- Feb 26, 2004
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Thoughts on Mir progression changes?
So ever since i finally decided to take a glance at the Crystal source, I've been working away on things and just wanted some feedback on the changes to spells.
Similar functionality to that of "Sub-Classes" that was first seen some time ago, but hoping for a bit more of a depth and customization between players.
I haven't actually done it yet, nor will I have it done for a while as i'm not exactly pouring my heart into this So i have no images (Unless you count my doodles all the wall as images lol, trying to imagine what it would look like when its finished).
But essentially instead of having skills seperated and being made redundant. for example:
- Healing often made redundant by some players with Mass Healing
- FlamingSword often made redundant by TwinDrakeBlade
- HalfMoon often made redundant by CrossHalfMoon
- TBolt often made redundant by FDisruptor
You get the idea
So i've planned on changing the skill page, similar to that of Mir3 (If you can picture the skill tree type page), and ideas taken from Sub-Classes and WoooL server files (Where you can potentially go different paths for skills).
So...Players would be presented with choices in how to progress themselves. Each skill would now be capable of going to Lv5 (Could be higher, but just keeping it simple at the moment).
Healing and Mass Healing as an example would be combined into 1 skill tree.
Lv.1-3 is your standard Healing spell as it always has been.
At Lv.3 upon finding a "Spell/Skill Upgrade" (These would drop from bosses and such). This will allow you to progress from Lv.3 to 5 in your chosen path.
You would have 2 paths for this particular spell:
- MassHealing Version 1 (This would be your traditional 3x3 AoE).
- MassHealing Version 2 (This would heal yourself and 3/4 nearest allies).
A Lv.4 and 5 I was thinking of the power increase being a bigger AoE for Version 1 (Ending at 5x5 or something), and the Version 2 being all allies on screen. Just examples of course.
Version 1 would potentially have a better "Tick" heal, but Version 2 you would obviously never have to target
Another example: to make FlamingSword useful again.
Lv.1-3 is your traditional FlamingSword. Could perhaps call it something else to make the next path more likely.
Then you get the same 2 choices.
- FlamingSword which would have a "Burn" effect and Big Damage hit, as well as now being a Toggle effect (Constant cast such as TDB).
- TwinDrakeBlade (Would likely rename this lol). But this would be your traditional TDB, that does dmg, poisons and cuts defence etc.
This essentially creates warriors that don't just bum TDB, but may opt the FlamingSword route, giving it a use once again.
Some other examples:
Poison into PoisonCloud/MassPoison (Where it might cast both Red/Green at the same time).
HalfMoon into CHM/ImprovedHM (Where Still HMoon but equal dmg to all enemies hit).
FireBall into GreatFireBall. Or GreatFireBall as normal (Removing FireBall), and have the split as a higher dmg GFB or Mass Hitting GFB.
Could potentially have a 3rd break eventually (This is where they could reach higher than Lv.5).
GreatFireBall > MassGFB > FireBang for example.
I have many more....but what would people think of this kind of approach to the Mir spells. This would of course come with skill resets at the loss of the Upgrade books you used, as well as other tweeks you would expect to not dead lock players into a situation to enforce a re-roll.
This could also assists in the amount of "spells" we actually use at any given time. So rather than needing more than 12 buttons, and combinations of buttons, you might just need the standard 12, creating an easier play style for everyone.
So ever since i finally decided to take a glance at the Crystal source, I've been working away on things and just wanted some feedback on the changes to spells.
Similar functionality to that of "Sub-Classes" that was first seen some time ago, but hoping for a bit more of a depth and customization between players.
I haven't actually done it yet, nor will I have it done for a while as i'm not exactly pouring my heart into this So i have no images (Unless you count my doodles all the wall as images lol, trying to imagine what it would look like when its finished).
But essentially instead of having skills seperated and being made redundant. for example:
- Healing often made redundant by some players with Mass Healing
- FlamingSword often made redundant by TwinDrakeBlade
- HalfMoon often made redundant by CrossHalfMoon
- TBolt often made redundant by FDisruptor
You get the idea
So i've planned on changing the skill page, similar to that of Mir3 (If you can picture the skill tree type page), and ideas taken from Sub-Classes and WoooL server files (Where you can potentially go different paths for skills).
So...Players would be presented with choices in how to progress themselves. Each skill would now be capable of going to Lv5 (Could be higher, but just keeping it simple at the moment).
Healing and Mass Healing as an example would be combined into 1 skill tree.
Lv.1-3 is your standard Healing spell as it always has been.
At Lv.3 upon finding a "Spell/Skill Upgrade" (These would drop from bosses and such). This will allow you to progress from Lv.3 to 5 in your chosen path.
You would have 2 paths for this particular spell:
- MassHealing Version 1 (This would be your traditional 3x3 AoE).
- MassHealing Version 2 (This would heal yourself and 3/4 nearest allies).
A Lv.4 and 5 I was thinking of the power increase being a bigger AoE for Version 1 (Ending at 5x5 or something), and the Version 2 being all allies on screen. Just examples of course.
Version 1 would potentially have a better "Tick" heal, but Version 2 you would obviously never have to target
Another example: to make FlamingSword useful again.
Lv.1-3 is your traditional FlamingSword. Could perhaps call it something else to make the next path more likely.
Then you get the same 2 choices.
- FlamingSword which would have a "Burn" effect and Big Damage hit, as well as now being a Toggle effect (Constant cast such as TDB).
- TwinDrakeBlade (Would likely rename this lol). But this would be your traditional TDB, that does dmg, poisons and cuts defence etc.
This essentially creates warriors that don't just bum TDB, but may opt the FlamingSword route, giving it a use once again.
Some other examples:
Poison into PoisonCloud/MassPoison (Where it might cast both Red/Green at the same time).
HalfMoon into CHM/ImprovedHM (Where Still HMoon but equal dmg to all enemies hit).
FireBall into GreatFireBall. Or GreatFireBall as normal (Removing FireBall), and have the split as a higher dmg GFB or Mass Hitting GFB.
Could potentially have a 3rd break eventually (This is where they could reach higher than Lv.5).
GreatFireBall > MassGFB > FireBang for example.
I have many more....but what would people think of this kind of approach to the Mir spells. This would of course come with skill resets at the loss of the Upgrade books you used, as well as other tweeks you would expect to not dead lock players into a situation to enforce a re-roll.
This could also assists in the amount of "spells" we actually use at any given time. So rather than needing more than 12 buttons, and combinations of buttons, you might just need the standard 12, creating an easier play style for everyone.
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