I have a rather interesting issue right now. I feel like I don't have enough choices to put my points into.
But before you think I just want more spells, I want to explain this problem. These are my spells:
Single target: Meteor
Multi-target: Chain lightning
Summons: Cloud
Utility: Shield and Haste
And now, I got another skill point. What do I put it into? By level 21, even without possible skill points from quests, all of my abilities are maxed to the point that normal skill points aren't useful anymore. I found this to be very disappointing, since I can't think of any reason why I'd want to have several spells that do essentially the same thing. Utility spells would be a good idea, but then I'd also have so many utility spells that by the time I'm done casting, half of them have worn off and I don't have any EP left to cast.
So, finally, here's my idea:
Long cooldown abilities (3-10 minutes, depending on spell power and utility), that have significantly stronger effects than anything you can normally get.
While a few skills could be simply extremely high damage, I'd want these to have a more interesting interaction. Here are some ideas:
There are a few limitations there should be for these though. For example, I think some of them could be charge-only, as in you couldn't quick cast them at all, and had to charge for maybe half a second before you could cast them. Exceptions to this could be "panic buttons" like haste/shield aura, or mass paralysis.
In my opinion, this would solve the issue of too many spells for a single purpose. I wouldn't want a second single-target spell to constantly cast, but instead I could pick up a more powerful spell that I could use in more difficult fights that my normal kit isn't enough for, which I could only use once per boss fight for example.
Thank you for reading.
But before you think I just want more spells, I want to explain this problem. These are my spells:
Single target: Meteor
Multi-target: Chain lightning
Summons: Cloud
Utility: Shield and Haste
And now, I got another skill point. What do I put it into? By level 21, even without possible skill points from quests, all of my abilities are maxed to the point that normal skill points aren't useful anymore. I found this to be very disappointing, since I can't think of any reason why I'd want to have several spells that do essentially the same thing. Utility spells would be a good idea, but then I'd also have so many utility spells that by the time I'm done casting, half of them have worn off and I don't have any EP left to cast.
So, finally, here's my idea:
Long cooldown abilities (3-10 minutes, depending on spell power and utility), that have significantly stronger effects than anything you can normally get.
While a few skills could be simply extremely high damage, I'd want these to have a more interesting interaction. Here are some ideas:
- Elemental auras: They last for a duration, maybe 30 seconds, and do various things in a large area around the player. For example: Fire for high damage, lightning for stun chance, ice for slow/freeze and earth possibly for a damage debuff.
- Mass paralysis: Maybe a 10 minute cooldown that will paralyze every enemy in a large area around the player. Damage should remove this paralyze.
- Utility aura variations: Haste aura, shield aura, damage aura... These could all be very powerful cooldowns for co-op play, and should have a long cooldown to balance it better.
- Stronger summons: A short or long cooldown summon that would be significantly more powerful than the current ones we have, but it would only last for a limited amount of time. (Anything from 10 seconds to a minute, depending on power.)
- Nukes: These are the simplest idea. Extremely high burst damage skills that you couldn't really use to clear every room, but to occasionally help with a particularly tough enemy.
There are a few limitations there should be for these though. For example, I think some of them could be charge-only, as in you couldn't quick cast them at all, and had to charge for maybe half a second before you could cast them. Exceptions to this could be "panic buttons" like haste/shield aura, or mass paralysis.
In my opinion, this would solve the issue of too many spells for a single purpose. I wouldn't want a second single-target spell to constantly cast, but instead I could pick up a more powerful spell that I could use in more difficult fights that my normal kit isn't enough for, which I could only use once per boss fight for example.
Thank you for reading.
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