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What you think of spells/abilitys that change depending on weapon type?

ryuujiryuuji Member, Leader of Men, Alpha Two, Early Alpha Two
edited June 2019 in General Discussion
For example backstab with dagger ignore some cuantity of physical armor but with sword it leave wound then decrease healing resived. Fireball with staff sumon big ball and it aoe but with wand they are smoll maybe 1-3 projectiles that hit hard one target. Sweep attacks with polearm deal aoe damage but with sword one target and leave bleeding effects and so on. Not nessesary have to be for all weapon because it wuod be strange to do backstab with spellbook or sweep attack with dagger. Since we can equip 2 weapons and one ranged maybe it can be useful dependant on different situation.

Comments

  • DamoklesDamokles Member, Alpha One, Alpha Two, Early Alpha Two
    edited June 2019
    IS already said that certain abilities will at first depend on a weapontype, while others wont need a specific weapon.
    I hope that we will be able to change abilities weapon restriction with the second class augmentation.
    Example:
    A rogue can only use backstab if he has a melee weapon equipped.
    A Predator (Rogue/Hunter) can augment the Backstab so that he can use the ability with a bow or crossbow (ranged backstab ftw, there is no escape! :D )
    a6XEiIf.gif
  • ryuujiryuuji Member, Leader of Men, Alpha Two, Early Alpha Two
    damokles wrote: »
    IS already said that certain abilities will at first depend on a weapontype, while others wont need a specific weapon.
    I hope that we will be able to change abilities weapon restriction with the second class augmentation.
    Example:
    A rogue can only use backstab if he has a melee weapon equipped.
    A Predator (Rogue/Hunter) can augment the Backstab so that he can use the ability with a bow or crossbow (ranged backstab ftw, there is no escape! :D )

    Penetreiting arrow)
  • ryuujiryuuji Member, Leader of Men, Alpha Two, Early Alpha Two
    If they gonna do as you said it is good idea for skill variations, plus augmentation.
  • DamoklesDamokles Member, Alpha One, Alpha Two, Early Alpha Two
    ryuuji wrote: »
    If they gonna do as you said it is good idea for skill variations, plus augmentation.

    It could also go the other way around.
    Example:
    A normal mage does not need a specific weapon to cast fireball, but a battle mage(mage/fighter) could turn that projectile into a melee weapon based attack.

    IS also once stated that we would have at least 4 augment choices for one primary skill, which sounds REALLY cool tbh xD
    a6XEiIf.gif
  • ryuujiryuuji Member, Leader of Men, Alpha Two, Early Alpha Two
    damokles wrote: »
    ryuuji wrote: »
    If they gonna do as you said it is good idea for skill variations, plus augmentation.

    It could also go the other way around.
    Example:
    A normal mage does not need a specific weapon to cast fireball, but a battle mage(mage/fighter) could turn that projectile into a melee weapon based attack.

    IS also once stated that we would have at least 4 augment choices for one primary skill, which sounds REALLY cool tbh xD

    Yeah, social guilds, node type, second class.... Augments
  • lunarskylunarsky Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    I think it's a good idea in theory. I am just a bit worried about the implementation. I feel like the coding will be extensive and balancing a continuous struggle.
    Future Py'rai (M) - Shaman, Enchanter, Soul Weaver, Templar, or Necromancer (Pending)
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  • DamoklesDamokles Member, Alpha One, Alpha Two, Early Alpha Two
    ryuuji wrote: »
    damokles wrote: »
    ryuuji wrote: »
    If they gonna do as you said it is good idea for skill variations, plus augmentation.

    It could also go the other way around.
    Example:
    A normal mage does not need a specific weapon to cast fireball, but a battle mage(mage/fighter) could turn that projectile into a melee weapon based attack.

    IS also once stated that we would have at least 4 augment choices for one primary skill, which sounds REALLY cool tbh xD

    Yeah, social guilds, node type, second class.... Augments

    Nono, those are extra. They stated that the second class augments alone are 4 different augments.
    a6XEiIf.gif
  • DygzDygz Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    Also, an advanced weapon can have up to 5 weapon abilities.
  • VarkunVarkun Member, Braver of Worlds, Kickstarter, Alpha One, Alpha Two, Early Alpha Two
    The skill system from what we know will be quite extensive 14 or 15 different weapon types plus class skills then throw in augments from your secondary class more from racial, mage fighter thieves guilds and any number of other organizations. To me, this sounds like an incredible amount of options for skills/augments that will provide a lot of diversity then bring in gear that will have all manner of options with its own stats. Will be an exciting system to explore all of the build options IMO.
    3KAqRIf.png
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