How to customize DFO skills

Posted by Venessa Liu
247 Pageviews

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.