If you don't feel like abilities are sufficient, have you considered lowering the overall skill cap but perhaps allowing abilities in the different fields to push that higher? Sort of like the concept you were considering in COGG.
1250 cap for all, pick up a Melee ability, your cap for melee combat ...
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- Mon Apr 14, 2025 10:11 pm
- Forum: General Discussion
- Topic: Pondering the "no reason not to" issues of the skill system
- Replies: 33
- Views: 1042
- Sun Apr 13, 2025 12:42 pm
- Forum: General Discussion
- Topic: Pondering the "no reason not to" issues of the skill system
- Replies: 33
- Views: 1042
Re: Pondering the "no reason not to" issues of the skill system
Should being capable with several weapon types be that much of an issue? What is too many? People are locked to a focus anyway, so you can't specialize in everything even with the Guilds that have basic utilization of two weapon types instead of weapon/shield like others.
- Sun Apr 13, 2025 11:59 am
- Forum: General Discussion
- Topic: Pondering the "no reason not to" issues of the skill system
- Replies: 33
- Views: 1042
Re: Pondering the "no reason not to" issues of the skill system
The idea isn't that you would lose your current character, just that any extra skill points could apply towards an alt's development. But that would only be an issue if we went to a threshold or ability level cap system anyway, which I doubt would happen.
Ah. I didn't realize it worked that way ...
- Sun Apr 13, 2025 11:58 am
- Forum: General Discussion
- Topic: Pondering the "no reason not to" issues of the skill system
- Replies: 33
- Views: 1042
Re: Pondering the "no reason not to" issues of the skill system
On a more serious note, I'm curious what element of Cv2 in regards to skills aren't working for you?
Cv1, a few things started to get locked behind abilities because you were unhappy with how everyone did everything and so some of the more "abused" skills got locked behind abilities (Smithing, and ...
Cv1, a few things started to get locked behind abilities because you were unhappy with how everyone did everything and so some of the more "abused" skills got locked behind abilities (Smithing, and ...
- Sun Apr 13, 2025 11:41 am
- Forum: General Discussion
- Topic: Pondering the "no reason not to" issues of the skill system
- Replies: 33
- Views: 1042
Re: Pondering the "no reason not to" issues of the skill system
I would almost suggest something similar to the sunset system but using extra skill points, except some people don't have or want to have alts so that wouldn't benefit them :( I guess I don't really have any answers for how to solve this dilemma. I personally don't like how it is currently, but I ...
- Sun Apr 13, 2025 11:17 am
- Forum: General Discussion
- Topic: Pondering the "no reason not to" issues of the skill system
- Replies: 33
- Views: 1042
Re: Pondering the "no reason not to" issues of the skill system
Isn't that the point of abilities?
- Sun Apr 13, 2025 10:31 am
- Forum: Feature Requests and Suggestions
- Topic: Idea: Cogg/Clok Skillgain hybridization
- Replies: 12
- Views: 343
Re: Idea: Cogg/Clok Skillgain hybridization
I will say, in regards to combat least, there are always the other options that have been floated around before.
Bonus skill based on damage caused, encouraging people to actually hurt mobs.
Bonus skill based on a kill/flee shot, encouraging people to actually defeat mobs.
Bonus skill across the ...
Bonus skill based on damage caused, encouraging people to actually hurt mobs.
Bonus skill based on a kill/flee shot, encouraging people to actually defeat mobs.
Bonus skill across the ...
- Sun Apr 13, 2025 9:40 am
- Forum: General Professions
- Topic: Skinning Observations and Suggestions:
- Replies: 20
- Views: 8379
Re: Skinning Observations and Suggestions:
One thing I'll point out is that it doesn't have to be a set in stone law that combat skill = skinning challenge. It'd just be a convenient forumla to initially fill out a range of skinning challenges so that there's something out there beyond the current 3 levels of skinning challenge. It wouldn ...
- Sun Apr 13, 2025 9:21 am
- Forum: Feature Requests and Suggestions
- Topic: Idea: Cogg/Clok Skillgain hybridization
- Replies: 12
- Views: 343
Re: Idea: Cogg/Clok Skillgain hybridization
I'd honestly like to see something like this, especially for Combat though I'm not sure it is necessary for Crafting.
As I mentioned in CHAT, I miss feeling like I need to go out there and actually engage with systems to try and accomplish something efficiently and cater to the strengths/abilities ...
As I mentioned in CHAT, I miss feeling like I need to go out there and actually engage with systems to try and accomplish something efficiently and cater to the strengths/abilities ...
- Sun Apr 13, 2025 7:31 am
- Forum: Feature Requests and Suggestions
- Topic: Riding Skill & Horse Skill
- Replies: 0
- Views: 69
Riding Skill & Horse Skill
I know it has been floated about before, but I'd like to suggest having a character's horse skills capped by the character's riding skill. Be it anywhere from 1/2 of it to a 1/4 of it, but put it down to the expert horseman knowing how to best utilize their mounts.
- Sun Apr 13, 2025 6:09 am
- Forum: General Combat
- Topic: High Skill Characters and Loot
- Replies: 26
- Views: 1892
Re: High Skill Characters and Loot
... but for the common "grindable" spawns I think it'd be a lot better to just have them be consistent with all their combat skills matching up perfectly. Makes it less of a pain trying to figure out what to practice on. Like a rare mob with a really high offense but really low defense, or vice ...
- Sun Apr 13, 2025 5:34 am
- Forum: General Professions
- Topic: Skinning Observations and Suggestions:
- Replies: 20
- Views: 8379
Re: Skinning Observations and Suggestions:
Having had time to think on things more, I'm not hugely a fan of combat skill = skinning challenge.
Previously, skinning and exploring it was a choice that wasn't necessarily tied to a pure combat character. In Clok, it required an ability point to unlock in the first place, and frequently ...
Previously, skinning and exploring it was a choice that wasn't necessarily tied to a pure combat character. In Clok, it required an ability point to unlock in the first place, and frequently ...
- Sat Apr 12, 2025 9:01 am
- Forum: Combat Zones
- Topic: Ravaged Wagon Camp
- Replies: 3
- Views: 142
Re: Ravaged Wagon Camp
I've actually a bug report about the ruins in myself. They're Cogg state, not Clok. Hugely surprised me. Was expecting a 1-shot.
- Sat Apr 12, 2025 8:25 am
- Forum: Combat Zones
- Topic: Ravaged Wagon Camp
- Replies: 3
- Views: 142
Ravaged Wagon Camp
Can I suggest the mobs at the Ravaged Wagon Camp being looked over? They're very low skill level from the transfer over, but full of the deadliness/abilities/attacks that were found in Cogg.
- Sat Apr 12, 2025 8:22 am
- Forum: Combat Zones
- Topic: Willow Asylum interiors updated
- Replies: 5
- Views: 506
Re: Willow Asylum interiors updated
Cool. This was always a super interesting area due to the lore involved, but the inner parts definitely catered to only certain individuals/styles. Nice to have it expanded and potentially be a little more inclusive.
- Fri Apr 11, 2025 1:27 pm
- Forum: General Combat
- Topic: High Skill Characters and Loot
- Replies: 26
- Views: 1892
Re: High Skill Characters and Loot
Men-at-arms, Footmen, and Dreadnoughts were the old collection. I want to say 400, 700, and 1400 skill range for Redleaf.
- Thu Apr 10, 2025 12:56 pm
- Forum: General Professions
- Topic: Skinning Observations and Suggestions:
- Replies: 20
- Views: 8379
Re: Skinning Observations and Suggestions:
The only thing I'd say is it very much ties skinning ability to combat skill. I imagine some might consider that a con.
- Wed Apr 09, 2025 10:38 am
- Forum: General Combat
- Topic: High Skill Characters and Loot
- Replies: 26
- Views: 1892
Re: High Skill Characters and Loot
I've only the experience from the top end of the equation currently (can't bring myself to roll a new character), but unless the target I'm going after offers something I can skin then it doesn't matter what I hunt. I simply won't break even. Even with some mobs that I can skin, due to their ...
- Sun Apr 06, 2025 11:27 am
- Forum: Feature Requests and Suggestions
- Topic: QOL: Can I repair it?
- Replies: 0
- Views: 146
QOL: Can I repair it?
Would it be possible to have a way to assess if you can currently repair in its current state before actually attempting? I admit, this is probably more worthwhile to those who deal with blacksmithing.
- Thu Apr 03, 2025 12:47 pm
- Forum: General Combat
- Topic: Suggestions and Observations: Dreadnought
- Replies: 6
- Views: 631
Re: Suggestions and Observations: Dreadnought
Agree with pretty much everything. I've wondered if two-handed weapons as a whole need an uptick, as the combat style is weaker as a whole in Clok vs weapon/shield which in turn wouldn't necessarily require a damage tweak for our follow-up punches. At the same time, agree with the durability aspect ...
- Fri Mar 28, 2025 1:12 pm
- Forum: Feature Requests and Suggestions
- Topic: Reaction: Punch and Kick
- Replies: 2
- Views: 536
Re: Reaction: Punch and Kick
I think I have a bug report in about the gauntlets, but it might be nice if we could have Followup Punch replaced by Followup Blow to vary the attacks. Honestly, I think just fixing the issue with the gauntlets would be ideal.
At the end of the day, punch was decided to simplify the whole idea ...
- Fri Mar 28, 2025 11:35 am
- Forum: Feature Requests and Suggestions
- Topic: Reaction: Punch and Kick
- Replies: 2
- Views: 536
Reaction: Punch and Kick
With the addition of kick, would it be possible to include that as a possibility for brawling reactive abilities? Why? Equipment wear. Not sure about anyone else, but my gauntlets always need repairing, even more so than my weapon. From a benefit point of view, I'd personally appreciate having the ...
- Tue Mar 25, 2025 9:41 am
- Forum: Bug Reports
- Topic: Magic shields and 2-handed weapons
- Replies: 10
- Views: 1577
Re: Magic shields and 2-handed weapons
Figured as much unfortunately. Won't be the first time I don't use their kit.Rias wrote: Mon Mar 24, 2025 8:53 amNo plans to change that. I know some people didn't like it, but it was and still is the design intent, and a big part of their theme.
- Sat Mar 22, 2025 11:27 am
- Forum: Bug Reports
- Topic: Magic shields and 2-handed weapons
- Replies: 10
- Views: 1577
Re: Magic shields and 2-handed weapons
Well the default armor wouldn't work anymore for harbingers, considering how much 3 of the specs don't exactly get along with heavy armor. Though I'm curious on how much freedom there is for armored casting, or it'd take an approach like CLOK1 did. Current thing preventing me from committing to any ...
- Sat Mar 22, 2025 10:47 am
- Forum: Bug Reports
- Topic: Magic shields and 2-handed weapons
- Replies: 10
- Views: 1577
Re: Magic shields and 2-handed weapons
Why a joke needs that much delving into...
Though I am curious to see if casting as a Harbinger is given a bit more flexibility/allowance this time around instead of locking it behind using a specific set of equipment.
Still, awesome bug. The sort of one you could have a lot of fun creating a ...
Though I am curious to see if casting as a Harbinger is given a bit more flexibility/allowance this time around instead of locking it behind using a specific set of equipment.
Still, awesome bug. The sort of one you could have a lot of fun creating a ...