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Scribing System Rework Suggestion

Taril
Taril
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So the scribing system is cool and all... Except it's quite limited in what it actually allows you to do. Most of the time I simply pass up on the option to scribe and instead use some other sub-optimal method of obtaining a somewhat useful skill.

I feel that the system would be a lot more interesting and flexible with a few changes to how it is designed.

- Split the "Focus Scripts" into 2 separate categories.

Have one category be "Primary Scripts" and it will contain all the base effect changes - I.e. Damage type or damage replacement (Healing, Shield etc)
Then have the other category being an optional "Focus Script" that isn't necessary to create a spell but can provide tweaks to it, such as Taunt, Pull, Stun, Knockback etc

This will provide people with more flexibility in choosing damage types and resource costs for a particular ability rather than being shoehorned into a specific one in order to use a utility effect (It could also allow more flexibility in designing abilities and script interactions, like say a healing skill that pulls the friendly target to you (And out of some red the derp was standing in))

- Allow for the option to slot Affix Scripts into the Signature Script slot.

Having the option to give up the bonus of a Signature Script in order to allow for more utility with Affix Scripts and their buff/debuff effects.

This should also allow for stacking the same Affix Script to provide an additional benefit. I.e. Soul Burst with 2 Breach Scripts will apply Major Breach instead of Minor Breach while say a Wield Soul with 2 Breach Scripts will cause it to provide Minor Breach in addition to its Major Breach. (Some additional effects may need to be balanced by having a different duration than the base version. Like for things such as Major Expedition/Berserk/Force having a 20s duration like the Minor versions have would be silly)

Thus enabling utility skills that are comparable to actual skills which often provide 2 effects (Or more... Especially with morphs) and provide further options for people to create builds.
  • Taril
    Taril
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    An additional suggestion:

    - Enable Skill Styling for altering the colours.

    Right now, the colour of scribed skills is dependant on what Scripts were used. This is most excellent at clashing horribly with many overall character themes (From things like my DK's Fiery Contingency being blue and clashing with the standard orange flames to that hot pink mess of a Fiery Contingency that my Templar uses...)

    So being able to adjust the colours separately from the Scripts used would provide more options for creating a cohesive theme.
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