Jaed Le Raep
★Gaeming★
- Joined
- Sep 3, 2007
- Messages
- 1,295
- Reaction score
- 441
Bonus Teaser
As a means of a bonus teaser, I will post a changelog of sorts. This is a list of changes that have been made - though I do admit that I've made so many that some may not be included on this list. I will purposefully omit item changes because the entire equipment on this project has been overhauled (besides hierarchy, so brass armor will still be "lower" than plate armor, for example).
Haste is now Innate Haste | 2 minute duration | 60 Mana Cost
Strong Haste is now Intense Haste | 120% faster speed than Innate Haste | 5 minute duration | 100 Mana Cost | All vocations have this spell except for Oathbreakers
All Strike spells (Terra Strike, Ice Strike, Strong Flame Strike, etc) have been removed, will be exclusive to the Evoker vocation.
All Runes have been removed. Will be reworked for Runeknight vocation (to be released AFTER server opens)
Magic Shield has an "offspring spell" named Magic Veil. Magic Veil is for Sorcerers while Magic Shield will be for Druids. more on this below.
Each player will access to a summon (Avatar of a Gode) that is meant to be a storyline-based companion. Will grow as your character grows.
This is literally just the surface of what I've changed. With the reformulations, almost all spell cooldowns have been reduced to be 5 seconds or less. This combined with the global spell cooldown being reduced from 2 seconds to 1 second, along with the fact that casting spells do NOT interrupt your character's auto attacks, these small individual changes are aimed for a far more smooth and enjoyable combat experience.
As a means of a bonus teaser, I will post a changelog of sorts. This is a list of changes that have been made - though I do admit that I've made so many that some may not be included on this list. I will purposefully omit item changes because the entire equipment on this project has been overhauled (besides hierarchy, so brass armor will still be "lower" than plate armor, for example).
General Spell Changes
Food is currently disabled - Will be reworked. Every character will 100% hp and mana regeneration uptime. The amount regenerated is % based. How much % HP or Mana regenerated is vocation-dependent.Haste is now Innate Haste | 2 minute duration | 60 Mana Cost
Strong Haste is now Intense Haste | 120% faster speed than Innate Haste | 5 minute duration | 100 Mana Cost | All vocations have this spell except for Oathbreakers
All Strike spells (Terra Strike, Ice Strike, Strong Flame Strike, etc) have been removed, will be exclusive to the Evoker vocation.
All Runes have been removed. Will be reworked for Runeknight vocation (to be released AFTER server opens)
Magic Shield has an "offspring spell" named Magic Veil. Magic Veil is for Sorcerers while Magic Shield will be for Druids. more on this below.
Each player will access to a summon (Avatar of a Gode) that is meant to be a storyline-based companion. Will grow as your character grows.
Knight
- Remade into Oathbreaker Class - Keeps same default skill rates of Knights
- All vocation spells cost mana %, instead of a flat amount. Many "less useful" spells removed. All new spells are Death Damage. Only has access to physical damage or death damage via spells.
- Assigned Curse spell | Renamed to New Oath | Reformulated for damage | Level 150 spell | costs 50% mana | Does major curse damage over time.
- New AoE Death Spell named Voidshaker
- New AoE push-back spell named Impel
- Reformulated (increased damage) all remaining spells (Brutal Strike, Innate Berserk, Front Sweep, and Fierce Berserk) to make them fair to their respective mana % cost.
- Tuned overall effect and duration of Blood Rage. Made into an immensely useful spell with a 30% mana cost and with a longer (30 second) duration.
Sorcerer
- All AoE spells have been taken from Druids and assigned exclusively to Sorcerers. Note that some UE spells (like Wrath of Nature) have been removed while Hell's Core has and Eternal Winter have remained.
- Magic Veil mimics OLD magic shield. Simply makes all damage hit mana pool before it hits health pool. 13 second duration.
- Largest spell pool.
Druid
- Has access to Magic Shield spell | Magic Shield is now a toggle | This means the shield can be quite life/death, as it doesn't deactivate simply because you run out of mana | Major improvement to the solo-survivability of Druid
- Has limited access to damaging spells, though they are all Damage over Time (Electrify, Envenom, and Ignite). The formulas of these spells have been reworked. They hit harder, last longer, and are scale in damage very well with magic level improvements.
- Heal Friend is removed | New Spell is Heal Party | Will act like heal friend, without needing to type player's names - Will -only- work on players in the same party | Spell will heal every player in party that has HP missing with each cast | Dynamic mana cost depending on how many party members healed per cast
Paladin
- Why fix what's barely broken? Least amount of changes, though all of their less useful spells have either been removed or reformulated for better scaling with higher skills.
- They have a new AoE volley spell
This is literally just the surface of what I've changed. With the reformulations, almost all spell cooldowns have been reduced to be 5 seconds or less. This combined with the global spell cooldown being reduced from 2 seconds to 1 second, along with the fact that casting spells do NOT interrupt your character's auto attacks, these small individual changes are aimed for a far more smooth and enjoyable combat experience.
Last edited: