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The Definitive Specialization Overhaul Mod[Recruiting]


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#1
6six6Raven6six6

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Hello everyone, I know that there are dozens of mods with the same concept in mind. Some in development right now, some already done for a specialization or a few. But none have quite nailed it on the head. I may be no modder, but I sure as hell have worked on mods. I am a writter, a beta tester, suggestion giver and a spirited funny guy. I was in an Oblivion modding team which fell apart, and thus have not worked opn any mods for a long long time, but Dragon Age inspired me. I sought out mods, I even got the toolset to try my hand at modding, well I'm no code monkey (excuse the phrase) and can not mod on my own. I never was good at code and never will be, it's just not my thing. But I will ofcourse try and have a go at starting a modding team for dragon age. Now back on topic, the reason why this is dubbedd " The Definitive..." is because it focuses on in- game lore, specialization themes, balance, choice, diversity and so on. Please excuse much of my spelling, I am not from an english peaking nation and do the best I can to spell the correct way. Now, what I am asking is, if there is anyone able to help with the real work here. I know that the only thing I can offer is an idea, a concept if you will, but atleast in my eyes, and those of a few others, this concept fits perfectly into the game world and feels like it should have been there. Sadly I would have enlisted the help of Midgetface and his friend from damods.com, but I can't register there, so I will try here. Here is a concept of *gasp* a shapeshifter tree, but finally one that makes sence and fits within the game. Ignore the stats under the skills, the description is important.





Cat Shape:

Required
Level: 1
Cost: 0
Upkeep: 15
Fatique: 0
Range: no
Cooldown
(sec): 10
Area of
Effect (ft): 0

 The
shapeshifter can transform into a cat, gaining a large bonus to nature
resistance, dexterity and cunning as well as the cats’s Feline Stealth and Keen
Senses abilities. The caster’s spellpower determines how fast the form is. With
Master Shapeshifter, the mage becomes a Black Cat, growing still faster and
gaining the Bad Luck ability.
*commentary* - Don't knock it till you see it's useful, in this form the caster gains Keen Senses, which is the equivalent of a maxed out Survival skill. Stealth is obvious, after all this is a scout shape. Bad Luck is a small AOE debuff.

 

 

Wolf Shape:
Required
Level: 4
Cost: 0
Upkeep: 30
Fatique: 0
Range: no
Cooldown
(sec): 20
Area of
Effect (ft): 0

 The
shapeshifter can transform into a wolf, gaining a large bonus to nature
resistance, strength and dexterity as well as the wolf’s Howl and Go For The
Jugular abilities. The caster’s spellpower determines how strong the form is.
With Master Shapeshifter, the mage becomes a Blight Wolf, growing still stronger
and gaining the Pack Hunter ability.
*commentary*- Morrigan said it, do not blaim me. This form should be the equivalent of a backstabbing rogue, also the Pack Hunter ability grants bonuses to nearby party members.

 

 

Spider Shape
Required Level: 7
Cost: 0
Upkeep: 50
Fatigue: 0
Range: No
Cooldown (sec): 50
Area of Effect (ft): 0

The shapeshifter can transform into a giant spider, gaining a large bonus to
nature resistance, strength
and cunning as well as the spider’s Web and Poison Bite abilities. The caster’s spellpower
determines how powerful the form is. With Master Shapeshifter, the mage becomes
a Corrupted Spider, growing still
stronger and gaining the Overwhelm ability.
*commentary*The poison ability needs to be a mele one, because spitting poison does not fit. This form should be the equivalent of a DPS warrior.

 
Bear Shape
Required Level: 8
Cost: 0
Upkeep: 55
Fatigue: 5
Range: No
Cooldown (sec): 60
Area of Effect (ft): 0

The shapeshifter can transform into a bear, gaining large bonuses to nature
resistance, strength and
constitution as well as the bear’s Slam and Rage
abilities. The caster’s spellpower further enhances this bear’s statistics and
abilities. With Master Shapeshifter, this form transforms the caster into a
powerful Bereskarn and
gains the Overwhelm ability.

 

Flying Swarm
Required Level: 10
Cost: 0
Upkeep: 40
Fatigue: 10
Range: No
Cooldown (sec): 50
Area of Effect (ft): 0

The shapeshifter’s body explodes into a swarm of stinging insects that
inflict nature damage on nearby foes, with the damage increasing based on the
caster’s spellpower and proximity. While in this form, the caster gains Divide
the Storm, and any damage the shapeshifter suffers is drawn from mana instead
of health, but the caster regenerates no mana. The caster also gains the Plague Of Locusts
skill, which reduces the combat effectiveness of all nearby enemies, the caster
does not need to stand close to an enemy that is already suffering the effects
of this skill. The swirling cloud of insects is immune to normal
missiles and has a very good chance of evading physical attacks but is
extremely vulnerable to fire. With Master Shapeshifter, the character gains
health whenever the swarm inflicts damage, and gains the Infest ability, which renders a foe unable to fight for
a short period, if he fails a physical resistance check, otherwise the enemy
suffers a strength and dexterity reduction.
*commentary* Added a lot to this form to make it usefull and interesting, though it now comes with a fatique and upkeep, because it has to be kind of hard to spread a mind over hundreds of insects, and ofcourse for balance.


 

Drake Shape

Required Level: 12
Cost: 15
Upkeep: 60
Fatigue: 20
Range: No
Cooldown (sec): 90
Area of Effect (ft): 0

The shapeshifter can transform into a Drake, gaining large bonuses to nature resistance, strength and willpower as
well as the Drake’s Overwhelm and Flame Breath abilities, but suffering a decrease in
dexterity and cunning. The caster’s spellpower further enhances this Drake’s statistics and
abilities. With Master Shapeshifter, this form transforms the caster into a
powerful Dragon and
gains the Wing Funnel
ability.
*commentary* - This is the only skill not based of ingame lore. Now ofcourse we want Morrigan to be a Dragon, but that comes with a penalty, for thge sake of ballance, as a Dragon(quite the lumbering form) the caster looses a lot of dexterity and cunning, true it is the strongest form, but it is also quite the dangerous form as well. No it should not be mentioned in the desxription, but this form will also have a passive ability akin to Threaten, so that the Drake/Dragon eats up all the aggro, making this form a dangerous one to take, being the fact that it is also easy to hit and will be atacking slowly and does not have much mana/stamina to use abilities with, the Dragon is the same as the one with the hoard in the Dalish Ruins, not a high dragon ofcourse.

 

Feral Instinct:
Required Level: 14
Cost: Passive
Upkeep: 0
Fatigue: 0
Range: No
Cooldown (sec): 0
Area of Effect (ft): 0

Becoming more in tune with
the animalistic shapes the shapeshifter takes, he gains bonuses to all
statistics while in any shape, a small reduction to the cooldown of all skills
and a permanent bonus to nature resistance while in human form.
*commentary* - Morrigan specified that in order to shift into the shape of an animal, the shifter needs to learn the ways of that animal, become more in tune with it, learn to be it, inside and out, this skill reflects that deep bond.

 

Master Shapeshifter:
Required Level: 18
Cost: Passive
Upkeep: 0
Fatigue: 0
Range: No
Cooldown (sec): 0
Area of Effect (ft): 0



Mastery of the shifter’s ways alters all forms the caster can take,
turning them into their more powerful counterparts and also gains a small boost
to mana regeneration in and outside of combat.

-----------------------------------------------------------------------

Essence Of Frost:

Cast before
the shapeshifter changes his/her shape. This spell gives an equivalent of
Winter's Grasp to the next shape cast, but as a *on-touch* spell a.k.a. a melee
ability. Having a slightly lesser chance to freeze than Winter's Grasp but
still doing good frost damage.

 

Essence Of Thunder:

Again a
spell, that gives the next cast form a *on hit* ability, which does lightning
damage and has a chance to stun an enemy if they fail a physical resistance
check, if not, they suffer reduced dexterity and willpower.

 

Essence Of Fire:

Now this
should add an ability similar to Flaming Weapons, though as a single cast, not
a sustained, to the next cast shape. Though with the added chance to knock an
opponent back, if he fails a physical resistance check, if not, the skill
reduces an opponents strength and willpower.

 

Elemental Unity:

This
passive ability adds the cone spell for each element to the above skills,
though with slightly less damage than if cast by a mage, respectively, not to
replace mages entirely, and to keep a balance. It also reduces the sort of high
cost of both the spell that gives the next form the ability and of the ability
itself.


Now the entire concept of this tree is to have an extra row of skills that are related to the first ones and a third row, of seperate skills, in this case a Mage's natural affinity to Elements, note that they are SPERATE, and do not need to be taken, this gives the player choice on what to do, either atempt to max out the spec. or get standard mage spells. This puts an emphasis on choice and tactical leveling. I have the skill tree concepts for an Arcane Warrior and an Assassin done. But will post them if anyone shows interest, after all I might have just wasted a decent amount of time of my life for nothing. Well here's hoping and waiting for feedback, come on modders, let's do this.

Modifié par 6six6Raven6six6, 11 décembre 2009 - 08:16 .


#2
Ashlag

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This sounds excellent!

Though I am not a modder and so can't offer anything for this, but I hope it continues and you finish this.

#3
6six6Raven6six6

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Now, just to prove the fact that I can do the concepts and have them balanced an keeping every skill useful, here's a Blood Mage:

Blood Magic
For as long as this mode is active, the blood mage sacrifices health to power spells instead of expending mana, but effects that heal the blood mage are much less effective than normal.

Sangvinistic Bolt
The Blood Mage fires a blood projectile, which always costs one fifth of his health at an enemy. The spell does continuous damage for a short duration and if the targeted enemy dies while under it’s effect, the projectile returns to the caster and restores an amount of health equal to the amount of damage it inflicted to the enemy. Sangvinistic Bolt  can be cast on an ally and will instantly return with health for the caster and will do less damage to an ally.

Malificarum’s Defiance
The Blood Mage despises all magic wielding foes with a passion, and through this hatred and the casters power over blood magic, all magicians he faces will receive willpower reduction and additionally they will target foes other than the Blood Mage more often.

Apostathe’s Pride:
Having neglected all rules set by the chantry or anyone else, when it comes to magic, the Blood Mage has become more in touch with the power he wields and thus gains a permanent bonus to spell power and additionally, his growing experience with blood magic gives him a small health regeneration bonus during combat.

Source Of Power
Once cast the caster gains a large bonus to either health or mana regeneration for the duration of the effect, but suffer a reduction in regeneration for the other statistic as well. Also if the caster has Blood Magic cast, he gains an insignificant amount of both health and mana for each spell he casts (This amount goes up with a high Magic)

Flesh Vessel
Allowing weaker demonic spirits to posses his body, but not his mind, the Blood Mage gains the ability to cast a random spell, from one of the main magic classes, additionally he gains a bonus to spellpower, but casting the spell cause the expulsion of the spirit and the caster will suffer minor spirit damage and a reduction in mana regeneration for a period of time.

Blood Boil
A forceful wave of power that knocks enemies down (Just like Jowan) and causes the blood of all hostile targets in the area to boil within their veins, inflicting severe damage. Targets stand twitching, unable to move unless they pass a physical resistance check. Creatures without blood are immune.

Blood Call
The caster gains two spells. One is called Call Of Blood, it forces an enemy to fight for the caster if it fails a mental resistance check (if not it suffers a high amount of damage, due to the manipulation of it’s blood) and any spell the Blood Mage casts will instead be cast using the health of the targeted enemy, though at 1.5 times the cost, if the enemy dies due to a spell being cast the caster gains a small bonus to spellpower and health regeneration for a short time, but has half of his mana drained. The other spell is called Heed The Call, it makes the enemy come up to the Blood Mage, allowing him to kill his slave and replenish his entire mana reserve and gain a bonus to mana regeneration, at the cost of health regeneration. Call Of Blood may be cast on an ally, killing the ally by casting a spell will not incur a mana depletion.
-----------------------------------------------------------------------------------------------------------------

Rising Dust
The Blood Mage calls forth a Shade from the realm of the Fade, to fight for him. The Shade is a bit weaker than the ones that exist in this realm by their own will, but has a chance to convert a third of the damage it does to health for itself. The Blood Mage may cast Call of Blood on the Shade and will receive the effects and will not have his mana drained by killing it, by casting a spell.

Enraged Spirit
The Blood Mage calls forth a Lesser Rage Demon from the realm of the Fade, to fight for him. The demon is a bit weaker than the ones that exist in this realm by their own will, but has a chance to convert half of the damage it does to health for itself. The Blood Mage may cast Call of Blood on it and will receive the effects and will not have his mana drained by killing it, by casting a spell.

Bargain With Demons:
The Blood Mage allows a demon to posses his body, turning him into an Abomination, loosing the ability to cast any spells, but becoming very physically strong. From the moment the caster turns his health starts depleting. The caster may fight off the demon at any time by using the Inner Banish ability that this talent adds, but will loose all his mana, after using it.

Demonologist
Having much experience in dealing with creatures of the Fade, the Blood Mage has gained some power over the weaker ones among them and can now summon an Ash Wraith with the Rising Dust ability, a Lesser Pride Demon with the Enraged Spirit ability and can turn into an Arcane Horror with the Bargain With Demons ability (though as an Arcane Horror the caster’s maximum health and his armor are very low).


The four extra skills are all related to Demonology, which is something Blood Mages can do, and they are with the concept of power over those spirits, so as to keep it fun, but again having them be weaker Fade creatures, so that it keeps a balance.

Modifié par 6six6Raven6six6, 12 décembre 2009 - 08:43 .


#4
Blayzereborn

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The Templar specialisation could use a bit of a helping hand. Sure, they've got Mental Resistance out the wazoo and the obligatory "mana drain" ability. However, there are other potential abilities they could have...



Piercing Assault

Sometimes, the only way to defeat magic is to meet it head-on -- and prove the stronger.



Focusing their faith in the Maker and their own abilities into a single point, the Templar charges toward their target with a prayer on their lips and their weapon held ready. Their momentum allows them to pierce any spell cast at or near them during their assault, instantly obliterating weaker spells and certainly dulling the effect of stronger ones.



Grand Nullification

Because sometimes, Cleanse Aura isn't anywhere near enough.



The Templar goes all-out, unleashing their power in every direction in a massive anti-magical eruption. Everything magical -- every spell, whether being cast or having been cast and every magical sustain -- simply flees the area, repelled outward by the sheer force of the Templar's faith and power. All spellcasters find their mana completely drained, although it will regenerate normally. Magical equipment is unaffected, as are all lyrium potions -- Enchanters aren't idiots, they've had time to come up with ways to ward against this sort of thing.

#5
6six6Raven6six6

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Why thank you for the suggestion, but the templar is already implemented, and the topic does not state, please give feedback and suggestion, this topic is a search for able modders, and as it seems, my current joining with Midgetface renders this useless.

#6
Blayzereborn

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What do you mean by 'the Templar is already implemented'? So are the Shapeshifter and Blood Mage.

#7
6six6Raven6six6

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No, there is a mod called Templar Redux, that is the implementation.

#8
Dark_Ansem

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there IS a thing you forgot with the shapeshifter: a special skill which allows you to cast spells even when morphed.

#9
6six6Raven6six6

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Essence Of Frost:



Cast before

the shapeshifter changes his/her shape. This spell gives an equivalent of

Winter's Grasp to the next shape cast, but as a *on-touch* spell a.k.a. a melee

ability. Having a slightly lesser chance to freeze than Winter's Grasp but

still doing good frost damage.







Essence Of Thunder:



Again a

spell, that gives the next cast form a *on hit* ability, which does lightning

damage and has a chance to stun an enemy if they fail a physical resistance

check, if not, they suffer reduced dexterity and willpower.







Essence Of Fire:



Now this

should add an ability similar to Flaming Weapons, though as a single cast, not

a sustained, to the next cast shape. Though with the added chance to knock an

opponent back, if he fails a physical resistance check, if not, the skill

reduces an opponents strength and willpower.







Elemental Unity:



This

passive ability adds the cone spell for each element to the above skills,

though with slightly less damage than if cast by a mage, respectively, not to

replace mages entirely, and to keep a balance. It also reduces the sort of high

cost of both the spell that gives the next form the ability and of the ability

itself.





Now the entire concept of this tree is to have an extra row of skills that are related to the first ones and a third row, of seperate skills, in this case a Mage's natural affinity to Elements, note that they are SPERATE, and do not need to be taken, this gives the player choice on what to do, either atempt to max out the spec. or get standard mage spells. This puts an emphasis on choice and tactical leveling. I have the skill tree concepts for an Arcane Warrior and an Assassin done. But will post them if anyone shows interest, after all I might have just wasted a decent amount of time of my life for nothing. Well here's hoping and waiting for feedback, come on modders, let's do this.





Let's keep this balanced...

#10
Dark_Ansem

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well what I said does not unbalance the game. especially since shapshifting is bugged...



but I'd love to see the other trees you mentioned.

#11
6six6Raven6six6

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Combat Magic

While this mode is active, the arcane warrior channels magic inward, trading increased fatigue for an attack bonus and the ability to use Magic to determine combat damage. Aura of Might and Fade Shroud improve the effects. Additionally, regardless of whether the mode is active, an arcane warrior who has learned this spell may use the magic attribute to satisfy the strength requirement to equip higher-level weapons or armor.



Aura of Might

The arcane warrior’s prowess with Combat Magic grows, granting additional bonuses to attack, defense, and damage while in that mode.



Arcane Bastion

The Arcane Warrior is more familiar with many armor types, increasing his effectiveness with them and reducing the fatigue of wearing heavier armor, but has sacrificed some of his mana to gain this effect.



Shimmering Shield

The arcane warrior is surrounded by a shimmering shield of energy that blocks most damage and grants a large bonus to armor, but in turn reduces his resistance to elemental effects. When active, however, the Shimmering Shield consumes mana rapidly.



Wrap The Veil

The Arcane Warrior focuses the Veil around himself, granting him a substantial bonus to all resistances, but thinning the veil in a medium radius around him, lowering both friendly and enemy resistances to some degree.



Thrive

Thriving on combat, the Arcane Warrior has learned much of the intricacies of physical fighting and has further strengthened the link between combat and magic. This ability gives the Arcane Warrior a chance to convert half the physical damage he receives directly to mana. The chance is further increased by Fade Shroud.



Steadfast

Having fought using the Arcane and martial arts for quite some time, the Arcane Warrior has grown accustomed to suffering heavy hits and blows, and as a result is less likely to be knocked back or stunned.



Fade Shroud

The arcane warrior now only partly exists in the physical realm while Combat Magic is active. Spanning the gap between the real world and the Fade grants a bonus to mana regeneration and a chance to avoid attacks, as well as increasing the effects of Steadfast and Thrive.

-----------------------------------------------------------------------------------------------------------------

Blade Expertise

The Arcane Warrior has become proficient in the use of swords, daggers and axes and thus gains a damage bonus, while using swords, daggers and axes and a speed bonus when using two- handed swords and axes. He also suffers less penalties for duel wielding bladed weapons.



Blunt Expertise

The Arcane Warrior has become proficient in the use of maces and mauls and thus gains a damage bonus, while using maces and an attack speed bonus while wielding mauls. He also suffers less penalties for duel wielding one- handed maces weapons.



Archer Expertise

The Arcane Warrior has become proficient in the use of bows and crossbows and thus gains an attack speed and damage bonus, while using them. He also gains a small critical chance bonus.



Master Of The Arcane & Martial Arts

The Arcane Warrior has mastered the magical and fighting styles and thus all his physical attacks gain spirit damage. He also gains a small mana regeneration bonus, regardless of whether he is in combat.


#12
6six6Raven6six6

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Though I am still looking for a modder to help with these.

#13
Dark_Ansem

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yes, don't we all? they are interesting though. I had thought a similar thing for the arcane warrior.

#14
6six6Raven6six6

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Bump,I guess