How to customize DFO skills
I would like to see more customization of skills. Many skills have
different parameters that all gets increased when you level them, but it
would be nice to have a system where you can decide what to focus on.
Range over AOE? Damage over range? Lower CD over proc ratio? I would
like to see the TP page to emphasis on such customization instead of the
usual 10% dmg increase in most cases.
Also I want to mention a
case I have some issues with... why does Fastest gun cost such
disproportionate mana? For a skill that only affects the auto attack,
usually only for 1 string, it has absurd mana costs (costs more than
windmill at rank proportionate to level, and 3 uses of it has the same
mana cost as a wild shot). Take it into comparison with Elven Knights
Chain rush, whom in some sense is a very similar move, just operates
differently. Chain rush is sort of a replacement for auto attacks that
hit vastly harder, but it consumes 1 mp + 1 every level it has. Why does
Fastest gun scale 6 mp per level and 7 per level later on? My level 46
ranger consumes almost 5 times as much mana as my level 68 knight every
attack for a faster auto attack with a bit dmg boost?
Either way,
a skill I would think of as pretty nifty, would be field interaction
ones, or skills that affect other skills. You can buy DFO gold to train efficiently.
-
While brawler throw those big rocks, what about punching the floor to
form a wall that you can attack to throw ranged attacks in the same
manner as the rocks in tyrant's tomb? It would fit in a grappler move
set as projectile attacks are something they completely lack! Moreover,
you can get millions of DFO gold at the same time.
-
How about rogues and witches actually manage to use decoys for
something other than escapes? Leave behind an explosive puppet that
deals big dmg if killed, but won't detonate if they don't get hit. Would
be a nifty way for them to mess around with people that love to charge
head in with superarmor or sliding grabs as well as bosses that like to
charge at you (Rangelus, I'm looking at you).
- Elven Knight is
supposed to be nature based, but I have yet to see growing flowers! She
shoots vines, she bombs the floor with powdery fashion, and summon
unicorns, but why not give her a skill that creates a flower field that
spawns hp/mp giving orbs similar to the flowers in meltdown. Considering
her design was based on protecting party members, her protective
capabilities are far below that of nens, and not having any ways to
buff/heal friendly people (unless you die) feels pretty strange for the
class concept.
- Everyone knows F spits awakening can't be
used for jack junk alone, and is still pretty lackluster in parties, how
about replacing neil the sniper for that awakening as neil doesn't fit
with the F spit theme in the first place (more solo based than M spit
who gets black roses and artillery support later), and replace the
awakening with something of a mix between Teeana transformation and scud
genocide? A flying tornado of grenade and bullet barrage in random
directions based on the amount of loaded grenades and ammo and consume
it all for a giant attack. Downside? Can't do much right after using it
due to waiting on cool downs... unless quartermaster is active.