have a 20/40/60% chance to get a free melee attack against them. If this stuns them or puts them on the ground they are prevented from leaving the room. This works while you are in RT.

Punish the Unbeliever: 1615 and 1630 have an increased DF, as well as applying DoTs during a successful cast.

Legendary Tier:

Indignation of the Righteous/Wicked: Incarnate 1650 SMITE ability has a 50% chance NOT to use any divine energy. In addition, you may cast this ability as an AoE for double the divine energy cost of a single strike.




Honor Unique Line

Requirements: Must be a Paladin, cannot have chosen ascensions in Crusader tree or Slave to Darkness tree.

Elite Tier:

Rejoice, Reinforcements!: When you enter a room, reduce the roundtime of any Player Characters in that room by X amount. In addition, anyone in your group who becomes stunned or webbed has a 20/40/60/80% chance every X seconds to break that stun or web.

Sacred Challenge: You may target a single creature. As long as that creature is targetted, it cannot leave nor target any other player or creature in the room. No other creature or player in the room may target you. Every attack you make against the creature Flares with deity specific flare.. You are also forbidden from leaving the room or targetting any other creature, or using AoE abilities/spells for as long as the Challenge'd creature is alive.

Legendary Tier:

Vow of Temperance: You may no longer receive nor use outside spells or buffs. However, you can no longer be stunned or put into RT from an outside source. At rank 2, your DF for attacks and spells increases by X% and at rank 3 you also are immune to web/silence/sleep.




Slave to the Dark unique path

Requirements: Must be a paladin. Must not have chosen ascension perks in the Honor or Crusader trees.

Elite Tier:

Blood is Power: Sacrifice a percentage of health (reducing per rank) to gain a percentage of stamina and mana back (increasing per rank)

Touch of Corruption: Your guiding light flares from 1625 and 1604 may triple flare and become vacuum based instead of plasma based. With further investment, the flare strength increases.

Legendary Tier:

Shadow Infused: Gain 3 CER of crit and damage padding naturally that stacks with padding from other sources, per rank. In addition, when stunned, there is a %chance to automatically cast 1630 for free (no mana/roundtime)




GM Naionna at 11:41 PM
Whick is so pretty. it's a shame he has to talk.
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Re: Ascension 03/02/2020 11:36 AM CST

I'd also like to put in a plug for some sort of limited multi-classing. The skills portion could be covered by the general perks (i.e., +spell aiming for professions that can only 1x train), but access to non-native spell circles (up to a certain level like X10 or X08) would also be absolutely amazing and contribute to professional balance. The cost should be appropriately expensive, however.


Yes. . .

And given the direction we're taking, perhaps dual-classing and multi-classing!

Doug
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Re: Ascension 03/02/2020 11:49 AM CST


Shield Counter:
Rank 1 - Chance for a reactive shield bash with a successful block
Rank 2 - Chance for a reactive shield strike with a successful block


Shield Swiftness:
Rank 1 - Decrease current hard RT by 1 second with each successful block
Rank 2 - 2 seconds
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Re: Ascension 03/02/2020 11:50 AM CST
Professional Merchant
If buying or selling from an npc that would normally provide you a negative trading modifier, you instead gain a +5% trading modifier. Stacks with all other positive trading modifiers.


As I gaze over the horizon, the wind tugs at my cloak and whispers, "Adventure" in my ear.

A squeaky halfling nearby asks, "Why you playing with orcs heads and troll rearends?!"

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Re: Ascension 03/02/2020 11:55 AM CST

What about a skill to allow the ability to learn new languages.
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Re: Ascension 03/02/2020 11:57 AM CST
DMWCINCY
What about a skill to allow the ability to learn new languages.


Don't worry about if something is possible or not. Just suggest it. But for the most part, anything is possible. Being able to learn a different language would be a good one.

GameMaster Estild
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Re: Ascension 03/02/2020 12:13 PM CST
Some ideas:

For empaths, a legendary skill that enhances troll's blood (1125) to greatly increase its chances of breaking a stun. This could be a tiered ability where each tier increase the stun breaking chance and even the base interval the effect triggers.

For general pet spells such as familiars, spirits, demons et all, a legendary skill that gives them the ability to help out in combat. It can be something simple like a flare that have a chance to trigger when the master attacks. I just would like to see my wizard's fat cat belch a ball of fire or something once in a while, for flavor.
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Re: Ascension 03/02/2020 03:11 PM CST
Alluring WebArea Web (118) increases spawn rate in the room and adjacent rooms.
Arcane BladeGives the ability to inscribe runes on a weapon, converting it into giving runestaff DS and attuning it to the user. (It will not flare on casts, and attunement can be cleared later if desired.)
Arcane ShieldGives the ability to inscribe runes on a shield, converting it into giving runestaff DS and attuning it to the user. (It will not flare on casts, and attunement can be cleared later if desired. Can't stack with Arcane Blade; if a weapon and shield are both used with this ability, the shield takes precedence.)
Battle Coordination+X% chance per rank to gain Y LTE when an enemy that you've hit is killed by someone else in your group.
Bloodlust+X% chance per rank to restore Y mana and Z stamina with each killing blow.
Commit to MemoryCan now "learn" one spell stolen with Living Spell (208), for use +X times per day per rank.
Disruption MasteryBoost to disruption damage/crits via disruption based spells. (And have one of these for every crit type. If we only have Fire/Earth/Air/Water/Lightning Elementalist abilities, it heavily favors some Arkati/spirits.)
Duplication MasteryCan Duplicate (918) +1 target items in one cast per rank.
Harness CurseCan now self-cast Curse (715) for the bolt AS benefit from a Curse of the Star.
Minor HealingLearn Heal I (801). Must be a spiritual semi or spiritual pure.
Orbiting DiskCan SUMMON a second miniature disk with Floating Disk (511). It has a different noun and only holds X% as many items as the main disk. Air lore ranks don't directly apply, but can increase the number.
Perfect FocusRemoves minimum failure rate from Mana Focus (418).
Rage InducerCan now wear Frenzy (216) as a buff with a +X% chance per rank to flare against enemies as you attack them.
Sacred BladeBenediction (307) uncaps physical AS at cost of capping bolt AS. At two ranks, both are uncapped.
Siphon MasteryReduces cooldown of Mana Leech (516).
StormcallerCan now EVOKE Call Lightning (125) to cast at +1 target per rank.
The Eyes Have ItReduces the TD penalty of mass Evil Eye (717) by X per rank.
WanderlustManually activated ability that grants various passive bonuses +X times per day per rank. Can only be used once per day per LOCATION and fades if you leave that location for Y period of time. Once past Z uses per day, it can be activated again in a location already used that day, still subject to total number of uses.



I'm not sure if complex trees are being considered, but if that's a thing, it's possible to split up battling one-on-one and group hunting swarms. e.g. a Path of the Duelist that gives stuff like increased flare rates, improves single-target abilities, etc. and a Path of the Crusader that gives stuff like increased number of targets, improving group spells, etc.

I'd also like to see specialist mutant abilities. So, for example, a monk could sacrifice some UAF for extra CS, a paladin could trade AS for CS (or even decreased mana costs), a ranger could trade CS (or even 616 effectiveness) for AS, a wizard could trade bolt AS for physical AS, a cleric could trade CS for physical AS, etc. (Those are just examples, of course--I'm sure it could be more interesting than just moving numbers around.)




https://gswiki.play.net/Leafiara
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Re: Ascension 03/02/2020 04:13 PM CST

Awesome ideas! I really like all the enhancive ideas and the rest.

Spell Dilettante: I’d love to see some cross-class spell knowledge, especially for minor buffs. Perhaps Ascension points to learn certain spells, ones commonly found on imbeds and such: 103, 303, 503, 507, 508, 509, 511, 203, 204, 205/206, etc. Even if it took a number of points to learn, it would be fun to be able to self-spell all of these. Perhaps there could be a skill tree for “Spell Dilettante.”

For Paladins:

1601: Let it be a stackable duration on others. (Same for 103 and other common, short spells too).

1602: Increase the number of targets

1603: Increase the duration.

1604: Evoke/Channel it to be a Bless as well. I’ve always found it a bit odd, RP-wise, that Paladins can’t Bless.

1608: Make it an aura that is always turned on, like a bard song, for a renewing mana cost.

1618: Turn Crusade into an aura spell as well, similar to a bard song with a renewing mana cost.

1630: Increase the number of targets and let it be toggled to player-friendly.

1635: Extending the range on Beseech while dead to be more cross-realm.

1640: I love the idea of improving 1640 effects, number of uses, updating it to a better Resurrection tier, and being able to use chrisms

1650: Make Incarnate Armor trigger automatically at 30% health and improve the effects and number of uses.

For most Paladin spells, more ways to increase their AS/DS, bonuses, or such.

Buff Others: Being able to buff others with self-cast spells like 1606 or 1610 would be great.


Mounts:

Make a Mount line of things for Ascension and give them the ability to fight like Ranger companions do now. Also, a skill tree that adds AS/DS, causes them to guard you while prone, etc, while fighting with your mount. Perhaps Wizard familiars could also fight.

Ambush Reach: As a Dwarf, I’d also love a better way to reach heads for ambushing taller targets. The CMAN for it isn’t available to Paladins. Perhaps something could be added there! Innate weapons’ reach or Acrobat’s Leap for All.

Holy Power: In terms of class-specific crafting, perhaps let Paladins/Clerics add Sanctification to items, with a ritual/charged Holy power like Enchanting Essence. It would also be cool to create a “Holy Power” pool that could be used for other things, including SMRv2 attacks like 1650’s Smite. Or this could be used by everyone as a poop of energy to unlock and then use to self-bless items and cast prayer-based buffs.


~Fulmen Soulhammer
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Re: Ascension 03/02/2020 04:23 PM CST
Ranger Stuff:

Barkskin.
-You know the one.

Companion Training: Guarding
-Reduce the AS penalty for guarding per rank.

Companion Training: Deathblow
-When critically injured/stunned (rank 3 wound, <50% health, etc) allows companion to take hits in place of Ranger.
-Chance to happen increases per rank.

Companion Training: Attack
-Increases damage, chance to stun/disable per rank.

Set Camp:
-Similar to an auction quality tent.
-Increased health/mana/stamina regen.
-Reduced herb consumption RT.
-Node

Realm Attunement:
-Increased AS/DS when in chosen realm.
-Reduced RT for climb/swim checks in realm.
-Reduced cooldown time on camps in realm.

~The Artist Formerly Known As Mikoguchi
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Re: Ascension 03/02/2020 04:42 PM CST
Naturally, in the spring, a young man's fancy turns to thoughts of how best to min/max or abuse new systems.

Then, of course, there's old goats like me. We just contemplatively chew a cud. :)

.

So, some thoughts:
- I loved the Sheruvian Monastery to death, with my Bard. Human-sized critters (so "pathetic HPs, compared to the 36th-ish level titans & frost giants") in no armor (so "pathetic defenses, and easy to ward with spells") who cast no spells (so "comparatively easy to survive, unless a 63rd level Harbinger came in") but had mana (so "easy to refill mana to fuel Disruption to kill them"). Sadly, "hunting them" means "you eventually age out of them." Similarly, Krakii was rolled up pretty much specifically to go into kral warfarers and shred them with a claidhmore, and it was a sad day when I aged out of there.
* With the EXP/ATP setting... can you do 0% experience/100% on the other side, and just "stay in your Happy Hunting Ground forever"?

- Is this the kind of system where you might see specialized styles of Unarmed Combat get dreamed up? Go study under the Grand High Whatsis and learn Crane Style, or Tiger's Paw, Monkey's Fist, whatever?

- Is this the kind of system where a dedicated Bard could for example learn how to use the flares from a sonic "weapon" to instead be on one of the OTHER kinds of Sonic Equipment? (Shield, like for Bashing; or Armor, like for Bearhug; or Dancing Weapon, like for having flares on your cool dancing made-out-of-air weapon?)
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Re: Ascension 03/02/2020 06:11 PM CST
Deadly Precision: Can kill a critical-resistant foe (such as champions) in a single blow rather than two lethal criticals.

**********************
A quick flick of Wyrom's wrist sends a dagger into flight!
The thorny barrier surrounding you blocks Wyrom's attack!
One of the vines surrounding you lashes out at Wyrom, driving a thorn into his skin! Wyrom flinches slightly.
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Re: Ascension 03/02/2020 07:39 PM CST
I seriously love this concept. I'm also really enjoying reading a lot of the suggestions.

Before I write up anything comprehensive, though, one thing that I think would be an amazing way to introduce expanded spell capabilities with this system would be to allow any class to train (at a very hefty cost) in all Minor spell circles. I think this might be a fairly straightforward way of expanding into the concept of multiclassing without taking away any truly defining profession-specific spell circles.

- Overlord EK

>You now regard Eorgina with a warm demeanor.
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Re: Ascension 03/02/2020 07:42 PM CST
Note that the idea behind these is for them to stack with each other, so here goes.

These are Legendary, available to professions able to 2x edged and THW
True Bond/Sword Saint- passive, Warrior only
Each rank lowers the amount of swings needed to trigger Weapon Bonding flares (4, 6, 8, 10, 12) by 10% to a total of 50% at 5 ranks. As well, each flare increases in potency per rank:
Rank 1: attack that cannot be outright blocked or parried; gains the benefits of Truehand, increasing like the CM per rank.
Rank 2: attack that does extra damage upon a successful strike; damage weighting increases by 2 CR per rank, stacking with new crit weighting at 2 CR per rank.
Rank 3: an attack that is harder to defend against; DS pushdown is increased 10% per rank of True Bond to a maximum of 50%.
Rank 4: an attack that is quicker than normal; RT reduction increases to -2 at rank 4 and -3 at rank 5, with a flat 25% chance to self-cast Celerity/506 on the user, treating their weapon ranks as Air Lore ranks, but maintaining the 4 minute cooldown.
Rank 5: an attack that strikes your opponent twice; 10% per rank opportunity to trigger a third strike, followed by a 5% per rank opportunity to trigger a fourth strike, and a 1% per rank opportunity to trigger a fifth strike.
As well, Rank 5 unlocks a rare 1x/day ability to enact an onslaught via BESEECH (WEAPON); this triggers a self-cast version of V'tull's Fury.

Pommel Striker- passive
Every 30 seconds, the user is able to slam the pommel of their weapon into their opponent prior to completing a weapon attack. Functions similar to a minor shield bash, as well as allowing any weapon flares to trigger, using the Impact critical table. Chance to flare increases by 10% per rank, total of 50%.

Brave Fencer- passive
Each time your weapon is evaded, blocked or parried by an single opponent, you gain resolve to keep fighting. When your weapon attack is parried, you are granted an attack bonus that stacks with each failed strike. +2 AS per rank, with a max of +10 at Rank 5, stacking to a maximum of +50 AS after five evaded/blocked/parried strikes. This bonus is unique to each individual opponent and dissipates after 120 seconds.

Sword Wall- passive
Every time you parry a melee attack in a forward or greater stance, your fighting resolve only strengthens. Each rank grants you +5 Ranks in the weapon group associated with your Weapon Specialization (able to be set with SWORDWALL SET 1, 2, 3, 4) to a maximum of +25 phantom ranks at rank 5. This effect lasts a flat ten seconds and cannot be refreshed, but has no cooldown.

Halfsword- active
When the Halfsword technique is used with a two-handed bladed weapon (greatsword, bastard sword, flamberge, claidhmore, katana), for 20 seconds +10 seconds per rank, your sword functions like two weapons, granting you a second strike as if you were using TWC. Using your weapon's original DF and AvD with a 25% penalty that scales down by 5% per rank, you may set your mainhand and offhand weapons to use either Slash/Puncture and Crush/Puncture critical tables, or if left unset they are randomly assigned.

Duelist- passive
Each rank grants the user a percentage of a DS pushdown and critical weighting when using AMBUSH from the open with Combat Maneuvers ranks counted towards effectiveness. Each rank grants 20% of what AMBUSH from hiding with Ambush Ranks would achieve, to a total of 100% at Rank 5.

Cavalry Cutter- passive
Every time the user uses an open Multi-Strike with a two-handed bladed weapon, each strike on each opponent has a 5% per rank chance to trigger an SMR2-based Hamstring maneuver. Further ranks in Cavalry Cutter increase the effectiveness of the SMR2.

Sentinel- passive
Any opponent that damages you (melee, ranged, bolt, warding, maneuver, so on) in a forward or greater stance triggers a retaliatory strike of your weapon. Each attack is made at 0 RT, but with a penalty of -50 AS. Each rank of Sentinel lowers this penalty by 10%, to a total of -25 AS at Rank 5.

Front and Center- passive
Opponents are threatened by your very presence on the battlefield and are naturally drawn to attacking you first. Each rank grants 15% chance a creature entering an area will focus on you, to a maximum of 75% at Rank 5. If two or more users of this same skill are in the same area, this creates a synergy bonus that every creature entering the area has a chance of 5% per cumulative ranks between users to be wracked by fear-based immobility.



-james, bristenn's player


You think to yourself, "FFF-"
A giant white bunny hurls a powerful lightning bolt at you!
You evade the bolt by a hair!

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Re: Ascension 03/02/2020 08:51 PM CST
Feint of Heart - Bonus to using feint, creatures (Ithzir) cannot fade out from the attempt.

Long Arms of the Law - Extends your reach so you can hit flying creatures.

Dispel Dodger - Immune to dispel attempts.
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Re: Ascension 03/02/2020 08:55 PM CST
For the Skin - Skins are always "magnificent" quality.
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Re: Ascension 03/02/2020 08:59 PM CST
Grasp from not-quite-the-Grave - Able to handle cursed objects without getting stuck!
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Re: Ascension 03/02/2020 09:39 PM CST
I've been enjoying my warmage - would be interesting if this system could allow one to kind of "specialize" in a sort of sub-class of a main profession. Since I've been strictly going warmage (haven't done any kind of mutant build in other classes) I'll post some ideas.

The idea is, the first ATP you earn you apply it to a sub-class of your profession or you can choose to not do a sub-class and stick with the general list of skills open to all. Once you decide what direction you wish to go, you're walled off from the other skills outside of your sub-class.

In this case, warmage. I pulled a lot of suggested "General" skills posted by Estild that I feel would ideally work best with a warmage.

Prerequisite - must be Wizard. Once you choose to follow this path, all other Ascension skills outside of this sub-class cannot be trained in.

General
Strength TrainingGain +1 Strength statistic per rank.
Constitution TrainingGain +1 Constitution statistic per rank.
Dexterity TrainingGain +1 Dexterity statistic per rank.
Agility TrainingGain +1 Agility statistic per rank.
Armor Use TrainingGain +1 Armor Use skill rank per rank.
Shield Use TrainingGain +1 Shield Use skill rank per rank.
Combat Maneuvers TrainingGain +1 Combat Maneuvers skill rank per rank.
Edged Weapons TrainingGain +1 Edged Weapons skill rank per rank.
Blunt Weapons TrainingGain +1 Blunt Weapons skill rank per rank.
Two-Handed Weapons TrainingGain +1 Two-Handed Weapons skill rank per rank.
Polearm Weapons TrainingGain +1 Polearm Weapons skill rank per rank.
Multi Opponent Combat TrainingGain +1 Multi Opponent Combat skill rank per rank.
Physical Fitness TrainingGain +1 Physical Fitness skill rank per rank.
Dodging TrainingGain +1 Dodging skill rank per rank.
Elemental Lore - Air TrainingGain +1 Elemental Lore - Air skill rank per rank.
Elemental Lore - Earth TrainingGain +1 Elemental Lore - Earth skill rank per rank.
Elemental Lore - Fire TrainingGain +1 Elemental Lore - Fire skill rank per rank.
Elemental Lore - Water TrainingGain +1 Elemental Lore - Water skill rank per rank.
Perception TrainingGain +1 Perception skill rank per rank.
Climbing TrainingGain +1 Climbing skill rank per rank.
Swimming TrainingGain +1 Swimming skill rank per rank.
First Aid TrainingGain +1 First Aid skill rank per rank.
Impact ResistanceGain 1% impact damage resistance per rank.
Crush ResistanceGain 1% crush damage resistance per rank.
Puncture ResistanceGain 1% puncture damage resistance per rank.
Slash ResistanceGain 1% slash damage resistance per rank.
Stamina RegenerationIncreases passive stamina regeneration.
Elite
Armored CasterReduces spell hindrance.
Spell ResistanceA chance to resist all spells (beneficial and harmful).
Health RenewalA manually activated ability to rapidly regenerate health with a long cooldown.
Focused Redux TrainingReduces the spell penalty for redux calculations.
Shield Specialist Access to a few basic Shield Specialization skills (Shield Bash, Shield Focus, Shield Spike Focus)
Armor Specialist Access to a few basic Armor Specialization skills (Armored Evasion & Armored Reinforcement)
Minor Elemental Edge Focus (902) +2 to AS and +5 extra swings per rank (+10 AS and +25 extra swings at Rank 5)
Strength Focus (509) +2 AS every rank (+10 AS at Rank 5)
Elemental Earth Focus +5 ranks every rank (+25 ranks EL:E at Rank 5)
Elemental Air Focus +5 ranks every rank (+25 ranks EL:A at rank 5)
Stun Breaker 2% chance to automatically break a stun (10% at rank 5)
Combat Maneuver Focus +3 to your CML defense and attack per rank (+15 at rank 5)
Improved Celerity (506) +2 second duration to your Celerity spell (+10 seconds at rank 5)
Legendary
Double AttackOnce every 30 seconds, your single target physical attacks (ATTACK, AMBUSH, FIRE, etc) will flare a double attack for no extra RT
Weighted Elemental Flares Allows the warmage channel elemental power through any elemental flare on their weapon by adding +.4 crit weighting per rank (+2.0 crit weighting at rank 5)
OHE Specialist Boosts AS by +20 with OHE weapons, but adds +1 RT (+20 AS & +1 RT every rank there after, capping at +100 AS & +5 RT at rank 5)
OHB Specialist Boosts AS by +20 with OHE weapons, but adds +1 RT (+20 AS & +1 RT every rank there after, capping at +100 AS & +5 RT at rank 5)
Polearm Specialist Boost AS by +10 with Polearm weapons, adds +10 DS, adds +1 RT (+10 AS & +50 DS & +1 RT every rank there after, capping at +50 AS, +50DS +5 RT at rank 5)
THW Specialist Boost AS by +15 with THW weapons, adds +5 DS, adds +1 RT (+75 AS & +25 DS & +1 RT every rank there after, capping at +75 AS, +25DS +5 RT at rank 5)
Shield Expert Allow access to more Shield Specialization skills (Shield Charge, Prop Up, Shield Spike Mastery & Deflection Training)
Armor Expert Allow Access to more Armor Specialization skills (Armor Fluidity & Armor Support)
Combat Maneuver Adept Allow Access to more CM skills (Parry Mastery, Block Mastery, Combat Focus & Evade Mastery)
Perfected Celerity (506) Requires rank 5 of Improved Celerity, +10 seconds duration per rank (+50 seconds at rank 5)

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Re: Ascension 03/02/2020 10:08 PM CST
I'm a huge fan of the common ascension skills suggested. One of the reasons I enjoy GSIV so much is its relative flexibility and ability to customize my character with specific tweaks. I'm much less of a fan of locked trees and class-specific skills. Investing limited dev time into new features that can only be used by a specific segment of the game population seems to be a less efficient approach than providing something functional across the board.

From a standpoint of practicality, when you lock things down to a specific class, you're getting into "guild-style" features and the related development (a system that after 30 years, still isn't even close to being complete across the board). I think it's fair to say, form a customer perspective, that an overly-complex system runs the risk of the same fate. Implementing a point-based system is pretty straight forward and benefits everyone.
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Re: Ascension 03/02/2020 10:43 PM CST
That being said, the martial CMAN, ARMOR, and SHIELD skill systems work pretty great, so I maybe completely missing the mark. I guess I'm just concerned about scope creep with a potential release.

Would the ascension system have some sort of reassignment and "fixskills" style functionality that would allow a player to backtrack their character's ascension training if/when new options become available?
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Re: Ascension 03/02/2020 11:00 PM CST
Here are some of my quick ideas for rogues, basic as they may be. I’m not gonna get into tiers or anything fancy because I’m lazy, and I apologize if any of these seem like repeats.

True Crit: An ambush (from hiding) or waylay that costs X amount of stamina that removes all critical and damage randomization.

Pure Kill: An ambush (from hiding) or waylay, with an anti-magic or ensorcelled weapon, that costs X amount of stamina and ignores all DS generated by spells. (Similar to the old attack grimswarm were able to do when they were released).

Shadow Mass: The ability to use focused and open mstrikes in conjunction with Silent Strike.

Mimic: If 2 or more creatures are in a room, you can move purposefully from shadow to shadow to manipulate one or more of your opponents into attacking one another.

Footloose: Upon achieving Evasiveness (via Light Armor Mastery), for 30 seconds you receive a % chance to redirect an incoming attack towards another creature in the room. (Similar to Duck and Weave, but good).

Zero Chill: Remove all current cool downs… with a cool down, of course.

Zero Chill Mastery: Cool downs are square problems, and you’re no L Seven weenie. No more cool downs for you!

Gouge: Deliver an attack from hiding that disables and causes rapid bleeding, can be used in conjunction with silent strike. (I see this one working like low steel psychic flares, but with blood loss).

Cabin of Gliding Knives: Basically mfire but with hurling. This would probably require a whole new game object that works like a quiver but can be filled with disposable throwing knives, kunai, etc.

Pyramid Plot: You’re a proud business owner able to make thousands of silver from home selling essential poisons. You can make your own poisons that can be applied to weapons to cause all sorts of varying effects including: hp loss, stuns, dispels, sleep, or a new berserk affect that causes the afflicted start blindly attacking everything in the room.

Proper Implementation: Gain the ability to steal from creatures to receive extra coins, magic crystals, small statues, etc that wouldn’t have been found via Loot.

Plunder: If you attempt an ambush, waylay, or subdue with an open hand, you attempt to automatically pickpocket your victim. Works in conjunction with Silent Strike.

Key to the Heart: You can use lockpicks as weapons (functioning as terrible, puncture only daggers). Hurled lockpicks on the other hand receive non-randomized crit weighting determined by their value with a % chance of breaking upon use. (eg. A hurled vaalin lockpick would have claidhmore critical weighting, but with a high chance of snapping. It would remain repairable via Lockmastery, but suffer the same modifier loss as a regular break).

.jaired
>LIKE A BOSS
Please rephrase that command.
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Re: Ascension 03/02/2020 11:02 PM CST
AFALLACE wrote:
>>>>>> I apologize if any of these seem like repeats.

Not a problem, imo. I would rather hear your ideas, than for you to hold back.

Not everyone has time to thoroughly read what everyone else said - and the important thing is that you get your ideas laid out on the table.

Soliere
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Re: Ascension 03/02/2020 11:09 PM CST
I'd suggest splitting these into ideas that specialize and ideas that generalize. There are many opportunities to create a polymath sort of character, a sorcerer who is great with weapons, or a warrior who is good with spells. A halfling who can carry a truck. Paladins who are more cleric, or bards who are more rogue. Maybe some of these aren't too OP, and maybe this is the hardest thing to accomplish with points. There are also many opportunities to create a specialist. Divergence, or convergence, on the archetype of profession OR race OR whatever will be a consideration that I see players appreciating over time.

If there are mutually-exclusive trees, then there should be more of them, sometimes with skills that overlap. Or, as an alternative, inclusive trees, but costs increase as you progress in all of them.

There are some great ideas here, but let's not create too many band-aids with this. Some things that aren't working well should be addressed for everyone, not just post-cap dev.
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Re: Ascension 03/03/2020 01:26 AM CST
All these are passive abilities that do not require activation:

Voln caster: all spells are more effective against undead, and each undead killed results in a +1 increased health/mana/stamina/spirit regen rate, stacking up to +10. Wears off after 10 minutes.

CoL caster: all damaging offensive spells have a slight chance of draining 1 spirit from living critters and restoring your own spirit by 1; spells that kill a living critter have much higher chance of draining spirit.

GoS caster: all offensive damaging spells affect trolls the same way fire does regardless of actual damage type and receive double the bonus from the two bane sigils.

Quickcast: permanent -1/-2 to cast rt

Quickchannel: permanent -1/-2 to channel rt

Quickened flares: increases chances of all flares going off by 3/6/9/12/15%

Improved flares: increases potency of all flares by 3/6/9/12/15% (i.e. df, crit chance, ds/td/padding boost, etc.)

Arcane shield: blocks one smr or cman attack every 60/50/40/30 seconds.

Empowered spells: increase DF of all damaging spells

Combat caster: ignores injuries that hinder spellcasting. rank 1: limb wounds, rank 2: head and eye wounds; rank 3: cutthroat immunity, rank 4: nerve wounds

Buffed caster: all stackable self-cast spells now have infinite duration

Chain casting: each cast within 15 seconds generates a 15-second buff that increases CS/bolt AS by 1/2/3/4/5, stackable up to 4 times, with each cast refreshing all current stacks.

Twinned casting: each single target offensive spell cast on a critter has a 5/10/15/20/25% chance of being duplicated and cast on another creature in the same room. Effect can be stacked (i.e. each subsequent twinned spell has a chance of hitting yet another target in the same room). No creature will be hit by this effect twice in a single cast.

Ambush casting: casting an offensive from invisibility or stealth has a chance of not breaking invis/stealth, and the damage and crit of the spell is massively boosted.

Violent casting: all offensive spells that did not otherwise cause damage will now also deal damage of your attuned element (or random) to all targets hit, unless such damage would break the effect of the spell (e.g. sleep won't deal damage).

Dual caster: allows you to combine two different spells into a single cast. Like a miniature core tap except limited to just two spells.

Learned scholar: allows you to learn one additional spell circle (either a minor circle or arcane circle) of your choice over what you'd normally be able to (4 for pures, 3 for others).

Secondary casting: unlocks a new secondary effect for a number of spells, much like a new lore affect.
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Re: Ascension 03/03/2020 01:31 AM CST


Tertiary training - allows a class that can only 1x in a tertiary skill to 2x in it. Must specify the skill at time of picking this ability. This ability can be picked multiple times.
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Re: Ascension 03/03/2020 01:37 AM CST
contingency - designate 1/2/3 spells that go off when certain conditions are met (like 712, except with more customization of the conditions)
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Re: Ascension 03/03/2020 01:56 AM CST
<<The Ascension system will be Post-Cap Development, but it will not be restricted to level 100 characters. A lot of the exact details are still being worked out, such as the mechanism to earn points, so any or all of this could change. However, the current plan is for you to earn experience through your normal hunting grounds. That experience can then be diverted into a special pool for Ascension Training Points (ATPs) that that are then spent to unlock a number of passive and active abilities. It will function very similar to the Combat Maneuver List (CML) system.>>

Under the current plan would existing experience be available to be diverted into that special pool for Ascension Training Points (ATPs)?

Wolfloner's player

Steve
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Re: Ascension 03/03/2020 02:04 AM CST

A lot of these are on a per-spell level, but it may be better to bundle some of these together into single abilities:

Improved 701: heals wounds
Improved 702: evoke to cast aoe version for additional mana cost
Improved 703: prevents target(s) from prepping spells as well for duration
Improved 704: turns caster noncorporeal for 5 minutes
Improved 705: evoke to cast aoe version for additional mana cost
Improved 706: warding failure over 200 dominates creature for 60 seconds
Improved 707: allows eye to gain sentience, follow you, and perform additional actions
Improved 708: chance to blow off multiple limbs at once, limbs have a chance to blow up, causing aoe damage to all critters in room
Improved 709: chance to drag targets partially underground, immobilizing them for a much longer period of time and causing them to take damage
Improved 710: removes warm up time
Improved 711: raises max hp loss at highest threshold to 50% of max health
Improved 712: more customization over activation conditions, can store more spells
Improved 713: bolt is cast against all critters in room
Improved 714: no longer requires material components
Improved 715: all curses are applied at the same time
Improved 716: disease now spreads to other critters
Improved 717: can be cast aoe without 707, and without pushdown
Improved 718: multiple dark presences now find targets (that are not in combat) in surrounding rooms by themselves, dealing disintegration damage until critter or caster dies, and giving caster full exp for the kill. No longer effected by stance, distance or having spells prepped.
Improved 719: Drains more mana, and then spirit after mana is gone. Crits cycle and repeat until critter runs out of mana and spirit or dies.
Improved 720: open voids do immediate, high-crit attack. Both versions no longer eats items.
Improved 725: ....where to start with this one
Improved 730: allows you to animate multiple creatures- create your own army of the undead!
Improved 740: material components no longer needed. Can take others with you cross-realm.

Lich form: turns you into a lich for 5 minutes, with all the advantages of a noncorporeal undead that cannot be CCed or die. Spells cost 50% mana, and deal extra damage.
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Re: Ascension 03/03/2020 07:56 AM CST
Thinking along the lines of point/rank increase options.

** Maybe secondary skill systems like artisan skills could be included. As a master forger, I would love to have the ability to expend post-cap training to further my non-combat related skill-set, like fletching, beyond the current system limitations.

** The ability to increase my play instrument skills beyond non-bard caps. While my giantkin fighter's music will never be magical, it would be great for him to be able to master playing his Issimir bagpipes.

** Also, while the "translator" items are pretty nifty, it would be cool to have a platform to invest experience into learning additional languages, perhaps even cultural languages.

** Organizational skills (i.e. +1 global extra locker slots)


Pondering other non-combat related possibilities...

** Special verb (or verb stylization) unlocks. These could be based on the number of stacked common skills a character has (i.e. 10 ranks of Strength Training unlocks a new stylized verb, 20 ranks unlocks another). These wouldn't have to be overly complicated, but would be a fun way to express a character's investment into the ascension system while in-character.

** Special feature modification options. Same concept as the unlockable verbs concept above, but instead unlocking special limited pre-set feature alteration ideas. This is where the visuals of the ascension system could really become visible; especially with the lore training (i.e. gain +25 ranks in Ascended Elemental Lore - Fire and unlock the option to hat "fiery blazing eyes", etc.
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Re: Ascension 03/03/2020 08:25 AM CST
DungeonCrawlers' comment about the 'common' skills reminded me: are the costs for these going to be flat across professions ("middling-high" for all, as opposed to dirt cheap for some/expensive for others)? Are the numbers of them going to be limited (like Enhancives, not more than <some value> period)?

Because I could see a situation where it may turn out to be cheaper to get 23 ranks of EL:Water through this system rather than using Training Points, and pick up 10 ranks through Enhancives, to get level3 "The Watering" from Mana Focus/418, for example.

Or a Sorcerer who knows Targeting/425 wanting to get ranks of 2Hand weapon this way, rather than coughing up the training points.

(Not picking on any profession in particular, just looking at two different scenarios that have cost me some skull-sweat trying to figure out how to afford them.)
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Re: Ascension 03/03/2020 08:58 AM CST
DUNGEONCRAWLERS
Would the ascension system have some sort of reassignment and "fixskills" style functionality that would allow a player to backtrack their character's ascension training if/when new options become available?


Yes. Jokingly referred to as the DESCEND verb. ;)

Wolfloner's player
Under the current plan would existing experience be available to be diverted into that special pool for Ascension Training Points (ATPs)?


It would not. The goal is that everyone starts off at the exact same point. Up to a certain point, those characters with a lot of post-cap skills are usually more efficient at earning experience/combat, so still retain an advantage due to their total experience earned.

Krakii
DungeonCrawlers' comment about the 'common' skills reminded me: are the costs for these going to be flat across professions ("middling-high" for all, as opposed to dirt cheap for some/expensive for others)? Are the numbers of them going to be limited (like Enhancives, not more than <some value> period)?
Because I could see a situation where it may turn out to be cheaper to get 23 ranks of EL:Water through this system rather than using Training Points, and pick up 10 ranks through Enhancives, to get level3 "The Watering" from Mana Focus/418, for example.
Or a Sorcerer who knows Targeting/425 wanting to get ranks of 2Hand weapon this way, rather than coughing up the training points.


Costs are still to be determined, but more than likely will be static across all professions. However, it's unlikely that the Ascension system will be a cheaper method to earn skill ranks. You are not going to advance quickly through this system and the more you invest into a particular skill, the more expensive it gets. Just to toss out hypothetical numbers, it takes 50k experience to earn 1 ATP and the first rank of a +skill unlock is 1 ATP. The second unlock is 2 ATPs, then 3...the 10th unlock is 10 ATPs. That's 2.75m experience to earn +10 ranks. Those won't be the actual numbers (as that's way too much exp for +10 ranks), but I'm using them to illustrate the point. The Ascension system is mainly intended to advance your character past the current game's limits, not to shortcut it. It's more for the characters who are already at their profession's skill cap, but want to continue to train more.

GameMaster Estild
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Re: Ascension 03/03/2020 09:10 AM CST
Epic benefit: "Effective Level"
- You are considered to be +1 level higher for effects such as CS/TD (both your outgoing spells/attacks, and incoming spells/defense), maneuvers, Sheer Fear, and so on.

.

Heh. :)

And of course...

Epic benefit: "Ineffective Level"
- You are considered to be -1 level lower for effects such as creature kills/experience gained, treasure generation, 'help' with group kills (i.e. treasure reduction), getting into Reim, and grouping in the DR Arena.
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Re: Ascension 03/03/2020 10:14 AM CST
LORE MASTER (one for each Lore in the game)
- Training in Lore Mastery precludes training in any other Lore Mastery (or possibly limited to one for each: Elemental, Spiritual, Mental)
- Each rank in LORE MASTER allows for SEED summation based Lore benefits to be 1 greater than current Skill based training supports.

e.g. A wizard has 46 Ranks in Air Lore training which provides a Floating Disk (511) benefit of a disk with a capacity of 12. Training in two rank in LORE MASTER - AIR would provide a disk with a capacity of 14.
Similarly, the same wizard would have the Sleep spell (501) "groggy" effect increased from 9% (required 45 Ranks in Air Lore training) to 11%.


DESCEND MASTER
- Each rank in DESCEND MASTER reduces the time to unlearn Ascension Points by 10% (up to a maximum of 50%)
- Learning 5 ranks in DESCEND MASTER grants the pre-title of "Descendant"



-- Robert

>channel my maul
You channel at a hefty mithril maul.
You make an astoundingly inept attempt! Success!
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Re: Ascension 03/03/2020 10:42 AM CST
Oh, and it's time for 'Ascension system' to get broken out to its own Topic/folder. <nod>
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Re: Ascension 03/03/2020 01:32 PM CST
I actually agree with Krakii, the whole Ascension system (with it's already-branched threads) should probably be combined into a seperate folder now.




As for some ideas:

Hybrid Alignment: If you are of a profession that is under a single sphere of influence, you may choose a second sphere, becoming a hybrid. Professions which are already considered hybrids (empaths, sorcerors, bards, rogues, warriors, monks) may not learn this ascension trait.

Hybrid Mastery: If you are considered a hybrid (either innately, or through having the Hybrid Alignment trait), you can now learn the Minor spell circle of your secondary sphere of influence. Sorcerors may not learn this ascension trait.

Master Spiritualist: If you are considered under the Spiritual sphere of influence (either innately, or through having the Hybrid Alignment trait), you can now learn the Major Spirit spell circle.

Master Elementalist: If you are considered under the Elemental sphere of influence (either innately, or through having the Hybrid Alignment trait), you can now learn the Major Elemental spell circle.

Master Mentalist: If you are considered under the Mental sphere of influence (either innately, or through having the Hybrid Alignment trait), you can now learn the Major Mental spell circle.
>(Editor's note: until the Major Mental circle is implemented, perhaps this could give access to the Minor Mental spell circle instead.)

~Cylnthia Kythnis Ardenai
~Paragon of Kuon
~Rose Guardian, House Sylvanfair
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Re: Ascension 03/03/2020 03:26 PM CST
Just want to say real quick, in light of this...

Costs are still to be determined, but more than likely will be static across all professions.


I agree with Cylnthia's overall idea of making skills specifically for single-sphere professions (cleric, paladin, ranger, wizard), whether it's specifically her ideas or anything else.


(On the other hand, if the costs end up not static, then the single-sphere perk could just be paying fewer ATPs than hybrids for skills oriented to their one sphere.)




https://gswiki.play.net/Leafiara
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Re: Ascension 03/03/2020 03:29 PM CST
I've moved all the previous threads to this new topic.

GameMaster Estild
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