Orb of The (class name)

The idea behind this Orb would be (if the player found one or combine enough stacks/fragments to get the "Orb") to allow a player to start using another classes skill path.

Example: I play a Marauder. If I found one of these Orbs I could use it, based on the class it supports, to invest into another skill path. Orb of The Duelist would allow me to invest one skill point that I earned at lvl up into the first passive skill choice for the Duelist class, such as Melee Damage: 10% increased Melee Physical Damage or Attack Speed: 6% increased Attack Speed.

I think it would be a good idea to only allow the investment of skill points into the other class by using these hard to find "Orbs". It seems cheap to allow the "unlocking" of another skill path just by finding one, no matter how hard they are to find.

Sorry if this has already been suggested but searching for this idea before starting this thread turned up nothing close.

Thanks for your time and I welcome any feed back.

Cheers and GGG>bli$$ard irvine
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Last edited by Hk45#3880 on Aug 1, 2012, 12:35:57 PM
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If this got implemented i'd be buying 80 orbs of regret lol
If this did get put into the final product you wouldn't need to use any Orbs of Regret because all characters are going to be wiped anyway as I'm sure you know. Unless your referring to the amount of added complexity due to using these Orbs.

This idea was more geared towards if your character was lacking in say chance to hit and you need to buff yourself with a little more accuracy or whatever.

Trading these would add to in-game trading with other players.
"There are no deaths from cannabis use. Anywhere. You can't find one," said Dr. Lester Grinspoon, professor emeritus at Harvard Medical School.

Write your elected officials. Regulate and tax Cannabis for responsible adults!

Facts>>>http://www.youtube.com/watch?v=iksA-DD3990&feature=related
Also if while playing as a Marauder the player found an Orb of The Marauder it could just give the user an extra skill point to use as she/he wishes.

Though I think the option to barter with another player would still entice much more than a simple skill point but that would be up to the user.
"There are no deaths from cannabis use. Anywhere. You can't find one," said Dr. Lester Grinspoon, professor emeritus at Harvard Medical School.

Write your elected officials. Regulate and tax Cannabis for responsible adults!

Facts>>>http://www.youtube.com/watch?v=iksA-DD3990&feature=related
That's a nice suggestion. But some people has said that allowing other classes to use different skill trees breaks all the immersion and such of this game.

Oh and I have suggested something similar to this on this topic.
What I have suggested so far:
http://tinyurl.com/bwas8ss
http://tinyurl.com/d6zmjfk
http://tinyurl.com/cpcvb3j
http://tinyurl.com/d6zmjfk
http://tinyurl.com/d7l766l
http://tinyurl.com/cho7syo http://tinyurl.com/cnywxdx http://tinyurl.com/crynzfh
doesn't really make much sense to me, i mean everyone has the same passive skill tree, if you want to start getting skills of another class just work your way over to that area
Yea but the idea of having to go all the way to another classes skill path just to get a minor upgrade that you want IMO is too much. However I see where you are coming from. Maybe instead of being able to pick just one of the first nodes you can pick any that are the smaller nodes on that classes path. (unlike the bigger nodes such as Dervish, Binding Speed...)
"There are no deaths from cannabis use. Anywhere. You can't find one," said Dr. Lester Grinspoon, professor emeritus at Harvard Medical School.

Write your elected officials. Regulate and tax Cannabis for responsible adults!

Facts>>>http://www.youtube.com/watch?v=iksA-DD3990&feature=related
What about instead a sort of multiclassing orb. Make a marauder, use 50 passive points, and only once you get to 50, or maybe other intervals like 25, 50, 75, would you be allowed to use the Orb of the Shadow (etc) to stop where your path is and start on another path, without being able to return to the first path or being able to use another multiclassing orb.
[img]http://sig.grumpybumpers.com/host/anubis.gif[/img]
this adds a LOT more complexity to the skill tree balancing and such. i'd be highly against this idea.

in my mind, this is equivalent to saying "lets get rid of a lot of those pathway nodes so we can get more of the talent ones" - who wants to get ~8 +10 int nodes to get to CI, let me get straight there pls.

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