Ideas for skills that can't go past 100
Posted: Tue Nov 11, 2008 3:53 am
I'm still relatively new, so sorry if this is in the wrong place. Anyway, I was talking with some people the other night, and we came up with some ideas that might make UOEX more fun. Read over them, see if you like them, and if you don't, maybe there's a way we can improve the ideas. Either way, with luck the GMs will take notice and maybe some of them will get implemented.
New uses for skills!
Item Identification: This skill would give a character a base "Luck" value, much like resisting spells gives you a base "resistance" value. For example, 300 luck with GM Item ID. If you had a suit with a higher luck value than that, your higher value would replace the value Item ID did. So, 300 from Item ID + 350 from the suit would =350, not 650.
Forensic Evaluation: Much like inscription helps mages do damage, perhaps Forensic Evaluation would help a necromancer deal more damage with those spells. Since a forensics expert knows about death, and necromancy also deals with death, this would make sense. Maybe Pain Spike, etc could do 10% more damage, or the animate dead pets could have better stats?
Herding With herding, why not be able to use this skill to summon your living pets to you? While crystal summoning balls are an option, I've been told that having to carry around 6 of them can be a chore (not to mention confusing in the heat of battle!). Perhaps to avoid replacing the balls or the stones, herding could only summon bonded, living pets. Unbonded pets would need the crystal, and dead pets need to be summoned using the stone. Other suggestions that I received were: herding increases pet movement speed so that they can actually keep up with you while you run, and legendary (get those powerscroll bags ready!) herding gives you an extra taming slot, for a total of 7 with the donation reward. Maybe herding shouldnt be able to do ALL of those things, but I see a lot of potential with this skill!
Taste Identification I look at this skill and I think about Arms Lore. Taste ID should enhance the results of cooking. Now, I'm not sure if there are any new cooking spells on UOEX, but if not, this would be a good time to put some in! Taste ID could impart temporary buffs onto food that is cooked by GM chefs. For example, if a chef with Taste ID creates bread, the bread could have up to double its HP regeneration effect. Special recipes could give temporary skill ups. Maybe a special type of meal that instills clarity to the consumer, giving them extra magery, spell damage, etc?
Begging Now this is a fun one. What I suggest is giving begging a passive effect not dissimilar from the Honor virtue. Say you're fighting a dragon and you just got flamestruck one too many times. If you had GM begging and you fell below, say, 10% of your max HP, you would have a chance to automatically "plead for your life." If this happened, for the next few seconds your character would turn yellow, i.e invincible (also cowardly! This part wasn't my idea, but I loved it). Now here's where we differ from Honor. Your period of cowardice could last, say, 5-10 seconds. If you did anything other than move during that period, you would automatically lose your status. The monster was nice enough to let you live, the least you could do is properly run away, right? Perhaps during this period of cowardice, all skills could be unusable--you'd get the system message "you are too scared to use skills right now" or something!
Well those are the ideas a few of us had. Someone mentioned +Colibri had his own ideas for these skills, but just in case he or another administrator were looking for ideas, here they are! If you don't like them, then come up with your own way to make the skills better, and lets hear them too!
New uses for skills!
Item Identification: This skill would give a character a base "Luck" value, much like resisting spells gives you a base "resistance" value. For example, 300 luck with GM Item ID. If you had a suit with a higher luck value than that, your higher value would replace the value Item ID did. So, 300 from Item ID + 350 from the suit would =350, not 650.
Forensic Evaluation: Much like inscription helps mages do damage, perhaps Forensic Evaluation would help a necromancer deal more damage with those spells. Since a forensics expert knows about death, and necromancy also deals with death, this would make sense. Maybe Pain Spike, etc could do 10% more damage, or the animate dead pets could have better stats?
Herding With herding, why not be able to use this skill to summon your living pets to you? While crystal summoning balls are an option, I've been told that having to carry around 6 of them can be a chore (not to mention confusing in the heat of battle!). Perhaps to avoid replacing the balls or the stones, herding could only summon bonded, living pets. Unbonded pets would need the crystal, and dead pets need to be summoned using the stone. Other suggestions that I received were: herding increases pet movement speed so that they can actually keep up with you while you run, and legendary (get those powerscroll bags ready!) herding gives you an extra taming slot, for a total of 7 with the donation reward. Maybe herding shouldnt be able to do ALL of those things, but I see a lot of potential with this skill!
Taste Identification I look at this skill and I think about Arms Lore. Taste ID should enhance the results of cooking. Now, I'm not sure if there are any new cooking spells on UOEX, but if not, this would be a good time to put some in! Taste ID could impart temporary buffs onto food that is cooked by GM chefs. For example, if a chef with Taste ID creates bread, the bread could have up to double its HP regeneration effect. Special recipes could give temporary skill ups. Maybe a special type of meal that instills clarity to the consumer, giving them extra magery, spell damage, etc?
Begging Now this is a fun one. What I suggest is giving begging a passive effect not dissimilar from the Honor virtue. Say you're fighting a dragon and you just got flamestruck one too many times. If you had GM begging and you fell below, say, 10% of your max HP, you would have a chance to automatically "plead for your life." If this happened, for the next few seconds your character would turn yellow, i.e invincible (also cowardly! This part wasn't my idea, but I loved it). Now here's where we differ from Honor. Your period of cowardice could last, say, 5-10 seconds. If you did anything other than move during that period, you would automatically lose your status. The monster was nice enough to let you live, the least you could do is properly run away, right? Perhaps during this period of cowardice, all skills could be unusable--you'd get the system message "you are too scared to use skills right now" or something!
Well those are the ideas a few of us had. Someone mentioned +Colibri had his own ideas for these skills, but just in case he or another administrator were looking for ideas, here they are! If you don't like them, then come up with your own way to make the skills better, and lets hear them too!