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Old 08-11-2006, 08:21 AM   #11 (permalink)
Doddy Curumehtar
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Re: Spells

Quote:
Originally Posted by Korinth
It does not make any sense for melee combat arts at all.

I would rather receive melee arts at the lowest skill and work it up.

For spell casting, it would be an improvement and also need to skill up in certain spell classes as in abjuration/evocation and so on.
I disagree. A combat move featuring a backflip and a double sword strike is not something to be learnt early on and levelled up.

I expect to have to learn my spells, as well as improve them myself. Levelling up should NOT give you new spells, but SHOULD improve/mix old ones.
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Old 08-11-2006, 09:38 AM   #12 (permalink)
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Re: Spells

Quote:
Originally Posted by Doddy Curumehtar
I disagree. A combat move featuring a backflip and a double sword strike is not something to be learnt early on and levelled up.

I expect to have to learn my spells, as well as improve them myself. Levelling up should NOT give you new spells, but SHOULD improve/mix old ones.
I did not mention getting some nice combat art early on. What I mean is when I get it at level 40 which will be pretty late in the game with a cap of 50, which the skill I just received would be 1 instead of 200 and thus I would need to work on it.

About your second paragraph, unfortunately I think you will end up getting new spells when you reach certain levels anyway or get it off the trainer.

On the upside I recall vaguely a dev saying something similar to this, if you get snare at level 5, then at level 10 you might get a new upgrade with added effect, which might mean you will get snare with a small DoT, then at level 15 you get a new spell that has snare, a small DoT and a minor debuff and so on.

Last edited by Korinth : 08-11-2006 at 10:03 AM.
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Old 08-11-2006, 07:25 PM   #13 (permalink)
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Re: Spells

But getting spells through levelling is SOOOOO boring and decreases intra-class variety. Now I do remember the Paladin could obtain spells through a prayer, but that isn't a spellcaster class, so I'm ok with that (they will have to learn combat moves).

But you can't give people all the good spells through levelling. Maybe a few basic spells, but the best adventurer should be one that has travelled the world and learnt the secrets of many areas. Not one who has grinded a few areas and thus gained all his spells by levelling!
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Old 08-11-2006, 09:33 PM   #14 (permalink)
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Re: Spells

There will be some combat art and spells (I think) that you can learn from mobs through perception, but I do not think these will be vital as I recall that grinding straight for cap will mean the grinder misses out on some arts and spell, but will not be gimped because of that.

The only class that I know of so far who will really need to travel the world in order to become good at their class will be the psionic class. They will need to search the world for stones called “Gestalts” (spelling?) in order to learn new spells.

Maybe near the end levels, you might have to find certain components that drop somewhere to make spells. Eq1 had this, which are called runes. That is just speculation on my behalf.

Last edited by Korinth : 08-12-2006 at 02:20 AM.
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Old 08-14-2006, 12:00 PM   #15 (permalink)
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Re: Spells

I hope they sort of implement a system that makes your spell increase as you use it. I think it would be cool and allow for more custimization of a character. Say you take a mage and all they cast is Fireball. It would be cool that the fireball would be better than their equivelent ice spell.

Just my 2 cents
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Old 08-14-2006, 01:42 PM   #16 (permalink)
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Re: Spells

wow everyone has thought about this so much more than I

I just gotta think about this some more before i interject my opinions

lol wow but great ideas there
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Old 08-16-2006, 03:01 AM   #17 (permalink)
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Re: Spells

I don't like having to purchase new ranks of the same ability unless it's got a much improved graphic or an extra effect.
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Old 08-16-2006, 04:03 AM   #18 (permalink)
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Re: Spells

Quote:
Originally Posted by Korinth
There will be some combat art and spells (I think) that you can learn from mobs through perception, but I do not think these will be vital as I recall that grinding straight for cap will mean the grinder misses out on some arts and spell, but will not be gimped because of that
I guess it's just my opinion, but someone who has lived a boring life of grinding a select few mobs in Thestra should be gimped, in comparison to a well travelled adventurer who has been to Kojan and Qalia and learned from the masters there, and is skilled at fighting a range of critters.
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Old 08-16-2006, 05:22 AM   #19 (permalink)
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Re: Spells

Quote:
Originally Posted by Gelu
I hope they sort of implement a system that makes your spell increase as you use it. I think it would be cool and allow for more custimization of a character. Say you take a mage and all they cast is Fireball. It would be cool that the fireball would be better than their equivelent ice spell.

Just my 2 cents
It has been a fair while since I last read a dev post regarding your idea. They have stated that skills will decay if you let it rust, or maybe if you use one skill/art more then the others then stats move over to the one you use a lot from those you do not use much over time.

They also have said something about the weather affecting spells or stats, so I think your idea will be in the game. Have not heard anymore on that since then.

Last edited by Korinth : 08-16-2006 at 05:25 AM.
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Old 08-16-2006, 05:31 AM   #20 (permalink)
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Re: Spells

Quote:
Originally Posted by Doddy Curumehtar
I guess it's just my opinion, but someone who has lived a boring life of grinding a select few mobs in Thestra should be gimped, in comparison to a well travelled adventurer who has been to Kojan and Qalia and learned from the masters there, and is skilled at fighting a range of critters.
I agree with you, but then you and I are not making the game. *Shrugs*

Just like you wish that sorcerers could wear plate armour and your idea is valid to me, but then it probably won’t happen anyway.

I plan to try and experience all there is on the way to cap, so I hope there will be an option to turn off combat experience gain like the one from eq2, to avoid out levelling the area before I could finish all there is at the location.

Last edited by Korinth : 08-16-2006 at 05:40 AM.
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