So one problem I have with ToS’ offensive skills is that when you get C2 of a class to get more skill points into their C1 skills, those skills get stronger at the same rate as C1. If you chose a new class at your current rank, those offensive skills will scale at rate relative to that rank. So if you were C2 or C3 of a certain class, investing points into a C1 skill only makes you stronger at a rate 1 or 2 ranks lower than what you currently are. Of course, this doesn’t apply to the super good offensive skills that add an additional hit for every use of the skill, like Fireball or Multi Shot. But for ordinary skills like Energy Bolt or High Anchoring that just hit once, investing more points into them at C2 or C3 feel like a huge waste.
To circumvent this, I propose adding more attributes or game mechanics at C2 and C3 to make skills in previous circles more worthy of putting points into. That way a C2 Wizard’s Energy Bolt feels better or has a new utility compared to C1. Of course, this applies to all lackluster offensive skills for any class. To demonstrate this, I prepared an elaborate example of a R2 Wizard class I made while I was bored.
##Geomancer C1
###Skill - Seeking Spears [Magic] [Earth] [Secondary Buff]
Prepare stone spears that shoot from under your enemy. After each successful basic or subweapon attack, one stone spear shoots out to attack the targeted enemy. The stone spear breaks after it is shot.
Notes:
- The buff is secondary, so it doesn’t contribute to the buff limit. The buff icon is only there to tell you how many spears you have remaining.
- If your basic attack finishes off the enemy (like tree root crystal) the spear will still shoot out to hit nearby enemies, if any.
- At lv15, your next 15 basic/sub attacks you use will come with spears. No spears are consumed if your basic/sub attacks hit thin air.
- Range is about the same as the radius of a tree root crystal.
- Skill is designed to make basic/sub attacks feel better to use.
Lv1 - Attack: 152. Number of Spears: 1. AoE Attack Ratio: 2. SP 30. Cooldown: 40 sec.
Lv5 - Attack: 320. Number of Spears: 5. AoE Attack Ratio: 2. SP 46. Cooldown: 40 sec.
Lv10 - Attack: 530. Number of Spears: 10. AoE Attack Ratio: 2. SP 66. Cooldown: 40 sec.
Lv15 - Attack: 740. Number of Spears: 15. AoE Attack Ratio: 2. SP 86. Cooldown: 40 sec.
###Skill - Sinkhole [Magic] [Earth] [Cursor Target]
Create a circle of loose sand that draws enemies standing on it towards the center. All characters standing on Sinkhole cannot jump or be knocked down/up/back. Increase the damage of Earth element damage to all enemies standing on Sinkhole.
Notes:
- Does not affect flying enemies.
- Bosses are not affected by the pull effect. Instead they get the Slow debuff for Skill Lv sec.
- You could use the knockback prevention to land more hits of Catar Stroke, if it wasn’t nerfed to always deal 4 hits. Oh well. If a new skill comes out that deals damage similarly to old Catar Stroke, this could be useful.
- Range is larger than Flame Ground but smaller than Broom Trap.
- Enemies are gradually pulled in towards the center. Enemies with high enough movement speed can outrun the pull. They’re not sucked in like Frost Pillar.
Lv1 - Duration: 6 sec. Bonus Damage for Earth element: 5%. SP 18. Cooldown: 25 sec.
Lv5 - Duration: 10 sec. Bonus Damage for Earth element: 25%. SP 50. Cooldown: 25 sec.
Lv10 - Duration: 15 sec. Bonus Damage for Earth element: 50%. SP 90. Cooldown: 25 sec.
Lv15 - Duration: 20 sec. Bonus Damage for Earth element: 75%. SP 130. Cooldown: 25 sec.
###Skill - Clay Doll [Summon]
Create a clay body double in front of you. Clay doll accumulates enemy aggro instead of you and takes damage for a limited time.
Notes:
- Clay Doll has a brief 1 sec cast time so it’s not a get out of jail free card when you are swarmed by monsters.
- The Clay Doll doesn’t taunt enemies. You have to provoke passive enemies in order to get them to approach the doll.
- Clay Doll does not accumulate aggro from your party mates.
- If the Clay Doll is outside of the enemy’s range of vision, they will continue to aggro you until the Clay Doll is within vision.
Lv1 - Duration: 21 sec. Clay Doll HP: 1200 + Con50. SP 34. Cooldown: 60 sec.
Lv5 - Duration: 25 sec. Clay Doll HP: 2000 + Con50. SP 50. Cooldown: 60 sec.
Lv10 - Duration: 30 sec. Clay Doll HP: 3000 + Con50. SP 70. Cooldown: 60 sec.
Lv15 - Duration: 35 sec. Clay Doll HP: 4000 + Con50. SP 90. Cooldown: 60 sec.
###Skill - Sand Veil [Self Buff]
For a short period of time, increase your p.def by a percentage of Int.
Lv1 - Duration: 32 sec. Percent Int used: 13%. SP 18. Cooldown: 60 sec.
Lv5 - Duration: 50 sec. Percent Int used: 25%. SP 50. Cooldown: 60 sec.
Lv10 - Duration: 70 sec. Percent Int used: 40%. SP 90. Cooldown: 60 sec.
Lv15 - Duration: 90 sec. Percent Int used: 55%. SP 130. Cooldown: 60 sec.
Attribute - Geomancer’s Tenacity [Max Lv.5]
Increase resistance to Earth element damage by 5% per attribute level. Increase chance of resisting knockback/down/up/etc. by 5% per attribute level while a shield is equipped.
Attribute - Seeking Spears Enhance [Max Lv.100]
Attribute - Sinkhole Enhance [Max Lv.100]
Attribute - Sinkhole - Damage [Max Lv.1]
Sinkhole deals damage equal to 50% matk each second.
Attribute - Clay Doll Duration [Max Lv.3]
Increase the duration of Clay Doll by 5 sec. per attribute level.
Attribute - Sand Veil Equilibrium [Max Lv.1]
Half of the Int used to raise p.def is used to raise m.def instead. Cannot be toggled On/Off while the skill is active.
##Geomancer C2
###Skill - Gorgon’s Eye [Magic] [Earth] [Overheat 2]
Petrify unpetrified enemies in front of you and unpetrify petrified enemies to inflict aoe damage to petrified enemies in front of you.
Notes:
- The skill has a brief cast time, identical to Ice Blast or Flare.
- Range is similar to Stone Curse, but cone-shaped and thus wider.
- The skill can petrify and damage up to aoe atk ratio targets, so you could simultaneously damage 3 enemies while petrifying w others without any buffs to aoe atk ratio.
- Enemies are unpetrified first before the skill deals damage to them
Lv1 - Attack: 200% + 361. Petrify for 4 sec. AoE Attack Ratio: 5. SP: 40. Cooldown: 50 sec.
Lv5 - Attack: 200% + 605. Petrify for 6 sec. AoE Attack Ratio: 5. SP: 56. Cooldown: 50 sec.
Lv10 - Attack: 200% + 910. Petrify for 8 sec. AoE Attack Ratio: 5. SP: 66. Cooldown: 50 sec.
###Skill - Tombstone [Magic] [Earth] [Overheat 2] [Req. Target]
Raise a large tombstone behind your target and topple it down on their head. Knocks down enemies towards the caster.
Notes
- Range and knock down is similar to as if someone used Catar Stroke right behind the enemy you have targeted.
Lv1 - Attack: 252. AoE Attack Ratio: 4. SP: 30. Cooldown: 30 sec.
Lv5 - Attack: 560. AoE Attack Ratio: 4. SP: 54. Cooldown: 30 sec.
Lv10 - Attack: 820. AoE Attack Ratio: 4. SP: 74. Cooldown: 30 sec.
Attribute - Tombstone Enhance [Max Lv.100]
Attribute - Gorgon’s Eye Enhance [Max Lv.100]
Attribute - Seeking Spires [Req. Lv.6 Seeking Spears][Max Lv.10]
Converts Seeking Spears into stalagmites that pierce enemies from underneath. Seeking Spires have increased AoE radius by 5, AoE attack ratio by 1, and cooldown by 4 sec (Attribute Lv.1 only). Increase the number of Seeking Spears turned into Seeking Spires by 1 per attribute level. Increase the chance of gaining a new Seeking Spear when one hits an enemy by 4% per attribute level.
Attribute - Sand Veil - Petrify [Max Lv.5]
Increase chance of petrifying enemies that melee attack you during Sand Veil by 5% per attribute level.
##Geomancer C3
###Skill - Gravity Wave [Magic] [Earth] [Channel]
Hold down the skill key to amplify the effect of gravity around you. Enemies nearby take damage from extreme G-forces and can’t move or attack until the skill ends.
Notes:
- Functionally equivalent to Sadhu 2’s Possession.
- Skill radius is centered around you and has the same range as Flame Ground.
Lv1 - Attack: 308. AoE Attack Ratio: 10. SP: 4.8% MSP/sec. Cooldown: 80 sec.
Lv5 - Attack: 420. AoE Attack Ratio: 10. SP: 4% MSP/sec. Cooldown: 80 sec.
Attribute - Gravity Wave Enhance [Max Lv.100]
Attribute - Sand Veil - Reinforcement [Max Lv.1]
Sand Veil uses Con+Int instead of just Int for calculation. SP cost +30. Cannot be toggled On/Off while the skill is active.
Attribute - Tombstone - Graveyard [Max Lv.5]
If there is another target near your current target, raise another Tombstone behind that target as well. Repeat for up to attribute level targets. SP cost +20.
Note: This skill searches for new targets the same way Split Shot or Electrocute does. It may target dead enemies due to the same bug that affects these 2 skills, but since the skill’s named Tombstone it may appear intended.
Attribute - Seeking Towers [Max Lv.5][Req. Lv.11 Seeking Spears]
Converts Seeking Spears into giant geysers spewing out land and debris. Seeking Towers have increased number of hits to 3, AoE radius by 10, AoE attack ratio by 2, and cooldown by 6 sec (Attribute Lv.1 only). Increase the number of Seeking Spears turned into Seeking Towers by 1 per attribute level.
Notes:
- Priority property. If you have Lv15 Seeking Spears, Lv10 Seeking Spires, and Lv5 Seeking Towers: the first 5 spears will become towers and the last 10 spears will become spires.
- Replacement property. If you have Lv11 Seeking Spears, Lv10 Seeking Spires, and Lv5 Seeking Towers: the first 5 spears will become towers and the remaining 6 spears will become spires.
- Remainder property. If you have Lv15 Seeking Spears, Lv10 Seeking Spires, and Lv1 Seeking Towers: the first spear will become a tower, the next 10 spears will become spires, and the last 4 spears are unchanged.
- Range is similar to Fire Pillar.
- Additional spears gained by Seeking Spires will remain as spears. To gain more Seeking Towers and Spires, you must recast Seeking Spires.
So to summarize. Rather than have mediocre attributes that look like dlc that strips content from existing skills, we introduce more significant attributes, but lock them away at higher circles. This creates a balance between old C1 skills that don’t scale as well as new C2 or R3 skills, and by extension C2 skills that don’t scale as well as C3 or R4 skills. What do you guys think of this method of designing/balancing classes/skills?
EDIT: Stone Skin renamed to Sand Veil