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Daydreaming of better skills


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#1 SparklingLimeade

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Posted 02 September 2013 - 02:58 AM

Ever since that Cross Impact thread in Community Chat I've been thinking about what kind of skills we could have had. Here are some things I'd love to see instead of Cross Impact or Meteor Assault (theoretically, of course). Also wouldn't be sad to see Hiding Exceed go. So yeah. Comments? More ideas? Free booze?

 

Backslide

Description: Dash backward 7 meters (because this is definitely the correct distance to backslide). If the user ends outside the range of a monster that is targeting them then that monster will immediately select a new target.

Cooldown: 30/20/10 seconds

Comments: If this proves to difficult to aim by spinning the camera to advance then we probably shouldn't go with this. I like the idea of forcing bosses to re-select targets. It's a very thief-y defense mechanism. The cooldown is painfully long but theoretically this is replacing a useless skill so I guess it would be better than nothing.

 

Escape Artist

Description: Remove debuffs affecting the user and increases movement speed by 40% for 10 seconds.

Cooldown: 80/60/40 seconds
Comments: Like recovery. But for us. And it gives additional utility for reaching targets. Unless backslide turned out really really cool I think I'd want this. Of course it might be OP compared to backslide.

 

Feint

Description: For three seconds dodge rate becomes 100%. The next attack received in that time cancels this buff and grants an immediate combo point (as combo training).

Cooldown: 80/60/40 seconds

Comments: Lets us avoid an extra hit in a pinch and rewards good use. Special detail, it can be cast while in other animations. Not sure if overpowered for the super-dodge, or underpowered due to short window, long cooldown, and single attack limit.

 

Pack Hunting

Description: For 30 seconds increase party's Hit Rate by 5% and Haste/Vigor Rate by 10%

Cooldown: 240/180/120

Comments: Could throw in/substitute out a dodge or even move speed buff in place of something. I was thinking of something to complement MoD from sins. Maybe too blatant a copy. Numbers would probably need a lot of work.

 

Enchant Deadly Poison

Description: Call shadows to infuse one enemy afflicted with Poisoning Weapon debuff to change that debuff to deadly poison instead, dealing 6%/12%/18% damage every 2 seconds for 10 seconds.

Range: 10 meters

Cooldown: 60 seconds

Comments: Makes having multiple thief characters less redundant by making poison application come up more. Buffs our PvE contribution without adding a ton to PvP. The numbers are very fiddly on this one. Could make it a full 5 level skill. Could make it a weaker poison over a longer time (The problem with that is I still want people to say "Oh noes it's deadly poison!!!1!"). Could make it consume/not consume the Poison Weapon debuff. Could make the cooldown really long/negligibly short. Overall it would really depend on how big a buff any theoretical skill swap to this would be. I think there's room for sins to be buffed a but and this is an awesome way to do it. Other less fiddly option is if it should be melee/short range/long range. I like the idea of being able to use this at times when we have to run away for a bit.

edit: Oh yeah, I was thinking that maybe sins should have some other use of combo points. Rogues have so many. Maybe EDP could use combo points. Yeah... That's cool.


Edited by SparklingLimeade, 02 September 2013 - 03:49 AM.

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#2 Leinzan

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Posted 02 September 2013 - 05:18 AM

Well, lets throw something in!

 

Dodge Roll

Discription: Rolls on the ground for 5/6/7/8/10 meters to avoid enemy attack.

Cooldown: 100/80/60/40/20 seconds

Comments: This skill is technically the same as backslide, however its main objetive is to dodge to the front, to wherever the user is facing. Pretty cool skill if it were to be implemented >=P (daydreaming)

 

Counter Attack

Description: Opts a defensive stance for 5 seconds to expect for a frontal strike, on receiving the user will parry the attack and counter with a critical strike of 15/20/25%

Cooldown: 180/120/60

Comments: this is quite the OP skill, because it can ensure a parry and also strike back, but I dunno, it might only hold out up to 1 strike so it can still be bad for AoE red waves, also other way to make it more OP is that the skill will automatically locate you behind the target >=P.


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#3 Velouce

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Posted 04 September 2013 - 09:53 PM

Rogue:

A version of RO1's Snatch - Rogue picks a target, casts a fire ring around him and the target, consequence: No one inside the area can leave, no one oputside the area can enter. This keeps up as long as either caster or target dies, or until some seconds are over (would need some testing to balance this, especially for Colo). Alternatively, pick a target and teleport together with it a few steps away.

 

Breaking Bad (or Blood Doping, since that's how Blood Doping works, but Breaking Bad sounds cooler :D) - Remove and save Doping + attack power, all Rogue-Buffs as well as setting all skills on their max CD. When using the skill again, everything will re-aply like it was before removing. Would be great if someone goes AFK in a dungeon in order to not waste your dan pots for him/her, as well as not starting from zero after dying.

 

Soul Stealing - A version of RO1's intimitate. Steal 1-3 random skills from the enemy. The enemy wont be able to use those skills for the amount of time (let's say 10-20 seconds), Rogue instead can use them, they show up in pop-up form for the shortcuts (like Combo Mastery)

 

Shadow Runner - A passive that makes you invulnerable for the first 10 seconds of hide, which also means nothing can reveal you - unless you attack.

 

Something that could be if we ever get a higher level cap:

Blade Dancer - Creates floating blades around the body, which affect a lot of our skills with additional hits done by those blades. MD could get some additional hits, Rolling Cutter could throw them instead of those needles, Throwing Dagger could throw some blades instead aswell. These could add Combo Points on top for a little chance.

 

Blade Fury - Passive that increases chance of adding a 3rd and 4th hit to Double Attack (non-crit), and a hit on DBs animation start

 

Stalk - Don't lose your Combo Points when using Smoke Bomb

 

Snake Bite - Chance of stacking Deadly Poison twice.

 

 

Assassin:

 

Shadow Steam: Create a field of Myst that reduces sight for everyone but the caster enormously, also lowers hit% (Anti-Kite skill)

 

Black Hole: AoE attack, sucks in up to 10 opponents and spits them back out 5~10 seconds later. Has a slight chance on small monsters and certain minions to permanently remove them.

 

Doppelganger: Create one or, like 3 Doppelgangers imitating your moves, showing the same amount of HP. This to confuse the enemy mainly.

 

Shadow Tribunal: Create an AoE with a sig in the middle, which appears as a target with a certain HP. Destroying the sign will remove the AoE. Also, anyone inside the affected area will take damage.

 

Nightmare - Stay 5 more seconds in hide after attacking.

 

Venomous Blood - If the target is affected by deadly poison, absorb a bit of the damage it deals and add it to your HP.

 

 

 

Of course, these are just ideas, not ment to be thought off as being implemented all together, that would be some hell of OPness.


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#4 SparklingLimeade

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Posted 06 September 2013 - 12:02 AM

Some interesting food for thought. I like it.

 

Well, lets throw something in!

 

Dodge Roll

Discription: Rolls on the ground for 5/6/7/8/10 meters to avoid enemy attack.

Cooldown: 100/80/60/40/20 seconds

Comments: This skill is technically the same as backslide, however its main objetive is to dodge to the front, to wherever the user is facing. Pretty cool skill if it were to be implemented >=P (daydreaming)

 

Counter Attack

Description: Opts a defensive stance for 5 seconds to expect for a frontal strike, on receiving the user will parry the attack and counter with a critical strike of 15/20/25%

Cooldown: 180/120/60

Comments: this is quite the OP skill, because it can ensure a parry and also strike back, but I dunno, it might only hold out up to 1 strike so it can still be bad for AoE red waves, also other way to make it more OP is that the skill will automatically locate you behind the target >=P.

 

Yeah, dodge roll would be a good way to make backslide work more for what I'm sure we'd do with it more. I actually dislike the idea of having the distance change with level though because then if you had a preferred distance you might be tempted to stay with a higher cooldown to avoid overshooting the target or something. For a utility like that cooldown is great.

 

I considered something like counter strike and ended up with feint. A powerful defensive tool but not too much offense with it. Could mix and match the details between them though. They're different flavors of the same theme.

 

Also I'm not really sure what should be made a 3 point skill and what should be 5. Right now I'm thinking something to the effect of

5 point: it has the ability to be a core skill that is used as part of your 'win condition' for any given fight. a core damage or defensive ability that will almost surely be used in every boss fight/colo round.

3 point: Useful (of course) but situational. The class could still fill it's core role/gameplay style without it. Not a reliable damage source or tool you can count on every fight.

 

The way you structured it as a source of damage I'd put counter as a 5 point but the dash utility at 3. Then again we've probably already put more thought into this than the devs did a lot of things. (lol cross impact)

 

Shadow Runner - A passive that makes you invulnerable for the first 10 seconds of hide, which also means nothing can reveal you - unless you attack.

Not a bad idea for allowing smoke bomb to function with DoTs on. Adds the ability to dodge AoEs in raids (maybe too well)

 

Blade Dancer - Creates floating blades around the body, which affect a lot of our skills with additional hits done by those blades. MD could get some additional hits, Rolling Cutter could throw them instead of those needles, Throwing Dagger could throw some blades instead aswell. These could add Combo Points on top for a little chance.

 

Now I'm imagining something like holy water/aspersio for rogue skills. That could definitely be cool.

 

 

Shadow Steam: Create a field of Myst that reduces sight for everyone but the caster enormously, also lowers hit% (Anti-Kite skill)

 

Oh boy Twilight Shroud! Akali is fun.

 

 

Doppelganger: Create one or, like 3 Doppelgangers imitating your moves, showing the same amount of HP. This to confuse the enemy mainly.
 
I was thinking that adding a short duration clone to Dark Illusion would be a good thematic improvement/durability buff that fits with the name. It needs more illusion to it. That would probably be a bad place to add a durability boost though because of the whole hiding requirement. I hate that detail.
 

 

Nightmare - Stay 5 more seconds in hide after attacking.

 

That's cruel. I could kill soooooooo many people before they realized what was going on even if the hiding damage boost didn't apply after the first hit. Also, for PvE purposes I honestly don't think the devs could code that. Monsters don't respect our hiding right now if party members aggro them first. Makes running dungeons more dangerous than it should be for us.

 

 

Venomous Blood - If the target is affected by deadly poison, absorb a bit of the damage it deals and add it to your HP.

 

I'm torn between the idea of giving sins some hp sustain and the idea that it steps on rogue toes too much. Eh. They'll still be better at it and have to get over it I guess. So many defensive abilities that could be added for thief classes, even less chance they'll be implemented despite our need to have some kind of advantage over ranged.


Edited by SparklingLimeade, 06 September 2013 - 12:03 AM.

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#5 Melisax3

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Posted 06 September 2013 - 12:40 AM

I find the dodge/parry buffs abit way too much.

But i love the ideea of counter atack :p_laugh:


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#6 Leinzan

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Posted 06 September 2013 - 06:55 AM

Yeah, dodge roll would be a good way to make backslide work more for what I'm sure we'd do with it more. I actually dislike the idea of having the distance change with level though because then if you had a preferred distance you might be tempted to stay with a higher cooldown to avoid overshooting the target or something. For a utility like that cooldown is great.

hum >=D

Well, I didn't really gave much thought to them, but if we are going to dive into details~♪

 

There is a reason as of why I would like a Dodge Roll instead of a Back Slide, and that is that Rangers already have some sort of Back Slide, actually a Back Flip known as «Acrobatics» to be more specific.

 

Placing Back Slide as a simple jump backwards then would be nothing more than a clone of said skill >____>!! and Im against that!

So instead of something that would totally copy a skill from a place to another like many skills already does (Cooldown reseters for example), I wanted to give it a little twist.

 

True, the distance and cooldown reduction per level sounds like a pain now that I look at it again, then OPTIONS!!:

 

Dodge Roll

Description A ) Rolls on the ground for 5/6/7/8/10 meters to avoid enemy attack

Cooldown Reminder: 20 seconds

Comments: the skill will be useful regardless of the level and the cooldown is fixed to 20 seconds, altho 5m isn't that much of a gap closer or flee option... but can you roll on the ground for 5 meters without jumping in real life O___o?!

 

Description B ) Rolls on the ground for 10 meters to avoid enemy attack

Cooldown Reminder: 100/80/60/40/20 seconds

Commnets: In this case the distance is fixed, forcing the player to max it for max utility, unlike the option A. Annoying all the way because we already are short in points :V!!

 

 

About «Counter» and «Feint» differences, is more like in «Final Fantasy XIII», where the «Sentinels» were the Tanks of the party, I really liked that system where there were 6 roles you could play between characters and seemed a lot like a MMORPG.

 

Well, in that game, there were 2 types of Sentinels, those who stood and endured, and those who lured and avoided. mainly thats the difference, Counter would take the damange altho reduced ONLY if it comes from the front (maybe double it if you get it from behind) and then deliver that strike back, maybe also using part of the enemy force giving it back to him (as a Jujitsu technique). Whereas in Feint you would like... VANISH before the attack strike, appearing behind the target and PUAFF, nuked! (maybe «Dark Illusion» level should add to it)

 

soooo OPTIONS!

 

Double Edge Counter:

Description: Stand still for 3 seconds to parry an enemy attack coming from the front, on success the damange received will be halved and will counter the strike with a critical hit of 10/13/15% of your physical attack plus a 25% of the damange parried, stunning the target for 2 seconds. If the attack doesn't come from the front, damange received by the user will be doubled.

Cooldown Reminder: 180/120/60 seconds

 

Shadow Feint:

Description: Stand still for 3 seconds in wait for enemy attack, on success the damange will be negated and will warp you behind the attacker, if said attacker is the one you were targetting it will auto-cast a «Dark Illusion» of the level known by the user.

Cooldown Reminder: 30 seconds.

 

 

 

Also, when I read about the «Doppelganger», I sorta remembered the «Double Attack» from «Ragnarok Battle Offline», in which it was REALLY AWESOME! altho it would be OP here.

 

allow me to describe:

 

Ragnarok Battle Offline Double Attack:

Description: For 30 seconds the user will move so fast that will leave an afterimage, each attack done by the user will hit its target a second time, although will only deal half the initial damange.

 

I suppose you can just imagine how powerful that would be here...


Edited by Leinzan, 06 September 2013 - 07:01 AM.

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#7 SparklingLimeade

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Posted 06 September 2013 - 09:51 AM

Also, when I read about the «Doppelganger», I sorta remembered the «Double Attack» from «Ragnarok Battle Offline», in which it was REALLY AWESOME! altho it would be OP here.

 

allow me to describe:

 

Ragnarok Battle Offline Double Attack:

Description: For 30 seconds the user will move so fast that will leave an afterimage, each attack done by the user will hit its target a second time, although will only deal half the initial damange.

 

I suppose you can just imagine how powerful that would be here...

 

Is it time? Will we soon fly through the air stabbing everything in the head?


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#8 Leinzan

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Posted 06 September 2013 - 10:40 AM

oh, and «Envenom» was OP too!!

the girl thief was able to land on the enemy head, bounce and do a great explosion repeated times (and could use a cord to move through the air so sometimes she didn't even touch the ground)


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#9 Velouce

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Posted 07 September 2013 - 07:50 AM

Some idea that could work for both, sin and rogue, but might be something rather implmented if there is a higher level cap someday with more powerful skills..

 

Sin and Punishment (best I could come up with to name the 2 factors of the skill): Caster creates a big field on the floor that activates for every party/squad member inside. As soon as this happened, a timer starts. During this time, all damage dealed to every party member inside the AoE will be stored. After the timer is over (let's say 3-5minutes), a new skill becomes available /or the same skill just changes - either way, using it will result in a MD-like attack, or something cooler (like a bladerain in Rogue's case, or loads of shadow fiend's in sins case dash into the target). The damage then is based on how much damage has been received before during those 3~5minutes. Eventually, am alternate way that might work better would be to remove the timer completely and execute the finisher of this skill as soon as the button has been pushed a second time. AoE could move with the caster, with having the caster placed into the mid of it.

 

Something less serious:

 

Stockholm Syndrom: Opponent starts healing instead of attacking you :D


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#10 SparklingLimeade

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Posted 07 September 2013 - 09:11 AM

Some idea that could work for both, sin and rogue, but might be something rather implmented if there is a higher level cap someday with more powerful skills..

 

Sin and Punishment (best I could come up with to name the 2 factors of the skill): Caster creates a big field on the floor that activates for every party/squad member inside. As soon as this happened, a timer starts. During this time, all damage dealed to every party member inside the AoE will be stored. After the timer is over (let's say 3-5minutes), a new skill becomes available /or the same skill just changes - either way, using it will result in a MD-like attack, or something cooler (like a bladerain in Rogue's case, or loads of shadow fiend's in sins case dash into the target). The damage then is based on how much damage has been received before during those 3~5minutes. Eventually, am alternate way that might work better would be to remove the timer completely and execute the finisher of this skill as soon as the button has been pushed a second time. AoE could move with the caster, with having the caster placed into the mid of it.

 

Something less serious:

 

Stockholm Syndrom: Opponent starts healing instead of attacking you :D

 

That sounds familiar as well.


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#11 AuroraSkye

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Posted 07 September 2013 - 09:22 AM

Probably to help with everyone's dreaming of new skills/improvements:

 

Sometime in the future (probably long future), there WILL Be 3rd job classes, it only makes sense. We change to 2nd job at lvl 25 so I can't imagine us staying that way all the way to lvl 99/100 when they do implement that into the game. So all these skills (Thief ones here) might have a chance of appearing later on. ^-^

 

Food for thought


Edited by AuroraSkye, 07 September 2013 - 09:23 AM.

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#12 MamaAmaCriminaL

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Posted 27 October 2013 - 02:51 AM

seems that they were making rogue in a hurry, because all skills messed up.

impact can become: =)

1. mana burn

2. slow

3. debuff enemy


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#13 MamaAmaCriminaL

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Posted 01 November 2013 - 08:29 PM

-moove forward 

-lower targets cast speed/atack speed

-poison bomb silence area


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#14 MadamOnara

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Posted 11 November 2013 - 02:43 PM

Shadow Consumption - Sacrifice 50% of maximum HP, and consume 5 combo points to force hiding for 30/40/60 seconds, during which time 2/2/3 copies assault the target. Causes root state during duration. Pressing skill key uses level 1/2/3 of skill.
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