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Hidden 10 yrs ago Post by ERode
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I mean the energy that is used in order to activate skills.
Hidden 10 yrs ago Post by Scarifar
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There's energy we use to activate skills? I assumed all that hindered skills was cool down time.
Hidden 10 yrs ago Post by TheWendil
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ERode said
I mean the energy that is used in order to activate skills.


*Please hold while your GM and Co-GM discuss the matter*
Hidden 10 yrs ago Post by UnendingEmpire
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There may or may not be an update to the Wizard perks after we figure this out, depending on where it goes.
In the meantime, please enjoy the following.
Hidden 10 yrs ago Post by Lucius Cypher
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Scarifar said
There's energy we use to activate skills? I assumed all that hindered skills was cool down time.


Might be the case with some. Typically the way I think of it is like this:

Melee Skills require "Adrenaline" meaning that they need to build up energy during the battle. Some players might be able to access an burst of Adrenaline right off the bat, allowing them to use certain skills immediately. Items and skills can be used to increase the rate Adrenaline is made or your initial amount. Adrenaline could also be mana, but the method is the same regardless.

Mages uses mana. Pretty simple; you have a set limit and you must conserve how much you use before you're all tapped out. Restores over time, through items, or with certain skills/abilities.

Technical skills like those using guns or certain power modes require "Cooldowns", being that you can use them whenever you're able to, but afterwards they need time to recharge before you can use them again. Probably items to decrease cooldown cost.
Hidden 10 yrs ago Post by TheWendil
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Scarifar said
There's energy we use to activate skills? I assumed all that hindered skills was cool down time.


Your supreme overlords have decided that this will remain the utilized method. Cause we don't want more complicated shit we're nice like that.
Hidden 10 yrs ago Post by UnendingEmpire
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After a brief discussion, Windel and I figured out that there will be no such mana system, since keeping track of how much mana you have - especially when it's constantly regenerating and we never listed mana costs for spells - would be way too much effort for very little reward. All that will be restricting your spells is their cast times and cooldowns. That said, don't go casting a million spells at once; we'll be watching.
Dammit, I got ninja'd when I finally got to sound all official and stuff.

Also, due to the dissolution of the mana system, the following perks have been changed, and their updated versions can be found below, as well as in the main "Specs & Perks" post on the first page:

Hidden 10 yrs ago Post by ERode
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So skills are hindered by cooldowns only?

Gosh, White King just got so much more OP. There might be some perks that are changed if we get rid of the mana system though, for the caster classes. Not sure, but yeah.
Hidden 10 yrs ago Post by Anderiel
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Is health costs for skills still allowed?
Hidden 10 yrs ago Post by UnendingEmpire
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Look above you ERode.

EDIT: Fucking christ, how fast do you guys type? D:
But yeah, HP cost for skills - if you want them - are fine.
Hidden 10 yrs ago Post by Lucius Cypher
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Like lightning. So everything is on a cooldown huh? I can work with that. I suppose there are items that reduce cooldown time?
Hidden 10 yrs ago Post by TheWendil
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UnendingEmpire said
Fucking christ, how fast do you guys type? D:


Kids these days and their damn I-Stones.

Lucius Cypher said
Like lightning. So everything is on a cooldown huh? I can work with that. I suppose there are items that reduce cooldown time?


Rare items. That you must buy. And no, don't ask how you buy stuff. Ask that maybe....tomorrow. Tomorrow sounds fine. You shouldn't be buying stuff now anyway.
Hidden 10 yrs ago Post by Anderiel
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Some skills need a little more than a long CD to be fair, swearsies >.>
Hidden 10 yrs ago Post by ERode
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I did. It was a rhetorical question, Unending.
Hidden 10 yrs ago Post by Scarifar
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Maybe Wizards and Healers have mana, but other than that, I say nay. Still, Windel and UE have decided that Cooldown is it.
Hidden 10 yrs ago Post by Lucius Cypher
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While I don't mind for Arms Slave to have Cooldown, Dark Wraith is reliant on her Dark Hand attack for any damage dealing. It's pretty much a constant beam of vampiric energy. Miasma and Dead Thrall I don't mind running on Cooldown or Mana.
Hidden 10 yrs ago Post by Scarifar
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@Psyker Remember that there are 5 Dissolutions in the White King's Guild Hall, just saying.
Hidden 10 yrs ago Post by ERode
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Maybe you could turn Dark Hand into a tether-based thing? Like, in order for there to be damage and such, the person needs to be within a certain range, and after they leave said range, the skill goes on cooldown? Or you could have Dark Hand as a 'stance' mechanic, in which, every time you change it's effect to something else, it goes on a cooldown before you can change the effect again.
Hidden 10 yrs ago Post by TheWendil
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Depending on if people post, there might be another GM post later. Also on a side note...how did this get so stupidly popular?
Hidden 10 yrs ago Post by Psyker Landshark
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Scarifar said
@Psyker Remember that there are 5 Dissolutions in the White King's Guild Hall, just saying.


Noticed, edited.
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