With the recent changes proposed by your developers here: https://treeofsavior.com/page/news/view.php?n=1116
many people who like the Class Oracle, its theme and ingame capabilities [although they’re quite bad to be honest], were shocked to find more nerfs than useful changes in comparison to e.g. Paladin and Krivis, who didn’t recieve a single nerf but a lot of outstanding buffs.
To make things clear:
- Oracle 1st Circle skills that can be leveled are undesirable point-sinks after the nerf because their performance was drastically reduced
- Oracles signature skills are now the 1 point skills, because they perform much better in comparison to the skills that require point investment
- Oracle support skills are mostly undesirable/unusable after the nerfs; Prophecy is worse than Bloodletting/Cure, Counter Spell is worse than Safety Zone, Arcane Energy still seems to be completely useless; the only good ones are Foretell and Forecast
What I suggest:
- Delete 1 skill (e.g. Prophecy or Arcane Energy, the skills with the least potential) and do the same as you did with Paladins Conversion: Turn it into an Attribute for the remaining skill:
E.g. Prophecy:Arcane Energy or Arcane Energy:Prophecy.
Since you are able to make the effects of attributes scale with the skilllevel of the skill [e.g. Archers Swift Step:Critical Rate attribute], it would be no problem to couple the effect of the attribute to the skill level of the remaining skill so that it has the same effect that the skill would’ve had before it became an attribute.
- Introduce the planned but scrapped skill “Call of Deities” as a Circle 2 Oracle skill (i.e. with 10 skilllevels). Since Oracle only has one Circle 2 skill (Death Sentence) it would fit here perfectly.
Since summons now have an improved A.I. and a good scaling, the perfect way to have an easy-to-make&well-performing skill would be to reincarnate that idea of a monster-summoning skill.
As a skill effect, one could simply use the emerging-from-the-ground animation or the falling-from-the-sky animation that’s regularly used on fields to summon mobs of monsters[so the skill itself doesn’t even require any flashy animations].
The summoning pool can be directly recycled from Oracles skill “Change”, so there is another step of work saved.
As for the number of summons, it would be cool if there was 1 monster per skilllevel so that you actually have some force to fight with (similar to Necromancer that’s at the same Ranks as Oracle). CD time can be inspired by Necromancers “Raise Dead/Raise Skull Archer” (i.e. 60 seconds), while the stats should be the ones of the monsters summoned, amplified by your SPR at the same ratio as Necromancers summons.
That’s all for now. I’ve got more ideas, but writing everything down heavily cuts away my free time with no guarantee that anything gets changed, so I’ll stop here for now.
안녕하십니까 개발자님들,
신규밸랜스업대이트때문에많은플레이어들이슬픈입니다.
오라클을와팔라딘을또는크리비를대조가나쁜됩니다.
그러므로저가동의를 합니다:
- 나쁜스킬을[아케인에너지, 프로퍼시]중1스킬삭제합니다.
그스킬이옷을스킬을신규속성됩니다[비슷한팔라딘스킬을"개종"]
2.신규스킬이"콜오브디어티스"소개합니다[오라클 2서클 필요].
나쁜한국어을미안합니다.
I’m also sorry for not being able to translate my whole idea into Korean, but I’m pretty bad with the language and it took me a long time just to write these few sentences that I’m sure the developers themselves might be able to comprehend without too much of it being misunderstood/lost in translation.