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  1. #1
    Player
    SydeBeheln's Avatar
    Join Date
    Mar 2011
    Posts
    383
    Character
    Side Beheln
    World
    Goblin
    Main Class
    Marauder Lv 54
    I'm not really referring to the amount of skills you can equip, but mainly that there should be restrictions to WHAT skills you can equip. The current max in skill slots does need to be increased, maybe just simply, another row on the action bar.

    Thats pretty simple enough as it is. When talking about cross-classing, as you said, "doubleing the cost will impossible to use your own classes skills", is the whole idea behind what I was talking about in the first place...
    There needs to be a cost as to what you give away out of your own class, in return to have something from another class.

    If you want to make a "pure class" then just simply never use other skills from other classes.
    The element of doubling action costs for equipping skills is just a variable, obviously there doesn't need to be such a restriction for it too work either way. Simply you could just say, "X" skill is transferable, "Y" skill is class specific.

    Balancing out these many factors is the fun part of growing, and customizing something you want to play.
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  2. #2
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by SydeBeheln View Post
    I'm not really referring to the amount of skills you can equip, but mainly that there should be restrictions to WHAT skills you can equip. The current max in skill slots does need to be increased, maybe just simply, another row on the action bar.

    Thats pretty simple enough as it is. When talking about cross-classing, as you said, "doubleing the cost will impossible to use your own classes skills", is the whole idea behind what I was talking about in the first place...
    There needs to be a cost as to what you give away out of your own class, in return to have something from another class.

    If you want to make a "pure class" then just simply never use other skills from other classes.
    The element of doubling action costs for equipping skills is just a variable, obviously there doesn't need to be such a restriction for it too work either way. Simply you could just say, "X" skill is transferable, "Y" skill is class specific.

    Balancing out these many factors is the fun part of growing, and customizing something you want to play.
    i see what you mean, but the thing i was looking at is if you equip another skill from another class you are already giving up one skill from the class you are using. if i add a 3 pt ability from thm to my con i am giving up 3 of my ability points so i am giving up what i can equip. now the thing i don't like is seeing a r20 thm using cure3 knowing that is a high level spell from another class.

    i wish they'd add more abilities like luminous spire is for gla that is only allowed to be used on gla. use the abilities purchased by guild marks to be only used by that class. i would also like skill level requirements like they are talking about adding for the gear. if it requires a level 20 in a class to get an ability it should be a level 20 in any other class before it can be equipped to it.
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    http://crystalknights.guildwork.com/

  3. #3
    Player
    Karvapeikko's Avatar
    Join Date
    Mar 2011
    Posts
    63
    Character
    Mjolnir Fomalhaut
    World
    Phoenix
    Main Class
    Weaver Lv 80
    Quote Originally Posted by darkstarpoet1 View Post
    i see what you mean, but the thing i was looking at is if you equip another skill from another class you are already giving up one skill from the class you are using. if i add a 3 pt ability from thm to my con i am giving up 3 of my ability points so i am giving up what i can equip. now the thing i don't like is seeing a r20 thm using cure3 knowing that is a high level spell from another class.

    i wish they'd add more abilities like luminous spire is for gla that is only allowed to be used on gla. use the abilities purchased by guild marks to be only used by that class. i would also like skill level requirements like they are talking about adding for the gear. if it requires a level 20 in a class to get an ability it should be a level 20 in any other class before it can be equipped to it.
    I like how AP limits how many skills you can use, but currently there isn't much sacrifice done, if you choose to add self-healing abilities. In my opinion better skills should cost more AP to equip(there are some already). It doesn't make much sense to me that equipping Puncture, a R2 skill, costs as much as bloodletter, a R48 skill. Of course no one would think twice cross classing these kinds of skills, when there is no sacrifice. That said, why can you equip wide volley to any combat class? There are damn many weaponskills that doesn't make any sense used on different weapon. I understand, if you could equip Legsweep on Marauder, but Twisting Vice doesn't as axes just don't have any piercing properties. It can be thought in similiar way in spells. Magic classes don't use wands and like for no reason. It can be thought as Conjurer becomes proficient enough to cast Fire III with that magical staff/wand and immediatly picks up a sword and still be able to do it even, if you needed that wand/staff to do it a second ago.
    (0)

  4. #4
    Player
    darkstarpoet1's Avatar
    Join Date
    Mar 2011
    Posts
    3,305
    Character
    Darkstar Poet
    World
    Excalibur
    Main Class
    Carpenter Lv 60
    Quote Originally Posted by Karvapeikko View Post
    I like how AP limits how many skills you can use, but currently there isn't much sacrifice done, if you choose to add self-healing abilities. In my opinion better skills should cost more AP to equip(there are some already). It doesn't make much sense to me that equipping Puncture, a R2 skill, costs as much as bloodletter, a R48 skill. Of course no one would think twice cross classing these kinds of skills, when there is no sacrifice. That said, why can you equip wide volley to any combat class? There are damn many weaponskills that doesn't make any sense used on different weapon. I understand, if you could equip Legsweep on Marauder, but Twisting Vice doesn't as axes just don't have any piercing properties. It can be thought in similiar way in spells. Magic classes don't use wands and like for no reason. It can be thought as Conjurer becomes proficient enough to cast Fire III with that magical staff/wand and immediatly picks up a sword and still be able to do it even, if you needed that wand/staff to do it a second ago.
    now this i completely agree with. if higher skills cost more ap than the lower skills this in itself would be very beneficial. i have always been curious of why wide volley is not an arc only ability since in its own description it does say release arrows.

    i think on the wand thing they are using it as the wand allows the aoe where the regular weapons do not. i could imagine how worthless mages would be if they allowed a battleclass to do full aoe spells. by using the magic as a weapons class you are losing some of the ability in itself to be able to use it. i may be over thinking it though.
    (0)


    http://crystalknights.guildwork.com/