Awakening (Ultimate Skills)

Well, a few reasons why I prefer a gem system for them:

1. KISS. It's better to work with a system than create a whole new one. GGG would have to craft an entirely new passive tree and balance it properly along with questions on how you get 'points' for it, how do you change it, and so on. A gem based Spirit system would use mechanics already in the current gem system:

Spirit is 'mana' with a 0% regen rate that doesn't get effected by the 'go to full on town' code everything else is. The '0 spirit on switch/relog' is similar to how you lose a buff or minions when you switch out their specific gem. Beyond that, they are just skills and supports mechanically.

A basic concept of the game is that skills are not meant to be 'locked'. YOu're free to swap a fireball with a frenzy at will. There's no reason to switch that out when we're already used to the current system. Also Str/Int/Dex requirements don't really work in ungemmed form. There's no passive effect that stops working due to a lack of stats. What happens if your ungemmed ultimate costs 100 Int and you drop your int to 90? Gemmed skills mean you can swap the skill out for another.

Basically, making it gemmed makes it easier to code using current systems, easier to balance as there's less factors (a few gems instead of gems and passives to create, balance, and avoid bugs/exploits).

love the tags btw.

"
Nurvus wrote:


- Gems might have Str, Int and Dex requirements, whether or not they're Gems.
- If they're not Gems, they would not level up, and instead scale according to a static formula.
- Ultimates would have tags such as Projectile, Physical, Spell, Attack, Melee, AoE, Ranged, etc, and be affected by Passives that affect those tags.

There's a fraction of players who like consistency and predictability: killing boss X will yield item Y.

This game really isn't for people like that.

This game is for people who'll do the same area over and again because they know..., a Mirror can drop anywhere, anytime. - CharanJaydemyr
Would be nice to hear more feedback on this, preferrably from GGG (not gonna happen :P).
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Bump.
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i would love to give feedback but i already did...
i dont agree with this at all in my opinion sounds to much like D3.

Like Said.
A ranged player could have the Rapid Assault Ultimate that basically turns your ranged weapon into a machine gun that fires randomly and lets you move while firing (sounds like witch hunter). A Controlled Aim Support would force the Ultimate to focus on the nearest target.

OR
1 - Ultimates are powerful Skills that consume Spirit, a Resource that builds according to your Karma (sounds like the second build up of some kinda of "mana" and unleashing a more powerful skill thats very flashy and they build up diffrently on what class you are. just like D3.)

D3 name All over that one.

this idea will completly go against what this game is for and the lore of the game. you guys are not War gods that get their powers from prayers and gods themselfs. you guys are not super human and can blow up the whole world... its a game for exiled men and woman that fight their way to redeem themselfs.

Thank god GGG did not go this route. and D3 did and failed horribly.
FORUM POST ON NEEDED CHANGES BEFOR OPEN BETA!
http://www.pathofexile.com/forum/view-thread/380033
GUILD FORUM POST FOR GUILD FUNCTIONALITY
http://www.pathofexile.com/forum/view-thread/1029282
Last edited by OGcaliko#2816 on Jun 2, 2013, 8:55:08 AM
@OGcaliko
Amazing.
So your argument against my suggestion, is making up overpowered or cheesy ultimates - wich I didn't suggest.
And to make it worse, you do something silly like comparing Ultimates to Diablo 3...

Diablo 3 uses cooldowns - wich I don't suggest.
Diablo 3 resources are all fast-moving and extremely spammable - wich I don't suggest.

You couldn't have chosen a worse game to compare my suggestion to.
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Last edited by Nurvus#6072 on Jun 2, 2013, 10:31:48 AM
"
korn7809 wrote:
Imho for this to work and make them feel like ultimates they would have to be overpowered. That inturn would make them "must have" skills which hours against how this game is suppose to be.


I don't see at your point of view on this. These abilities appear to be slow build up. Something like this could add a little more to the gameplay, after all, I really don't think everyone wants to hold right click on their 7 aura freezing pulse bmlscpacgmp all day.
Shmo's Suggestions; Dozen Skills!
http://www.pathofexile.com/forum/view-thread/402487
"
Nurvus wrote:
@OGcaliko
Amazing.
So your argument against my suggestion, is making up overpowered or cheesy ultimates - wich I didn't suggest.
And to make it worse, you do something silly like comparing Ultimates to Diablo 3...

Diablo 3 uses cooldowns - wich I don't suggest.
Diablo 3 resources are all fast-moving and extremely spammable - wich I don't suggest.

You couldn't have chosen a worse game to compare my suggestion to.



its the same exact thing compared to diablo 3 with a little modifications to it. dont get mad im just stating my opinion.
FORUM POST ON NEEDED CHANGES BEFOR OPEN BETA!
http://www.pathofexile.com/forum/view-thread/380033
GUILD FORUM POST FOR GUILD FUNCTIONALITY
http://www.pathofexile.com/forum/view-thread/1029282
Yes, this sounds awesome.

-----------------------

Grace of God
Ultimate that grants you 30% attack dodge chance and 20% spell dodge chance, as if you have phase acrobatics but without losing armor/ES

Solar Beam
Ultimate that deal massive fire damage on a straight line, and has point blank effect

Ice Beam
Ultimate that deal massive cold damage on a straight line, and has point blank effect

Laser Beam
Ultimate that deal massive lightning damage on a straight line, and has point blank effect
Last edited by PHRandom#0174 on Jun 2, 2013, 3:19:03 PM
Solar Beam should deal grass damage.
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