This is just a thread to shoot the shit for some random ideas and spur some inspiration.
Wouldn't it be cool if...
Extra spell profs above 100% added some sort of higher chance to land. I could be wrong about this, very wrong. But the only benefit to having MOST spells (I know there are a few that do extra things above 100%) is just a higher chance the spell doesn't fail if you cast it. But if we take blind for example, a malediction. If we have blind at 107% each time you cast it it would ignore 7 points of Mal saves. Same with aff spells. Hellstream at 110% would ignore 10 aff saves, ect. For beneficial spells it could add extra time to the buff. Sanctuary at 105 adds an extra 5 ticks of sanctuary.
There was some talk about this before and I thought it a great idea. If this was the case, casters would actually have a way to specialize and increase their effectiveness. The downside of this is necromancers who already have selectables and specialization. If we were to do this, I would only do this for core class skills. Not something like blind, but maybe something like ice shield, fire shield, spell turning, minister, etc.
I'd rather see spells gain unique/special effects when raising skills above 100%. Terra Shield above 100% turns into mud shield if you go on water instead of fading, poison/plague above 100% targets the entire enemy group (assuming they are in the room), fire/ice shield at 101+ proficiency removes the vuln aspect of the spells, etc, etc.
4 minutes ago, Lexi said:
I'd rather see spells gain unique/special effects when raising skills above 100%. Terra Shield above 100% turns into mud shield if you go on water instead of fading, poison/plague above 100% targets the entire enemy group (assuming they are in the room), fire/ice shield at 101+ proficiency removes the vuln aspect of the spells, etc, etc.
This is why I said class specific spells . Poison and plague are too general with shamans/dkns/necros. It would be too difficult to balance unless you make class specific eq.
The mud shield I would have loved to see. I get why bmgs had terra-shield fall over water before (no dirt kicking when mages could have insane -ac and it was extremely effective). But now? Most of my melee have 50+ hr/dr at level 40. Things like bonuses to iceball, harm, veil of darkness, and the like is what I'd like to see.