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>.> Energy Rework
Energy as a tree is very clunky with high startup times on spells and a rather barebones design, I feel there is alot that could be done with this tree in regards to smoothing it out/making it overall better than its current state.
In this instance its more or less a reference to like Forcewave/Energy Burst, both these skills are vastly unused due to issues in their cast delay and functions. Forcewave being outdone by any other spell like it I.E: Sweepingcleave and Shadowclaw are just flat better. Energy Burst broke sometime in E3, doesn't stun and is very lack luster to overall use in general.
Doing something about these two spells alone could work wonders for the state of the Energy tree even if its just smoothing them out.
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Additional Keybind for Space Teleport Toggle option. Or allow for Dash when not in range.
Currently in order to swap between space TP and Dash with the unique aura's this feature is bound to you must hit Control+spacebar to switch between them. During an RPB this is a challenging experience to master that I personally would love to see slightly altered to an easier transition for the sake of those few gamers who utilize this feature.
Just a cute little option in the F12 menu to rebind!
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Adding abilities/signatures you can app for as an alchemist, similar to how an artificer can app for golemcraft/artisan/master/grandmaster/runecasting.
Sure, you can app for unique items as an alchemist, but the same can be said for artificiers too.
Off the top of my hat, maybe adding Shinobi Surprise as a toggle buff alchemists can focus on would work, explained by the alchemist making an arsenal of smoke bombs/alchemy vials to use in combat.
Maybe an 'Abomination' summon for an alchemist, too? Basically a sludge monster that the alchemist can conjure with alchemy. For abilities, could have it so that as the abomination walks he leaves behind puddles that can slow/mud people if they step foot on them.
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Currently done/being worked on for the update:
- public medic spell tree
- faith: 'festival' event, craftable incense
- necromancy: 'plague' event
- new unarmed spell (???)
& some minor QoL / fixes. Probably some improvements to farming and ranching next.
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I'd love to see some more non-combat skills relating to the jobs (miner, farmer, etc.) at level 100 like suggested in the past, but only active when you are that job (of course).
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Real life doctors : Oath to not harm anyone.
Medic Tree : Let the bodies hit the floor