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[Concept] Skill Trees


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Skill Trees will be available as early as Phase 2. In Phase 2, players will be given a certain flat amount of skill points to spend on their build. In Phase 3 skills will be rebalanced to fit an RPG better and new skills will appear.

Some skill trees in the final game will require certain criteria to be met before they are visible.

 

These are just some ideas for trees and skills. Nowhere near final.

 

Scavenger Tree

"The scavenger specializes in collecting and repairing droids, vehicles and equipment with scrap. Their primary focus is resilience and staying alive, rather than raw firepower. They thrive in Outer Rim worlds. In terms of gameplay, the Scavenger is a highly soloable tree. The ideal Scavenger is Rey from Jakku, or perhaps a young Luke Skywalker."

 

  • Junkdog Supreme (5 ranks): Crafting materials are worth 10%/20%/30%/40%/50% more to vendors (not cumulative). Crafting materials purchased from vendors cost 10%/20%/30%/40%/50% less (not cumulative).
  • Repair Droid (3 ranks): At Rank 1, you gain the basic ability to repair droids with scrap. At Rank 2 and 3, droids cost 10%/20% less resources (cumulative) to repair.
  • Repair Vehicle (3 ranks): At Rank 1, you gain the basic ability to repair vehicles with scrap. At Rank 2 and 3, vehicles cost 10%/20% less resources (cumulative) to repair.
  • Droid Whistle (2 ranks): At Rank 1, you gain the ability to order friendly/owned droids to follow you by standing at a distance and pressing USE. Pressing USE again will order them to wait. At Rank 2, droids which are following you move 40% faster. Requires 5 points in Scavenger and Repair Droid (Rank 3).
  • Smash n' Bash (5 ranks): Increases damage done by melee weapons (not including swords and lightsabers) by 10%/20%/30%/40%/50% (not cumulative). Increases block rate by 10%/20%/30%/40%/50% (not cumulative). Note: Block Rate cannot exceed 75%. Requires 5 points in Scavenger.
  • Scrounger (2 ranks): At Rank 1, enemies you kill or containers you loot will have increased ammo drops. At Rank 2, this bonus is extended to your entire party. Requires 5 points in Scavenger.
  • Scraper (3 ranks): At Rank 1, minor injuries are no problem for you. Any physical damage you take (excluding when ignited on fire) which is less than 5 is completely eliminated. At Rank 2, your body takes abuse much easier. You have +20 maximum health. At Rank 3, you begin to self-heal much faster than normal. Requires 10 points in Scavenger.
  • Droid Combat Upgrade (3 ranks): At Rank 1, droids can be ordered to attack specific targets by pressing USE at those targets while a droid is following you. At Rank 2, droids with a weapon can have it replaced with one from your inventory. At Rank 3, all droids can be outfitted with a weapon. Requires 10 points in Scavenger.
  • Loot Finder (2 ranks): At Rank 1, enemies you kill or containers you loot will have increased credits in them. At Rank 2, this bonus is extended to your entire party. Requires 10 points in Scavenger.
  • Strong Back (3 ranks): Add +10/25/40 pounds of extra carrying capacity (not cumulative). Requires 15 points in Scavenger.
  • Master Hacker (3 ranks): At Rank 1, failed slicing can no longer permanently lock you out of a terminal. At Rank 2, some of your friendly droids can be sliced into for additional functions. At Rank 3, your droid can remotely access other droids, including hostile ones. Requires 15 points in Scavenger.
  • Explosives Expert (3 ranks): At Rank 1, explosive weapons deal have increased force. Recoil is slightly increased with explosive weapons, but a direct hit can knock an opponent down. At Rank 2, trip mines and shaped charges can be used to blow open containers. At Rank 3, this is extended to doors as well. Requires 15 points in Scavenger.
  • Supercharged (1 rank): When your droids kill people, they become supercharged for ten seconds. All nearby players friendly to the droid will slowly regenerate blaster ammunition. All enemies near the droid will take extreme electrical damage. Requires 20 points in Scavenger.

Commando Tree

"Commandos specialize in unconventional weapons and tactics, including wrist-mounted and dual-wielded weapons. They are also masters of parkour and have the unique ability to use jetpacks both offensively and defensively. Boba and Jango Fett are both Commandos."

  • Sprinter (5 ranks): Stamina drained by sprinting is reduced by 10%/20%/30%/40%/50% (not cumulative).
  • Quickthrow (2 ranks): At Rank 1, you can assign a grenade to your Quickthrow slot. At Rank 2, you can assign other equipment, such as trip mines and detonation packs, and your grenades start half-cooked when thrown.
  • Minor Acrobatics (3 ranks): Your accuracy rating penalty from firing while in midair is reduced by 15%/30%/45% (not cumulative). At Rank 3, you also gain the ability to fire some weapons while rolling.
  • Rapid Reload (2 ranks): At Rank 1, your reloads with carbines and pistols are 25% faster. At Rank 2, you can reload these weapons while sprinting (except when dual-wielded). Requires 5 points in Commando. Rank 2 requires 5 points in Sprinter.
  • Wrist Weaponry (3 ranks): At Rank 1, you gain the ability to use wrist darts, which function like consumable items. You must be crouched when using wrist weapons. At Rank 2, you gain the ability to use wrist shotguns and lasers. At Rank 3, you gain the ability to ability to use wrist-mounted grenade launchers. Requires 5 points in Commando.
  • Jetpack Specialization (7 ranks): At Rank 1, you can use jetpacks. At Rank 2, you gain the ability to use weapons while in flight. At Rank 3, 4, 5, 6, 7, your jetpack fuel usage is reduced by 10%/20%/30%/40%/50% (not cumulative) Requires 5 points in Commando.
  • Jetpack Arsenal (4 ranks): At Rank 1, a new weapon with 0 weight is added to your inventory (it cannot be destroyed). This weapon will allow you to scorch your enemies using an equipped jetpack's fuel (it does not work with electric jetpacks). At Rank 2, this weapon gains the ability to ignite targets in addition to the regular damage it does. At Rank 3, you can use this weapon while using your jetpack. At Rank 4, you gain the ability to fasten rockets and other weapons to your jetpack. Requires 10 points in Commando, and at least 2 points in Jetpack Specialization.
  • Weightless (3 ranks): At Rank 1, all of the consumable items in your inventory weigh 75% less. At Rank 2, this bonus is extended to ammunition. At Rank 3, this bonus is extended to grenades and small explosives like trip mines. Requires 10 points in Commando.
  • Major Acrobatics (3 ranks): The effect your armor has on your speed is reduced by 5%/10%/15% (not cumulative). At Rank 1, you gain the ability to sprint in any direction. At Rank 2, you gain the ability to backflip off of walls and vault over short obstacles. At Rank 3, you gain the ability to walk sideways on walls for a short distance. Requires 10 points in Commando, and Rank 3 in Minor Acrobatics.
  • Pistol Specialization (5 ranks): Your recoil with two-handed pistol use is reduced by 10%/20%/30%/40%/50% (not cumulative). Your damage with two-handed pistol use is increased by 5%/10%/15%/20%/25%. At Rank 5, the accuracy penalty from using an offhand melee weapon with a pistol is eliminated. Requires 15 points in Commando.
  • Wrist Weapon Specialization (5 ranks): Your wrist-mounted weapons reload 10%/20%/30%/40%/50% faster (not cumulative). Your wrist mounted weapons also incur 0/4/4/4/4 damage when they strike a target (cumulative). At Rank 5, you can fire wrist weapons without striking a pose. Requires 15 points in Commando.
  • Carbine Specialization (5 ranks): Your recoil with carbines is reduced by 5%/10%/15%/20%/25% (not cumulative). At Rank 5, carbines use 10% less ammo. Requires 15 points in Commando.
  • Dual-Wield Specialization (3 ranks): Your accuracy penalty from using two weapons at once is reduced by 10%/20%/30% (not cumulative). Your recoil when using two weapons at once is reduced by 15%/30%/45% (not cumulative). At Rank 3, you gain the ability to wield two carbines at once. Requires 20 points in Commando.

Leader

"Every team has one. They specialize in pure support, rather than keeping their killcount high. Commander Cody and even Obi Wan Kenobi were considered great leaders for their time."

  • Shock Force (3 points): Party members who are near you suffer 10%/20%/30% less damage (not cumulative). This does not stack with other members who are using Shock Force. At Rank 3 this benefit is extended to friendly droids and NPCs as well. Damage reduction from skills and armor cannot surpass 75%.
  • Combat Swap (2 points): At Rank 1, you gain the ability to trade with other players while you are in combat. At Rank 2, all damage received while trading is reduced by 25%. The damage reduction stacks with Shock Force. Damage reduction from skills and armor cannot surpass 75%.
  • Ammo Toss (3 ranks): At Rank 1, you can toss a spare magazine to your ally as long as his/her weapon accepts your current ammo type. At Rank 2, thrown magazines travel 50% faster. At Rank 3, enemies cannot intercept your toss and your ally gets a 25% reload speed boost upon catching your magazine. This reload speed boost only applies for the next reload and is lost upon switching weapons.
  • Direct Injection (3 ranks): At Rank 1, you can use most consumable items on nearby allies, as long as they are not more than 10 levels below you. The effects of the consumable item are reduced by 50%. At Rank 2, the range at which you can use the item is increased and you can use consumable items much faster. At Rank 3, the effect penalty is removed. Requires 5 points in Leader.
  • Inspire (2 ranks): At Rank 1, you gain the ability to shout at your teammates to get them to move 25% faster. There is a 1-minute cooldown before this ability can be used again. At Rank 2, inspired teammates will also fire their weapons 25% faster. Requires 5 points in Leader.
  • Ammo Bag (3 ranks): At Rank 1, you can sacrifice some of your ammo at a crafting station to create an Ammo Bag, which can be placed and later used by you or your teammates to recharge their ammo. At Rank 2, the amount of ammo in the bag is doubled. At Rank 3, Ammo Bags cost 50% less resources to produce. Requires 5 points in Leader and Ammo Toss (Rank 1).
  • First Aid Bag (3 ranks): At Rank 1, you can sacrifice some of your Bacta Canisters at a crafting station to create a First Aid Bag, which can be placed and later used by you or your teammates to completely replenish their health. At Rank 2, the First Aid Bag will also replenish their health beyond the maximum amount (and their health will slowly tick down). At Rank 3, First Aid Bags cost 50% less resources to produce. Requires 10 points in Leader, and Direct Injection (Rank 1).
  • Second Wind (5 ranks): At Rank 1, when your health reaches between -20 and 0, and you are not under a status effect, you will enter a Second Wind for a short amount of time. While in Second Wind, you cannot move or use most consumable items. Suffering more damage will kill you. Your teammates can help you up, which will bring you to 10 health. At Rank 2, 3 and 4, the threshold is increased to -30/-40/-50. At Rank 5, you gain the ability to use your weapon while you are in a Second Wind. Requires 10 points in Leader.
  • Suppressive Fire (2 ranks): At Rank 1, when enemies are hit with your heavy weapons, they suffer from decreased movement speed. At Rank 2, enemies who are near the impact of your heavy weapons (or are hit by them) will suffer a large recoil and accuracy penalty. Requires 10 points in Leader.
  • Friendly Detected (3 ranks): Reduces the damage that your weapons cause to your allies by 20%/35%/50% (not cumulative). At Rank 3, your shots will pass completely through your allies (still damaging them), but won't be able to damage any more friendlies (but will still pass through them). This skill ignores any damage resistance caps, and as a result, the damage you do to allies can be completely mitigated by their armor or other skills. Requires 15 points in Leader.
  • Third Wind (2 ranks): At Rank 1, while in Second Wind, you can use a nearby First Aid Bag to revive yourself. At Rank 2, the range for this ability is increased. Note that you still cannot place Bags while in a Second Wind. Requires 15 points in Leader, First Aid Bag (Rank 3), and Second Wind (Rank 5).
  • Heavy Weapons Specialization (5 ranks): Your recoil from heavy weapons is reduced by 10%/20%/30%/40%/50%. At Rank 5, the movement speed penalty from heavy weapons is reduced by 40% and you can never be knocked down from firing a heavy weapon. Requires 15 points in Leader.
  • Bag Trap (3 ranks): At Rank 1, you have the option to booby trap your First Aid Bags and Ammo Bags for a small sacrifice of explosive weapons or ammo. Enemies who use the bag will be blown to smithereens, but your allies will be unaffected. At Rank 2, the cost of trapping the bag is reduced by 50% and the blast radius of the trap is increased by 50%. At Rank 3, the bag is not destroyed from the trap going off. Requires 20 points in Leader, and Ammo Bag (Rank 1) OR First Aid Bag (Rank 1).
Edited by Darth Futuza
Futuza, Omicron, Smoo and 4 others like this
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Scavenger skills sound like lots of fun, but isn't expertice with explosives something that maybe a Saboteur-like class would do? 

Most likely some tree's will have some overlap, we'll likely have a Saboteur-like tree as well with more of a focus on that.  If you want to build a character purely focused on that sort of thing you might consider investing in both trees, but focusing on the Saboteur one.  Also this is WIP and not set in stone, things are probably going to move around a lot/get renamed.

JKG Developer

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Scavenger skills sound like lots of fun, but isn't expertice with explosives something that maybe a Saboteur-like class would do? 

Truly I did not know what else to put in the tree that wasn't a droid skill :D

  • Scavenger is modeled after Rey. Most skills in the tree are designed for soloing, but if you spec it, the whole team can benefit. In WoW it would be analogous to a Hunter.
  • Commando is modeled after Boba Fett and Jango Fett. They are designed for mobility first and foremost. I don't know what the WoW equivalent is.
  • Crafting stuff will probably not be its own tree. I'm not even really sure what crafting will entail, I just know it will be there for (at minimum) a money sink.
  • There are some other ideas for trees. Force Powers will have their own tree, although I'm not sure if they will be three separate trees or just two or just one. Or something. Lightsaber proficiency/general Jedi skills would be another. These would have to be unlocked before you can dip points into them. As far as non force-users go, I am thinking of a tree for team stuff (like being able to convert your consumables into medic/ammo bags or use them on others, etc), a tree for general combat skills, and maybe one for RPG stuff, like "Speech" or "Seduction" or something.

 

You can mix and match skill points from different trees as long as you meet the prerequisites (you have the tree unlocked and whatever the skill itself requires). So a lot of the utility skills are lower in the tree, while the more advanced, class-defining stuff is at the top. So a potential build might involve investing really highly into Commando to get the dual carbines, and having a nice little GNK droid companion to power those puppies with extra points spent in Scavenger.

 

I should clarify more about droids. Droids can be purchased from special merchants and are like pets. When they are broken though, you will have to get them repaired...unless you are skilled enough to do it yourself. Each one, from the humble Mouse droid to the very expensive and rare CIS Super Battle Droid serves a different purpose. All of them have a carrying capacity as well, although this varies (and the Mouse droid can only carry maybe a pound of gear, tops).

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Truly I did not know what else to put in the tree that wasn't a droid skill :D

  • Scavenger is modeled after Rey. Most skills in the tree are designed for soloing, but if you spec it, the whole team can benefit. In WoW it would be analogous to a Hunter.
  • Commando is modeled after Boba Fett and Jango Fett. They are designed for mobility first and foremost. I don't know what the WoW equivalent is.
  • Crafting stuff will probably not be its own tree. I'm not even really sure what crafting will entail, I just know it will be there for (at minimum) a money sink.
  • There are some other ideas for trees. Force Powers will have their own tree, although I'm not sure if they will be three separate trees or just two or just one. Or something. Lightsaber proficiency/general Jedi skills would be another. These would have to be unlocked before you can dip points into them. As far as non force-users go, I am thinking of a tree for team stuff (like being able to convert your consumables into medic/ammo bags or use them on others, etc), a tree for general combat skills, and maybe one for RPG stuff, like "Speech" or "Seduction" or something.

 

You can mix and match skill points from different trees as long as you meet the prerequisites (you have the tree unlocked and whatever the skill itself requires). So a lot of the utility skills are lower in the tree, while the more advanced, class-defining stuff is at the top. So a potential build might involve investing really highly into Commando to get the dual carbines, and having a nice little GNK droid companion to power those puppies with extra points spent in Scavenger.

 

I should clarify more about droids. Droids can be purchased from special merchants and are like pets. When they are broken though, you will have to get them repaired...unless you are skilled enough to do it yourself. Each one, from the humble Mouse droid to the very expensive and rare CIS Super Battle Droid serves a different purpose. All of them have a carrying capacity as well, although this varies (and the Mouse droid can only carry maybe a pound of gear, tops).

 

Cool! One of the coolest things of the new disney canon is seeing droids from the prequels on the galactic empire timeline. 

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For the Crafting/Scav, perhaps create 'material piles' with a chance to roll a random tier based material/ammo:

 

Tier 1 Pile - You can only find Common/Uncommon/Rare Tier 1 mats/ammo type.

Etc.

 

Piles can be placed by an admin with parameters like:

/place matpile [Material Type] [Tier Rank] [Respawn Timer] <X> <Y> <Z>

 

Params:

Material Type - Can be set as 'Random' or assigned a type 'Bio', 'Metal', etc.

Tier Rank - (eg) 1-5 or random.

Respawn Timer - When set to 0, the pile won't respawn, any value above that is in minutes (When used alongside a Random for one or both of the previous params, it will spawn a completely new pile each time it respawns)

XYZ - Co-ordinates on the map to place it (Best used with a /where command to get the co-ordinates)

 

It's just an idea (from thinking of how the SWTOR and WOW crafting system works), not that I expect many to support the idea or if it's even do-able (I know a few MD3's exist in base that could at least cover the metal side)

MB2 Beta Tester / MB2 FA Assistant Dev

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I personally think that straight up "damage increase" skills should be kept to a minimum, I'm okay with things like increasing the damage of non-dual wielded pistols as compared to dual wielding and bigger weapons the effectiveness of single pistols will fall off very quickly.

 

I will have to see how it works in design and practice in the end, leveling up needs meaning but I've always liked the idea that the combat in JKG isn't all about min/maxing builds and having the highest level. That was one of the original design philosophies of JKG and I tend to stick by it. New gear needs meaning too, so there will probably have to be a fine balance between how effective "basic" equipment is versus "high-level" gear.

Futuza likes this
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I personally think that straight up "damage increase" skills should be kept to a minimum, I'm okay with things like increasing the damage of non-dual wielded pistols as compared to dual wielding and bigger weapons the effectiveness of single pistols will fall off very quickly.

 

I will have to see how it works in design and practice in the end, leveling up needs meaning but I've always liked the idea that the combat in JKG isn't all about min/maxing builds and having the highest level. That was one of the original design philosophies of JKG and I tend to stick by it. New gear needs meaning too, so there will probably have to be a fine balance between how effective "basic" equipment is versus "high-level" gear.

I agree. I think that Light Weapons Specialization can go higher in the tree (perhaps top tier or near the top), and be a more general Pistol Specialization skill, with all the carbine bonuses removed. Carbine bonuses can go as a separate skill (Carbine Specialization?) with no damage bonus. I think the pistol damage bonus should remain though, because pistols can easily get weak comparatively with all the new stuff you are able to find in the lategame. Pistols being given some buff as a late tree bonus seems good on paper at least because most players will be using pistols at the start of the game, and by the end they will gravitate more towards rifles, repeaters, and other heavier weapons, lightsabers nonwithstanding.

 

I will be updating the OP with a more balanced and complete Commando tree.

Smoo likes this
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I really like what you got so far for the leader tree, @@eezstreet.

As some suggestions for skills, which have yet to be assigned to a tree or organized:

 

 

Combat Training (3 Ranks): You experience 10/20/30% less screen shake and are 10/20/30% more accurate after taking damage.  The buff lasts for 30 seconds, unless you again take damage, in which case it refreshes.  In addition at max rank (3), you also gain a 3% movement speed increase during combat.

 

Marathon Training (2 Ranks): As long as you do not take damage you have an increased movement speed and sprint speed of 8/15%.  If you take damage, your movement speed returns to normal for 5 seconds.  Taking additional damage will restart the 5 second timer.

 

Over Heal (2 Ranks): At rank one you may increase your current hp, by 5% of your max hp value.  At rank two you may increase it up to 15%.  The extra hp, remains with you for 30 seconds before gradually reducing back to your normal max hp.

 

Bayonet Training (4 Ranks): At first rank, you gain an additional skill which will let you strike out with any non-pistol weapon and do melee damage.  The melee attack is close range and only does a small amount of damage.  At rank two, you do additional damage and have a slightly longer range.  At rank three you do increased damage, and a hit opponent will be knocked back.  At max rank the damage and range increase and you have a 15% chance of stunning the opponent after a knockback.  The cool down for successive melee attacks is also decreased.

 

Endurance Hardening (3 Ranks): You take 3/4/5% overall less damage as if you were wearing armor.

 

Group Morale (2 Ranks):  Whenever you are in combat with at least 2 nearby allies, you and your allies do 1/2% more damage and have increased movement/sprint speed of 2/4%.  Force Points also drain at a 10% reduced rate.  You must be within a 20 meter radius of allies to receive the buff.

 

Kamikaze(2 Ranks): You do 20% more damage to enemies with grenades that are overcooked and explode in your hand and 10% less damage to nearby allies affected by the blast.  At rank 2, this effect is also applied to concussive weapons (such as rockets) and trip mines which damage you and an enemy.  Grenades also no longer have to be held in your hand as long as you are damaged.

 

Engineer's Knack (5 Ranks): When you repair structures you use 10/20/30/40/50% less resources to do so.  At max rank you also perform repairs 10% faster.

Smoo likes this

JKG Developer

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I actually considered the trees as more or less complete, although I suppose another tier wouldn't hurt. Ideally the player should be able to reach top tier in one tree and have enough left over to either go top tier in another tree, or distribute them amongst other trees. So hypothetically, the player could get something like 50 skill points to distribute. Hopefully that is not too overpowered.

 

I want to have a Brute skill tree which is based on Chewbacca. It would include rifle/bowcaster/sniper skills. Here are some vague ideas:

  • Endurance: (your skill, Endurance Hardening) The effect your armor has on you is increased. At max level, worn armor could maybe not weigh as much or something else.
  • Over Heal: I think this skill needs some clarifying, but basically you mean consumable items right? I think this might be a little underpowered actually. Maybe increase the effect by 10%-20%.
  • Combat Training: No change.
  • Physical Strength: Your health is increased with each rank.
  • Charged Weapon Specialization: Charged weapons take less time to charge with each rank. At max rank, your charged weapons can knock people down and knock flying targets out of the sky. The effects of this skill stacks with other Specialization skills.
  • Bowcaster Training: Gain ability to use bowcasters at Rank 1. At Rank 2, you gain the ability to use special quarrels. At Rank 3, the recoil from bowcasters is reduced.
  • Bowcaster Specialization: Bowcaster quarrels have increased effects with each rank (either by more bounces or area of effect of explosives, etc). At max rank, bowcasters gain the ability to penetrate targets.
  • Rifle Specialization: Rifles and Sniper Rifles (except bowcasters) have reduced recoil with each rank. At max rank, they consume less ammo and can penetrate targets.
  • Intimidation: Your buff appearance makes it hard for vendors to give you anything but their best price. The cost of all items is reduced with each rank of this skill. The benefit of Junkdog Supreme does not stack, and that skill only affects crafting materials (and the effect is higher). Also in some later iterations of the game this could give unique dialogue options.

I think that Kamikaze is weak and nobody would really pick it. I think that the effect of Engineer's Knack is good and could be rolled into the existing skill Repair Vehicle which imo isn't a very strong skill comparatively.

I think Bayonet Training can be merged into the Scavenger skill for melee damage (or maybe it could be a part of Commando? not sure) but it's a good idea and I like it.

Group Morale seems weak, and I'm not sure that having more than one skill that provides bonuses to nearby teammates is a good idea, especially since it increases damage (which is something we want to avoid).

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Capstone is a one point skill in the middle and the tombstone is usually a 1 point skill at the end of the tree that has some bigger ability.

Maybe. I feel like that promotes putting points into filler skills to reach the top of a tree rather than investing in skills for their own benefit though. Capstone skills are pretty fine though. I think adding bonuses when the skill is completely leveled up adds extra incentive to put points into them and simply not spread points around. The tricky part here is not making certain skills overpowered.

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Well they wouldn't necessarily be overpowered but isn't the point of skill trees to allow people to make such types of builds that either are mostly one or a mixture depending on their play style.

Yes, but I also don't want to make people feel like they have to put X points into skills just so they get a really nifty top tier skill. The lower tiered skills should be useful in their own right. As I mentioned before, it should be completely possible for people to make builds which are mixtures and still be good. I can't think of many skills on these trees which are useless.

 

For the build I mentioned above (a dual-carbine wielding gunslinger that totes around a GNK for ammo), it would probably look something like this (assuming 50 skill points):

Scavenger: Repair Droid 3 / Junkdog Supreme 5 / Droid Whistle 2 (10 points)

Commando: Sprinter 5 / Minor Acrobatics 3 / Rapid Reload 2 / Weightless 3 / Quickthrow 2 / Carbine Specialization 5 / Dual-Wield Specialization 3 (23 points)

This means that you would have 33 points spent with 17 remaining, you could probably put some in Leader skills as well or maybe fill up Scavenger a bit more to get a better droid.

 

You might also go for a Fett build which has more of an emphasis on flamethrowers, darts and jetpacks. Or maybe focus more on teamwork. All of these are valid options.

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So with over heal, basically consumables or skills such as force heal, can heal past 100% of your HP - if I have 100hp, I can be overhealed to 115hp etc. I also still think kamikaze could be useful with considerable buffing, but I agree as originally described is pretty garbage. Maybe something like grenades do 25% less damage to yourself and 50% less damage to allies, and 20% extra damage when you overcook grenades?

 

I think more than one team boosting skill is probably fine as long as the abilities are considerably different and don't really stack with other group boosting skills. I agree Group Morale is underpowered as described above.

Also maybe some sort of player interaction based skills are for the better, say like maybe a skill that helps train newbies or requires two different players with synergizing skills that aren't effective alone but are potent when both are using their skills together.  Basically skills that encourage player interaction should be encouraged.

 

 

Grenadier (3 Ranks) - Your grenades have a 10/15/25% chance of causing a stun effect to enemies caught in a grenades blast radius, the stun effect occurs in addition to the grenades own specific effects (eg: plasma grenades burn and have a chance of stunning).  In addition, your grenades will not stun allies and do 5/10/15% less damage to allies.

 

Under-Fire Sense (2 Ranks) - When you are with nearby allies (20 meter radius), you share attack information.  eg: If Bob is fired at to the left and his red damage indicator, shows the shot came from his left side, the rest of his allies who have the Fire Sense skill also receive some sort of indicator of the direction the shot originated from.  In this example, Bob does not need to have Under-Fire Sense, but any allies who want to glean info from the shots he is taking must have it.  At second rank, the range increases and the information about the shot increases (more accurate instead of a broad general direction).  Shots that kill allies, do not give you any info (eg: Bob is sniped with a headshot and dies, no one can tell where it came from).

Edited by Darth Futuza
Adding more info

JKG Developer

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