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đź“ť Dev Discussion #71 - Spells & Abilities âš”

VaknarVaknar Member, Staff
edited January 17 in General Discussion
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Dev Discussions are an opportunity to join in on player discussions about topics that Intrepid Studios want to hear your thoughts on. This is less about asking us questions, and more about us asking YOU the questions! If you do have questions about Ashes of Creation, keep an eye our social media channels for our monthly livestreams, check out the Ashes of Creation community wiki, or try the #questions channel in Discord!

In this thread, we’ll be discussing:

Dev Discussion - Spells and Abilities
What is the best ability or spell you’ve used and why? Which spells or abilities stand out the most to you from games you’ve played in the past? What made them special to you?
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Comments

  • SonicXplosionSonicXplosion Member, Alpha One, Alpha Two, Early Alpha Two
    edited January 17
    My post will mostly focus on tank abilities.

    Overwatch:
    Reinhardt/Brigitte Shield:
    These abilities stand out because they are basically extra resources that you have to carefully manage. These shields have their own health bar, which have a slow regen that ramps up over time when not in use. If the shields health bar drops to 0, then the shield temporarily breaks, and has a cooldown until it can be used again, making you more vulnerable. Even though blocking is a universal skill in ashes, I believe that a skill like this would help the tanks blocking capability shine.

    League of Legends:
    Taric Ult:
    This ability can be simplified into a delayed invincibility for yourself and your party. When you cast the ability, it takes a couple seconds to take effect, and then prevents the targets from taking damage for a couple seconds. This encourages careful planning, and allows the tank to provide value to their whole group. In PvP, it can cause people to need to divert their attention to the tank in order to cancel the ability, and in PvE, it can allow the Tank to block powerful AoE mechanics if timed well.

    Camille/J4 Ult:
    These abilities create terrain/barriers around the user, preventing their target from escaping if they are close to the caster. This is a powerful control tool, and I imagine it could work well as a spec to the current Wall ability.

    Orianna Ult:
    This ability creates a "suction force" around the caster, pulling targets toward them. This is a very satisfying ability to land, and would act as a clumping tool for the tank, allowing the tank to assist their group who will be casting AoE abilities.

    Nasus Abilities:
    All of Nasus's abilities are very satisfying to use. His Wither spell causes the target to slow their movement and attack speed. His Spirit Fire spell shreds the targets armor. His ult is a stat steroid for his health, armor, and magic resist, and also increases his character size. His Wither feels fun to use, as it is a powerful control tool, and minimizes the chance for enemies to escape. Spirit Fire feels very impactful, as it allows Nasus to perform some extra damage, even though he is a tank. It also gives the Tank more value to the group, as it would allow other martial DPS classes to take advantage of the armor shred. Finally, the ult is the ability that stands out to me the most, as it makes the Tank feel like a true raid boss, especially with the character size increase.

    Smite:
    Ares: No Escape:
    The reason this ability stands out is because it puts the tank at the focal point, and allows the team to follow up on the tanks actions, making them feel like a play maker.
    https://youtu.be/nkKd2rVCp0c
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  • NeverastNeverast Member, Alpha Two
    edited January 17
    From a fighter perspective its Maim, i love the visuals, animation, the range component and how smooth this skill feels.
  • seany31seany31 Member, Alpha Two
    .
  • Hutchy1989Hutchy1989 Member, Alpha Two
    Chain Reaction spells are awesome, for example you apply a dot that does 600 damage over 9 seconds and then it explodes in an aoe for another 600 damage but any targets hit also gain the copy of the spell.
  • siptermarci98siptermarci98 Member, Alpha Two
    Arcane Circle for mage, love the impact it gives to the class.
  • merloegmgmerloegmg Member, Alpha Two
    I main a Mage and it's fire all the way! I wish there were more combo attacks for us though, besides shatter. And I wish the magma circle didn't have such a long delay before casting. It's hard to time it right but the damage is so sweet now!
  • Aeyden654Aeyden654 Member, Founder, Alpha Two, Early Alpha Two
    Basically all of the ranger abilities feel lackluster except air strike(which does terrible damage for being a top tier talent point). All the other ranger abilities seem to be unnecessarily flashier versions of ranger skills from other games..and I'm not really sure if the class lore of my ranger is supposed to be hunter/marksman- or leaning toward some sort of Druid like character due to the root ability.

    Marks need to be more powerful if our class is going to revolve around it.

    No hate here- only hoping it gets better!
  • Serena VenportSerena Venport Member, Alpha One, Alpha Two, Early Alpha Two
    edited January 17
    The one ability I love in games is teleportation, as a utility skill to get around slightly quicker on foot or a skill to master during pvp fights, it makes for a great skill.
  • PurecpuPurecpu Member, Alpha One, Alpha Two, Early Alpha Two
    Hoarfrost has been one of the most satisfying abilities on mage so far. When the game is stable connection-wise. The instant gratification of the spell instantly going off and having an immediate impact feels amazing, especially when there are so many enemies that you are flooded with damage number values. An ability that feels incredible is Vanish from Rogue in World of Warcraft, this allows the rogue to use a cooldown to re-enter stealth regardless of combat status. This feels great because it allows rogue to continue to have a valuable impact in combat while at the same time being able to be used as an escape tool in sticky situations. When an ability is versatile it adds a lot of depth and skill expression, it becomes harder to balance as anything that is versatile in nature will be more overloaded; but the main thing is being able to show skill expression in combat. If you are unable to discern in terms of skill level in the class a "poor" X class player from a "good" X class player, to then even a "fantastic or pro" X class player then as much as you think there is skill expression. There truly isn't.
  • MossCoveredRocksMossCoveredRocks Member, Alpha Two
    In terms of visuals/audio, it's a close tie between Lightning Strike and Prismatic Beam with three elements. Lightning Strike to me is great because it's got very good indicators for how much the ability is charging and solid audio, and when it goes off it's an extremely satisfying audio, plus it's prone to big crits. It's the feeling of buildup and payoff that comes together in a satisfying manner. Prismatic Beam is similar, but with an even more substantial buildup with needing to combine Arcane Circle, then weaving together elemental spells to try and get the best combination of damage out in the window you have, and capping it off with a tri-elemental beam. Visually, the beam looks very nice, though it can run into a problem when you have more than 2-3 enemies that the visuals of the beam can get drowned out by the absolute waterfall of damage numbers pouring off of mobs, which is its own sort of satisfaction.

    In overall terms, personally, I've been enjoying Fireball and Conflagrate a lot. Fireball is simple but the visuals are solid and the roar followed by the explosive whump of the impact are good, and it being a very damage-heavy single target ability means that if it does crit, it's going to crit big. That plus a good setup for feeding into Conflagrate means a satisfying hit from the Fireball into seeing great big chunks of HP getting ripped off mobs by Conflagrating.

    As far as complaints could go, I very strongly wish that it was possible to customize the appearance of debuffs on enemy portraits so that it would be easier to track, or at the very least that personally applied debuffs were visible. It would additionally be nice to see some form of extra clarity in how Burning works with the different damage percent amounts for different abilities and how they work with burn being a stackable debuff. That said, overall visibility of debuffs on enemies feels like it's currently lacking and can get very cluttered quickly, and the ability to set certain debuffs to be larger or take priority in the listing would be incredibly useful.
  • Its_MeIts_Me Member, Alpha Two
    The animation on most of the mage spells is great, but the chain lightning is really nice.

    I am not certain that I have any one favorite spell but what I do really like is how the mage spells play off each other with the various elements. It is refreshing to set up combinations based on different status effects for additional damage where we are not just mindlessly spamming a skill without having to think.
  • KeinorialstrezKeinorialstrez Member, Alpha Two
    I'd say that the most curious ability is mage blink. Teleportation makes the most fun, in all games. After all it allows for curious tricks with its mobility, even if it's usually carefully managed to avoid bugs and terrain clips.

    I've played many games, and Warrior (Fighter) was always the kind of frontline character that might solo most of the content, relying on potent damage, mobility and defence. They rarely excel in either, but won't be toppled easily by others. The best representation was the ability of warrior to wield dual-wielded and dual swords, changing their attacks based on the type of weapon. It might even be one type of weapon; just split it into two parts. That was epic. Like Varian Wrynn in WoW, for supreme example, so to say.

    Still, as I only play Fighter in Alpha Two, I might point out that the class is too squishy here for its role. I believe a Fighter should be a frontline warrior who is feared (in close quarters) by all.

    And Blood Fusion shows that, albeit partially and somewhat imbalanced against large crowds, but otherwise with little use considering its CD.

    Currently, it is just a lifesteal-based class that can do little compared to other DPS. The spin attack isn't exactly satisfying for me, even if it's kind of a canon in RPG.

    Half of the warrior kit seems disjointed, and only bleeding + bloodfusion seems viable. I think it's just one extreme.

    The attack that reaches you regardless of distance, even if they're supposed to be melee, makes a form of Celesity, for example, even less viable.

    I can see the potential, though, so keep it up.
  • Literally entire Mesmer kit in Guild Wars 2 are my favorite spells in any MMO.
    Perfect class skills for Trickster or Charlatan in AoC.
  • olthimitsuolthimitsu Member, Alpha Two
    edited January 17
    Hoping all four aspects are built out to develop independently - Flame has its dps/conflag thing, Frost for control; lighting for aoe / pure dps; arcane for fast play. I myself plan on playing a frost mage. Don't mind if my dps isn't king. i know rogues and fire will most likely own that. Of course, for those who want it all - the archemage should be able to do it all.
  • EstachEstach Member, Alpha Two
    I'd like to say judgment has been a fun ability for big heals but crits for clerics have been broken since the last wipe and the heals have been lackluster but the skill itself looks really cool
  • hoofhearted4hoofhearted4 Member
    edited January 17
    I love fire spells and DoT spells. I love flashy and powerful.

    Two things comes to mind. Lost Ark. The spells felt big, powerful, and they were beautiful. Even if an attack isn't strong, it can still feel epic to use. As a mage I actually like sticking to one element (Fire) instead of being forced into all the elements. That's just not the immersion I enjoy most of the time.

    Seperately from flashy fire magic spells, Functionally something I like is DoT and Consume DoT spells. D3 Witch Doctor you could apply lots of DoT and then consume them to do all the damage at once and Nuke. It's such a awesome feeling. And if you don't Nuke, things still die their slow DoT deaths while you kite. GW2 also does DoTs well where something like the Necro can apply all the DoTs instead of just one type. Seeing your enemies health bar filled up with DoTs and ailments always feels so good and watching those little tics fly by the tens or hundreds.
  • maoaanamaoaana Member, Alpha Two
    The whole spellset of the Mesmer in guildwars 2, the class was very fun to play, satisfying to watch and felt more original than most spells and classes in other games
  • I haven’t gotten Alpha yet but I have been following this game for years.

    I usually main a mage in every game I play and personally I prefer AOE and utility. I dislike spamming fireball or one single spell. Using multiple elements/ Arcane would be preferred based on visuals etc.

    Not one single ability comes to mind, but visually how I could imagine a mage and what it would look and feel like is best shown through Dragons Dogma 1/2.
  • MurkwaterMurkwater Member, Alpha Two
    What is the best ability or spell you’ve used and why?

    The lightning spells feel and sound crisp in the mages arsenal, they feel very mage like. Except for ball lightning it does good damage and isn't a bad spell, but it lacks the crisp sounds and visuals and precision that the other lightning effects have.

    Which spells or abilities stand out the most to you from games you’ve played in the past?

    EQ1 Necromancer - Darkness spells i.e. "clinging" or clawing darkness", the visuals were subtle"darkness binding the feet and streaming off of the eyes. The effects were fantastic, and in PvP it reduced vision and snared the target.

    DAoC Runecaster - "Pulsing Blade Turn" or pbt for short, pbt would form a translucent golden bubble around all party members every approximately 8-10 seconds that would deflect the next melee or ranged attack the visuals on it were top notch, similar to shell, and it added a layer of utility to a DPS class that promoted class diversity in groups.

    WoW - Death Knight, "Defile" - an ape of unholy energy that grows in size for every tick it hits someone in it. It was both a devastating attack from a boss, and fun being able to cast it as a player. Having an ability that was exclusively from a boss in the previous expansion was so much fun, too bad they ruined the combat and talents in wow.

    What made them special to you?

    Darkness spells were an essential part of the necromancers identity, they helped snare and control mobs in the battlefield allowing the necromancer to really shine in what they were designed to do, do just enough DMG to heal themselves control the mobs and allow their pet to be a major part of their identity.

    Pulsing Blade Turn allowed a high hitting (mage) DPS to provide utility to groups against melee centric enemies and negate damage, but as the buff didn't stack it promoted build and group diversity. (Rogues had attacks to pierce PBT negating the effect from stealth)

    Defile is just an all around iconic effect it is the antithesis of the holy ground. It spreads like a disease and the visuals while subtle give a sense of creeping decay. The spell it's self was rather weak because of the combat changes applied in the game, but could be combined with a snare or debuffs to increase potency.
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  • ZarennoZarenno Member, Alpha Two
    From the perspective of some other games ive played, I really liked the spells that did things and influenced the world in some way. Skills dont need to all be super fast cast and quick damage combo slogs, we can have some weird ones here and there that have their place too. I am perfectly fine with setting up for like a 7 second cast, this is why we have parties after all! Right now, for all it does, there really isnt anything spectacular about playing mage, it just has some cool element tricks, but where are earth based spells? Spells dont really seem like Huuuzzzzaaahhhh!!

    My top played game for last year in play time was bauldurs gate 3, and I have around 800 hours. Some of my favorite spells in there were:

    Wall of Ice: (it lasted 60s (10 turns)) and did damage/crowed control/area control
    Misty Step (positioning) You can teleport yourself to anywhere unobstructed you can see within range.

    Favorite from FFXIV was back when I used to play about 10 years ago, one of the mage classes had it. It was sort of like a bink out of existence and into the aether (or something like that) for about 2 seconds, and during that time you couldnt be snared or take damage (or be targeted). It lead to some super clutch saves on boss mechanics and in close fights where you could time it just right to avoid the hit. It would also separate the good ones from the mid when it came to damage avoidance.

    From Dark Arisen:
    https://dragonsdogma.fandom.com/wiki/High_Bolide
    Meteor shower!!
    The griffins think they rule the sky, but the spiders know better.
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  • SentSent Member, Alpha Two
    edited January 17
    In this phase I'm playing bard.
    Flourish. Beautiful skill, ties togheter the skill tree. Flexible, double usage, istant cast, weaves togheter with other skills, doesn't cost points to take. Brilliant design.

    In phase 1 I've played mage.
    I liked Hoarfrost very much, because synergy is more important than damage imho, long range, istant cast
    * chef's kiss *
    LA MANO NERA - Gilda Italiana - Sei pronto ad unirti all'Ordine della Mano Nera? Questa può essere la tua occasione
    CLICCA QUI PER UNIRTI ALL'ORDINE
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  • bredfan1bredfan1 Member, Alpha Two
    Favorite spell of any game - Dota 2 Puck Illusory Orb. Sends a projectile in a direction to deal damage - reclick ability to take place of the projectile. Use to just for damage and you loose mobility, use it just for mobility and you lose damage. High skill ceiling - great spell.

    Favorite spell in ashes - Tank reflect. Especially with the added knockdown. I love that it requires knowledge of enemy kit.
  • garysmokesgarysmokes Member, Alpha Two
    Blink giving you an instant cast is probably my favorite, super fun with tons of options. A talent that sacrifices distance for cooldown reduction would be cool for more instant cast weaving, could also make it a large investment on the skill tree

    Dragon's Breath, could even branch into 2 options, one doing something like procing aoe conflag on burning targets and then the other making it a cc ability but losing most of its damage

    Overall, a lot of the class mobility skills feel really good

    Ball lightning I know its super popular but it feels incomplete like it needs destination when you cast and dissipate after reaching it. You kinda just send it out to the great beyond, like im pretty sure no class has a spell that goes out as far as ball lightning.

    Rune of Power, amazing, love to see a talent that reduces the effect or duration to make it mobile.

    I'm sure it's in the works but, some classes lack any sort of kick for casts outside of hard cc or weapon procs. Could be intended not sure, slumber works but something like a counter spell would be nice.
    (Firestarters hurt)

    Got a boosted bard on the test before p2 and the amount of depth in that class already at 1-25 is insane whoever developed it fucking cooked.






  • I don't have a specific spell but a game i sometimes play (dofus) has a class sadida. It infects enemies and whenever it then hits on of the infected enemies with a single target spell, all infected enemies take damage.

    I'm not sure which class can utilize this mechanic, im thinking summoner, ranger or mage. it would be cool that a class doesnt really have many AOE spells but can deal a lot of AOE dmg through the infection.
  • leafensteinleafenstein Member, Alpha Two
    I fell like Rangers need a bit more Single Target abilities. While I enjoy the kit already. Sometimes when using some aoe abilities for ST I grab more enemies. Or making more skills enhancing basic attacks.
  • PenumbraePenumbrae Member, Alpha Two
    edited January 17
    Vaknar wrote: »
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    Which spells or abilities stand out the most to you from games you’ve played in the past? What made them special to you?

    Not an ability, and hopefully I'm talking about intentional movement design but I really love how if you jump roll, you get a super fluid animation that gives extra distance. I love the dodge rolling in the game.

    I love mobility, being slippery - playing chess matches in combat basically. However, having too many movement abilities results in need for gap closers, and then combat suffers for any class that doesn't have them. So definitely agree they should be super limited, and longer CD abilities.

    I like the animation of the ranger's disengage - it looks cool to use, and looks even cooler to see someone use it.

  • DreikDreik Member, Alpha Two
    What is the best ability or spell you’ve used and why?

    For AoC best spell I have used is probably Prismatic Beam. Its very versatile, making you choose what is best for given moment, its visually poping and has great synergy with your whole kit.

    Which spells or abilities stand out the most to you from games you’ve played in the past?

    For other games I especailly ones focused on party play probably whole Ragnarok Online has great set of spells for every class allowing you to spec to different builds, preparing you for different encounters and keeping your spells very in line of your class perserving its identity.

    What made them special to you?
    Its great how everything work together there, everyone has their role in a party and you aren't locked to one, each class by respecing can be used to something else but not to ridiculous degeree.


    What would be your perfect spell system?
    What AoC has is a great start but I would love to introduce some twists and turns for spells. Like modify slots? Runes that would change how your spell works, that could have different rarities. For example Multiply Fire rune that could be slotted to fireball that would make it split into multiple fireballs or even Fire Rain that would change the spell from beeing cast from in front to be directed on the ground and make it rain
  • LeonerdoLeonerdo Member, Alpha Two
    Ninjutsu, a "cast" ability for Ninja in FFXIV. To put it simply, Ninja has 3(+1) buttons you can press in different combinations to prepare 7(+2) Ninjutsu, which you then unleash with the Ninjutsu button. It's a fun little minigame for the fingers, and feels more like casting than most of the magic classes in MMOs. And as a side benefit, it saves some hotbar space since it condenses 9 abilities into 5 buttons.

    Ride the Lightning, a movement ability for Elementalist in GW2. I liked it just cause it was a really good mobility spell, fast and responsive, does a little damage. And crucially, it could be used with or without a target, so you can get max distance without a target, or quickly gap-close and stop at the target. Worked really well in action-camera mode.

    Afflatus Misery, an instant-cast nuke for White Mage in FFXIV. Everybody loves this ability. It's just a really chunky nuke, that you are rewarded with after using 3 "Afflatus" heals. I have to explain a little though... Because of FFXIV's heavy focus on DPS and GCD economy, it normally feels bad to waste time with GCD heals, and other healers try to stick with oGCDs instead, when possible. But WHM, being the simplest healer, has two core healing spells on the GCD (Afflatus Solace and Afflatus Rapture), which they use all the time. And this was the devs solution to allow WHM to cast those GCD heals and still get damage out of it. So basically, Afflatus Misery makes the healing kit feel more satisfying, despite being a super simple nuke on it's own. Also, did I mention it feels really chunky? (Good visuals and sound effect are important. For all of these. Of course.)

    Honorable mention to the dozens of other "finisher" abilities you get as a reward for doing a rotation correctly. It's a good paradigm. Never gets old.
  • AzheraeAzherae Member, Alpha One, Alpha Two, Early Alpha Two
    What is the best ability or spell you’ve used and why?

    The best...

    https://throneandliberty.gameslantern.com/skills/chaotic-shield

    Why:
    I play archetypes in gaming where perfect awareness, positioning and reactions are required but have relatively big payoffs.
    This is the best MMO version of it, for me, because it expanded so much beyond what I could do with https://ffxiclopedia.fandom.com/wiki/Utsusemi while still giving much of the same feeling (relative to what the game's base gameplay is)
    This single, perfectly designed skill allows me to tank all the same 'single target melee' enemies, frontline against many bosses that rely on attritive 'chunk damage' flows, surprise enemies in PvP with complex strategies involving restoring my teammates, accelerate entire damage structures, and feel the active version of 'managing shadows'. I could go on about the nuances of Chaotic Shield for hours.

    Which spells or abilities stand out the most to you from games you’ve played in the past?
    For this question I should clarify that when I think 'stand out' I am not referring to 'things that I have mentally slotted as 'personal' archetypal skills. MMOs abilities are, after all, just designers finding ways to provide people with expressions of things they already 'see themselves doing' for the imaginative. Most people of a particular archetype seek the same sorts of things across many games, etc, to the point where I think a really fleshed out game that has been allowed to have a lot of options/complexity will contain almost all of it.

    For MMOs, for me, this is now Throne and Liberty, and FF11 also gets to share that spot for much the same reason. You could 'take TL's combat design' and 'put it into FF' and I would not need to change anything. Even MMOs can't let me have everything though (well, until TL, now I can), for that, you have to go to very specific implementations of Pathfinder (or custom TTRPGs) or reference this movelist (I don't suggest doing that) and then add healing to all of it:
    https://wiki.gbl.gg/w/Under_Night_In-Birth/UNI2/Seth

    So, with all that preamble, moving on to 'things I find interesting and impactful that aren't mostly just the MMO versions of stuff I play everywhere else:

    https://ffxiclopedia.fandom.com/wiki/Auspice
    Would take as long to explain as Chaotic Shield, honestly.

    https://ffxiclopedia.fandom.com/wiki/Trick_Attack
    Knowing how and when to use this, combined with the fact that you can use it on any melee damage instance, has a specific feeling to it that is incredibly hard to replicate outside of something in Monster Hunter World that is also borderline impossible to explain.

    (honestly everything past here is again, just 'stuff I do in other games, but these ones are listed because within the game they are from, they're 'defining', i.e. I could not play the way I want without them but they're not just super obvious)

    https://armoredcore.fandom.com/wiki/Rockets
    Specifically the ECM ones. This obviously isn't an MMO spell/ability but as noted, they're all the same to me. The ECM rockets debuff your opponent's ability to lock onto you, which makes you somewhat immune to missiles and makes targeting with most weapons meaningfully harder if you are fast. Same thing in Elite Dangerous as an 'augment' on my Plasma Accelerator.

    https://wiki.guildwars2.com/wiki/Larcenous_Strike
    It's in the name.

    https://wiki.guildwars2.com/wiki/Basilisk_Venom
    Same but moreso.

    https://wiki.guildwars2.com/wiki/Distracting_Daggers
    Another reward for prediction ability and timing, in TL and FF I have to work harder for this and perfectly time a Sleep skill/spell, which I don't prefer at all.

    I can't really think of more, probably because I specialize in 'having a lot of tools that must be used/timed perfectly', but the tools themselves are simpler and therefore convergent design does the rest.

    What made them special to you?
    Obviously the answer is 'I like what they do', and I don't think there's any way to justify that other than 'I'm me, so I like things that are me-like'. But I do have a deeper answer.

    A child playing pretend (or an adult, we don't discriminate here, obviously) has a specific perception of themselves, and in an RPG, (TTRPGs are probably the best starting point) want to visualize themselves doing specific things. Setting aside all the 'I want to be powerful' and 'I don't want to lose/be mocked' decisions, if the game offers a path to that style, they take it, they become comfortable, they enjoy it. (there are some that like to be everything and play a lot of alts, I don't have any useful opinion on that).

    Tabletop games with high flexibility, Trading Card games with high flexibility, Action RPGs with high flexibility, MMORPGs with high flexibility... they're all the same in the end:

    Find the path to being the thing,
    Make do when the game doesn't allow a part of it,
    Rejoice in the feeling of expression,
    Lament when your self has been designed in a weak form,
    Or for others when you have been designed in too strong a form,
    The Night Blade wanders, the Basilisk's Venom cleaves,
    The Moonlight breath of the Draconic High Priestess,
    Brings solace or death.
    Y'all know how Jamberry Roll.
  • Yenn0warYenn0war Member
    edited January 17
    1. Guild Wars 2
    -Reaper form (Necromancer) and the whole skillset while its active.
    -Core Mesmer abilities
    -Soulbeast pet mechanics, which I would leave if you ever decide to add Druids(Shapeshifters) as augment.
    -Spellbreaker's Full Counter ability
    -Core Guardian Hammer abilities-Glacial Blow, Mighty Blow and Banish when used in conjunction with each other.

    2. World of Warcraft
    -Shaman Totems. Creates a very unique playstyle and fun playstyle.
    -Shapeshifting as an ability is fun, but I would leave that just in case you want to give us Druid class in distant future.
    -Entire WoTLK's paladin skills set. Feeling of using Hammer of Wrath as a finisher is unmatched.
    -Hunter's Feign Death. Beauty of it is that whomever targets you, stops targeting you.
    -Mind Control. Hilarious if used properly....
    -Penance is a nice offensive/healing spell.
    -Army of the Dead
    -Warlock's pet Succubus, Seduction spell



    Frankly, WoW utility spells is where you get most of your class identity and that uniqueness makes them fun (Water Walking, Water Breathing, Eagle Eye, Far Sight, Slow Fall, Ritual of Summoning, Portals). You feel needed.

    3. Black Desert
    Beast Master/Tamer abilities that you share with your pet.

    4. If you really want some unique and fun abilities, you should look at MOBA's.
    For example,

    I love Janus abilities from Smite that turn your damaging spells into portal...
    https://youtu.be/9US7evaihQM?si=Hp9G-La-_jIOdsQS&t=126

    Ratatoskr ult
    https://youtu.be/3QrSp7jNjwQ?si=V07sNgpdZ-xkHiGz&t=262

    Dota 2, Juggernaut, Omnislash is extremely satisfying to see
    https://youtu.be/LmXksEu8m2M?si=aMTwi1DcqiAyzEdR&t=78

    Dota 2, Ball Lightning, Storm Spirit
    https://youtu.be/1CQQQ7umw4A?si=FJX0z3Xuc26ozP22&t=97

    Dota 2, Pangolier, Swashbuckle. Perfect for your Duelist class
    https://youtu.be/Wsz9FLRR7d8?si=BzVL1AiFEwyDVeFa&t=22

    Dota 2, Spectre, Spectral Dagger (After effects are interesting)
    https://youtu.be/iD6OTh4hgLk?si=VWSqxKPobIFeGks3&t=15

    Dota 2, Faceless Void, Chronosphere
    https://youtu.be/1FZEPymxg0E?si=4x-Yc_OfewOiGhYa&t=78

    LoL, Fiora, Riposte ability. Perfect for your Duelist class
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