Suggestions for skills in New Solomon's Keep
What are your suggestions for skills in New Solomon's Keep?
Leave comment about skill that you would like to see or modified
for Paladin, Necromancer, Rouge, and Wizard in the New Solomon's Keep.
I know that there are still few information about New Solomon's Keep
but we can at least try and let our imagination loose and share some great ideas while we wait for it to come.
And who knows if Mr. Raptis might find something useful within these ideas that we have and possibly implement it?
Here are some rules for SK skills that Mr. Raptis said: do not be redundant and no cross class types.
With that said, Let your imagination go slightly wild!
Comments
I'll say this tho... I am not entirely happy with the rogue's skill system, so if anyone would like to suggest skills appropriate for an archer and a thief that ARE NOT SPELLS, I would like to hear them. The obvious ones like "better archering" and "hide in shadows" and "find more treasure" are already planned for.
If you haven't already, how about locking chests like the old keep, and giving rogues a lockpick ability, perhaps percent based, and on fail they hurt their fingers or something for a little damage, or with a cooldown ability button. You could also give a detect trap ability, maybe have hidden traps around the keep, perhaps even in chests too, so they have something to find, and a way to give them space from other classes.
"Anatomy"
•passive
Enemies you've killed before are struck in their weak points when attacking with daggers. (This could provide a flat damage increase, critical chance, or whatever works best when melee attacking.)
"Cunning"
•passive
The Rogue's keen eye and natural charm allow him to find what others miss and trade better than any other.
[ I imagine a flat bonus to all discovery (orbs, gold, item, so on.) and better prices when trading. "Anatomy" could be combined with this if either skill seems too weak compared to other options.
"Shadow stalker"
•passive
The Rogue becomes stealthed and invulnerable on killing a target in one melee attack. Stealth is broken after a few seconds upon hitting an enemy without killing them.
"Explosive decoy"
•active
The Rogue places a decoy that will taunt ranged attackers and explode after a short delay. Monsters that walk too closely to the decoy will realize it's a fake and will no longer be taunted.
"Coward's bane"
-passive
Arrows fired at bubbled, stealthed, or armored enemies will bounce to other enemies with the same protection type. Melee attacks against protected enemies ignore bubbles and armor.
"Defensive manuevers"
•active
Upon activating "defensive maneuvers" the Rogue gains two new options against ranged attacks for a short time:
The Rogue may deflect arrows by melee attacking them in the air before making contact. Arrows shot by the Rogue will now deflect enemiy arrows on contact.
"Offensive maneuvers"
-active
For a short time the Rogue will take significantly increased damage, but will also move and attack faster.
it hits, dealing massive damage and stun to all enemies nearby the
explosion. This ability has long cooldown.
No, see, that's a "spell." A rogue would BUY explosive tipped arrows, or in the case of Keep, would find a magic bow that does it.
It would be really neat is Solomon himself had alternate,stronger versions of the necromancer skills. For example, he could have his own Lich form that looks drastically different from the player's version.
Also, are there scythes for melee weapons? They could replace the staff and give buffs to necromancers.
Other necromancer abilities: (I Didn't spend much time thinking names, sorry)
Disease (Passive): Gives minions poison attributes (maybe only take effect if the minions have been around for a while)
Upgrade (Secondary): Raises the level of all nearby allies by 1. Each level increases the amount of levels an enemy can be be upgraded. (I'm assuming minions won't eventually disappear, and upgrading them would increase more than just HP and damage. For example, zombies will get faster)
Dark Implosion (passive): Slight chance of enemies exploding into friendly imps. (Unless imps are reserved for fire mages. They would die off over time)
Maggot wave (Secondary): creates a wave of maggots that latch on to enemies, slowly consuming their HP (maggots can travel tiny distances to find targets, but can only latch to one target and disappear when defeated.
Mind Control (passive): gives Maggots slight chance of turning hosts into allies instead of killing them
Claw of Darkness (primary): Attacks enemies with sharp shadows (Not sure if necromancers have primary spells that are similar to the mages')
Rogue:
Sharp vision (Passive): Makes invisibles (the shadow enemies), easier to notice.
Dismantle (Passive): Can use keys (the ones normally used for chests) to force gates open (the ambush gates that sometimes appear when entering a new room)
Maybe there could be some kind of ability that had damage inflicted on the necromancer redirected to his minions for 2 times damage if the necromancer has 0 hp, giving him the extra second to get out of there if things go bad.
But the player would still need some way to recover from loosing all minions and having little hp. That's why hp regen was important in the original game, so it should still be there, but maybe also have a slow way to make minions out of just mana. I like the idea of removing hp potions for necromancers though.Potions are too lively for a necromancer. Isn't that why Solomon never used potions?
Last thought, group teleport. Teleporting would be useful, but would be costly for a necromancer if they lost all their minions. This would be a handy upgrade for the spell.
Thanks for all the info. Hp regen was nice in keep, because the plaza would boost the effect, and fully heal you within a minute. Plus I assume the new game won't allow you to become invinsible without magic shield so easily.
Here's an idea I just had for melee classes in general, like the paladin class or maybe another fighter class that you may add later. It wouldn't really work for rogue that well since they would probably just use daggers and bows.
So you know how mages have the 4 spells they can specialize in- fireball, lightning etc. What if we had something like this for melee classes? Like you could have a choice to level up sword specialization or mace specialization to give a percent damage increase with those weapons.
For the sub-abilities (like chaining for lightning or more missiles for magic missile), you could give a passive bleed effect for edged weapons, and for maces, maybe a bonus to fighting skeletons since bones are brittle and all that.
Just a thought to help fill in the passive skills for the melee classes.
could sacrifice minions to regain some health and/or mana.
I don't plan to allow sacrifice of minions... but you can set them all on fire.
I think it would be cool to see a sort of bloodmage or Hemomancer class in the game. You know, one who casts spells from health instead of mana. I feel like it would give a magic class that has a reason to stack health instead of just hide behind magic shield and harden all the time. The only problems that immediately stick out to me are poison and the fact that it may be counted as an "evil" magic.
Late game poison easily takes a players health down to 1 with just one shot, so it would have to have some way to prevent poison damage besides just resist poison. But I feel like the evil connotation with blood magic won't be that much of an issue. If we can make necromancy non-evil, then I'm sure blood magic can work.
I feel like if this became a class it would have a huge reliance on life steal and health stacking. And if it can't become a class it may work in the form of a single ability that a wizard can level up and select that adds mana to health and removed mana and all that.
Or maybe... A legendary item? One that adds, say , double your base mana to your health and completely removes mana as a resource (or makes use of the mana hoarding mechanic from Dark) and instead all abilities cost health? It might have some poison resistance and some life steal/health regen too to help make it an item worth having.
So what do we think, is it possible?
On a side note, I think a rogueish ability that might work for the class is a skill that lets you release a pet rat that will explore a room and give you visibility of the enemies inside so that you can plan your sneak attack depending on the enemies in there without being seen.
Danger Sense - Passive
You've become attuned to the sounds of hostile feet approaching their now looted chests.
The positions of enemies outside your line of sight (and invisible enemies) are outlined in red, up to an (x) radius around your character. Their positions are updated every (y) seconds.
Each level up increases the detection radius (x), and decreases the time between position updates (y).
Expert Hunter - Passive
You've killed far too many skeletons to count. Actually, that's not true. How could you brag to the wenches without a confirmed kill count? Better start counting.
Every time you kill 100 enemies of a certain type (undead/vermin/demon, or if that's too op break it down further such as imps, zombies, skeletal mages, etc.), increase your damage against that type of enemy by (x)%.
Each level up increases the damage gained from the kill count (x), applying retroactively. (Say rank 1 is 10% per 100 and rank 2 is 15%. Your character has killed 200 skeletons and does 20% increased damage against them. He ranks it up to 2 but his kill count is the same, he now does 30% increased damage against skeletons).
Misdirection - Passive
The only thing better than dodging a skeleton's sword is when they accidentally plunge it into their neighbour.
Whenever there are one or more enemies nearby, there is an (x)% chance that an attack targets those enemies instead of you.
Each level increases the percent chance of hostile attacks targeting nearby enemies instead of you (x).
Audacious Taunt - Secondary Active
Even skeletons have mothers, and boy do they get upset when you call them fat!
When this skill is activated, all nearby enemies lose their AI pathfinding and will instead simply move in a direct line towards the character for (x) seconds. Enemies will not attack for the duration unless they are in melee range.
Each level increases the duration of the effect (x). Mostly useful for taunting enemies into traps, and for avoiding getting flanked :)
Aggressive Bribery - Primary Active
Sometimes negotiations go south, and you need to grease some palms with a few coins... or a lot of coins. Maybe just break their bones with an avalanche of coins, that should be faster.
Charges while the primary attack button is held down, slowly increasing the coin cost (to a maximum of all the coins in the rogue's inventory). Upon release, the coins are thrown, dealing (x) damage to all enemies in the throw area. Range and radius increase relative to the number of coins used. These coins can, of course, be picked back up, but doing so is obviously dangerous being in the direction of whatever enemies you targeted with it :P
Each level increases the damage done to enemies hit by the initial shower.
Slippery Coins - Primary Passive
Coins are slippery at the best of times, but you know how to throw them just right so they bounce and roll for days. A great trick to pull in front of the bar wenches that's for sure.
Coins thrown by Aggressive Bribery tend to roll and slide around under the enemy's feet, reducing their speed by (x)% while they stand in the area. Enemies cannot make ranged attacks while on top of the area of coins.
Each level increases the speed reduction (x).
A shower of gold is enough to inspire greed in even the coldest, deadest, and most rotten of undead hearts, but your shower of coins is especially fantastic! Why do zombies want gold you ask? So they have something to drop when you kill them, of course!
Enemies have an (x)% chance of stopping within the shower area to pick up the coins that were thrown, immobilising them for 1 second. If that enemy is then killed, they will drop those coins in addition to whatever treasure they had initially.
Each level increases the chance of an enemy stopping to pick up your thrown coins (x).
Device Opportunism - Passive
Have you ever gotten an artefact of unimaginable power, only to be coerced into giving it to that jerk wizard who insists he "knows how to use it without unravelling the multiverse"? Well no more!
When this skill is taken, you can use any trinket, ring or armour (but not weapon) regardless of class or level restrictions. By this method, a rogue can gain non-rogue abilities (but not primary abilities such as fireball, which require a specific weapon such as a staff or wand in this case). Bonuses that apply to non-rogue primary casting effects (such as embers, chill wind, etc) apply universally to all rogue primary casting abilities while the item is equipped (the rogue answer to welding, the thing that gives the class depth and complexity in my opinion :) ).
This skill can only be taken once, and additional levels granted by items have no effect.
This can be done by mages as it was how Solomon got so powerful. It always bugged me that you couldn't do that