#Customization: Talent-tree

10 messages · Page 1 of 1 (latest)

small dragon
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Current state:
Right now, there are almost no tools to customize your character to differentiate from others, besides fashion or equipment. Within the same class, we all use the same skills, the same stats to progress, our skills are the same. I wanted to suggest a talent-tree for Flyff, that enables/enhances some of the games mechanics. This suggestion aims to add something completely new and is tied to heavy devwork. So we shouldn't expect it becoming reality soon, but if it is supported/upvoted well enough, it might be considered for future content updates catface

Suggested solution: aha
Adding a talents-tree enables the player to unlock talents, that others may not have or decided not to take! Giving you slight advantages (or disadvantages) over other players.
You are an Elementor 🧙‍♂️ and want to focus completely on PvE? Spend your points inside the talent-tree, to boost your AoE output even more! Or do you love seeing your opponents burst into flames in PvP situations? Go spend some talent-points inside the PvP-Skillstree!

Detailed: PepoG
Talents are unlocked with Talent-points, that you earn by leveling, completing quests, or reaching Master-Level-Checkpoints. Talentpoints are limited though, so you have to make a decision and can't benefit from all of them!

How to get talentpoints?

  • For every 10 Levels after your 2nd Jobchange (70, 80, 90, 100,... 140) you are granted 1 talentpoint (8 in total)
  • For every 10 Levels in your Master-Levels (M-100 to M-120) you are granted 1 talentpoint (3 in total)
  • Maybe even as a Red-/Greenchipreward (1 talentpoint obtainable for X amount of chips), up to 3 talentpoints
  • talentpoins are not tradeable or purchaseable from the cashshop BUT could be special rewards for events?

How to use your talentpoints? What talents-categories could be possible?

  • You unlock your first basic-talent-tree after your 1st jobchange. These talents are accessible to everyone. Stuff like harvesting, petraising, flying, mineralfarming, upgrading etc.
  • After your 2nd jobchange, you unlock your class-specific talent tree. These skill-talents are devided into PvE and PvP (balancing reasons)
  • You unlock 1 talent as if you would use skillpoints. 1 talent = 1 talentpoint, no pathways as in our current skilltree, you just need to have access to the skill itself
  • Once set, the only way to change your talents is by a CS scroll, but you can have multiple pages of talent-tree-pages (as for statpoints) - monetization is also needed 😄

Foreshadowing: 🔮
I think it could be a good way to upcycle current systems in the game AND** allow further customization for our characters**, which has always been a key part of MMORPGs but is lacking a bit in uFlyff. The system behind it can be worked on with every content update. With higher level-caps, you get also more talentpoints. With new content, you can also include new talents, or new ways to obtain them (new quests, new dungeons etc. pp).

some ideas:

  • 🪴 Plant-based: Grants you an additional 10% Berries for each plant you harvest
  • rico Watch your step!: Ringmaster's Barrier of Life now also pulls your target slightly towards you
  • burn Hellfire: Elementor's Meteor-shower now applies a DoT on all enemies hit

garrow This topic is to discuss on the general idea of a talent-tree. But if you want to share your ideas for talents, please do it! Preferable 1 idea = 1 message, so people can vote __1 on it. I will link your message below and add a ✅ on your message
outage Our #🔴・rules also apply in here, so please watch your words when discussing with others. Every post with intent to harm others or create a bad atmosphere will be deleted (further steps not exluded!)

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Ideas for talents:

dapper tiger
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I don't like the idea of locking talent points behind the master system. It was supposed to be optional, this would make it mandatory.

I would also like to see the base skills improved first. We have a lot of useless skills that should be adjusted before adding more modifiers and I don't really like the idea of needing to invest talent points to make a useless skill usable.

small dragon
lusty pasture
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Runes for Skills

Introduction
This is also very interesting idea I wanted to work on, this is only a small idea , I wanted to give nearly every skill such enhanced versions, but im not there yet. This idea works really well with your idea as a complete skill rework.

You can choose an enhanced Version of a Skill which will give you a certain benefit. Giving Skills multiple "Enhanced Versions" which change the skill on a fundamental level and be different enough to each other that players can have more build variety and possibly make certain skills or builds more worth.
Example:
Blinkpool
1st.: Blinkpool can be casted twice before it goes into cooldown but its cooldown is increased by xAmount%. (time window of casting the second one xAmount secs)
2st.: Blinkpool's cooldown is decreased by xAmount% and has xAmount% more cast time.

2nd Example
Berserk
1st.: Revert any +/- Effect of this skill by its counter value ( +50% Skill Damage, -15% ATK Speed, etc. ...)
2nd.: Berserks duration is now 1 hour.
3rd.: Berserk now gives xAmount% Crit Chance, higher xAmount Attack Speed, higher xAmount Block Penetration but it doesnt give any %ATK.

hearty shore
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Just add trinkets/runes into the poster/arrows slot.

Make them randomized and have some offer alternative skill effects, some locked into PvP and others not.

Even troll ones like "blade dance now scales off intelligence" could still add some intrigue.

weak seal
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Nice idea base, to have some differences even between same classes -

wintry timber
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I'd love to have one skill for rm that triggers all assists/rm buffs. (doesn't include GT, GVUR,Holyguard,Prevention, Barrier of Life, and Stonehand)

agile blaze
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No