Malkion
I know it's a bit late for this type of feedback. Sorry I didn't put in the other thread it' has too many topics and is getting hard to follow.
Overall I like the concept but would have liked to see a bit more "tactical strategy" with the skills themselves. Typically, you would expect to find that any choice would define a path for the character down the road, like a Warrior to be a big melee damage-dealer or a tank. This would make the decisions meaningful and you would sacrifice something to go down that path. As listed, there is a CLEAR CHOICE for Warriors and Thieves, so in reality there is no choice at all. At that point just give them the one skill and be done with it.
The Wizard choices are a perfect example of what I am talking about. Each attunement provides a clear choice that clearly defines the class. It seems well thought out.
I have some feedback on the skills suggested below. Take it for what it's worth. It's just a random opinion and I'll still play whatever you guys wind up doing.
Warrior's Bastion (cast Warrior spell): Absorb's Damage taken by entire team and diverts said damage to the caster for one round.
WAY too OP. As someone else posted, every Warrior (tank) would re-roll to all END and just cast this every round. You should look at my suggestion for a Taunt Skill. Much more balanced and provides greater character variations.
Warrior: Melee Perfection Permanent +1 Attack (complete) **requires Prestige Area
I don't really feel like this is worth re-leveling for. What about a perm +20% MDM?
Warrior: Warrior's Charge: Stuns enemy when weapon skill 6 and charge ability is used (incomplete) **requires Prestige Area
Need more info. Is this essentially casting Stun myst spell susceptible to shrug and etc? If so as above kidna weak to be worth re-leveling for. If not whats the duration? What is the counter? I can see this being abused to be a new Meta where the warrior does this every round to perma stun content. If it is just a Stun spell…we already have that. How about instead a Make Shields Great Again skill like +10% damage reduction while using a shield?
Warrior: Two handed weapon cleave at skill 6 (incomplete) **requires Prestige Area
This I like! This is a meaningful addition to the Warrior kit
Thief: Agile Perfection Permanent +1 Dodge (complete) **requires Prestige Area
I don't really feel like this is worth re-leveling for. What about a perm +20% MDM?
Thief: Bleed Attack: causes target to bleed and cannot be healed while bleeding (incomplete) **requires Prestige Area
Need more info. If everyone is supposed to learn Healing Skill now just to counter this, then bleed can just re-apply it makes the counter worthless…its very OP due to not being able to heal. Essentially a Thief can damage you down and you can't do anything but Heal (Skill) then hope the bleed doesn't land again so you can heal. Now, a bleed effect treated like a second poison effect that ramped up as it stacked (just like poison) and cured by Healing Skill (but doesn't block heal spells) would be more balanced. You could add this to Thrown Weapons, as well.
Thief: Thief's Haste. Increased movement rate of character by a factor of 2. (incomplete) **requires Prestige Area
As above, I don't think this is worth re-leveling for. I don't really understand the value. How about, instead, a Meta skill like Dual Wielding?
Elementalism: Summon Elemental Spell (complete) **requires Prestige Area
This would be really nice. Providing the summons aren't gimped. Should be of sufficient strength to validate re-leveling all over again for.
Necromancy: Poison Barrage Spell (complete) **requires Prestige Area
Love this!
Sorcery: Sorcerer's Attunement (complete) **requires Prestige Area
Love This!
Thaum Perfection: Mass Heal (complete) **requires Prestige Area
Love This!
Myst Perfection: Ability to cast Cloud of Fog (apply melee phase to the cloud for xx rounds, this is the melee equivalent of anti-magic aura)
Love this!
Adv: +25% melee damage for group when cast for 'xx' rounds (incomplete) **requires Prestige Area
This is a bit too powerful. I would have gone with +10%
Adventurer: Permanent Encumbrance Bonus (incomplete) **requires Prestige Area
I don't really get this one. Who would ever choose it over a +25% damage bonus? How about, "Lucky: Increase chances of rare drops slightly"
Adv: Needs a 3rd Skill. What about instead of being lazy (sorry) and letting them pick something from another class, let’s try to find something that could define the Adventurer and make them more valuable as a utility class without being something like the other skills. Something like say, “Companion: Gain a permanent Summon that levels with you (Fenris Cub, Fenris Wolf, Hell Hound and Howling Terror)?