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New masteries
By Jerhot#4661 - MEMBER - August 25, 2023, 21:42:57Hello everyone,
The new changes are removing aoe/st mastery from gear. Some items are going to have very similar stats now, and one can objectively be just better than the others. I hope that the next update will present new masteries (which of course won't limit the spells you can use like aoe/st did). The question is what masteries will that be!
I will try to brainstorm some ideas. Go ahead and present yours in the comments ^^ I am really curious what the devs themselves come up with
Oh and before someone writes indirect mastery, that one has basically the same problems as st/aoe master which is being removed. So try to think of masteries that you can use on any spell and trigger via positioning, health/armour, Ap/Mp etc. etc.
Let the ideas storm in here,
Condy
One just came to mind, mastery that you lose after moving (maybe just walking: using mp to move a cell, would be better). Just like the sublimation scroll that gives you range and dd% before you move
The new changes are removing aoe/st mastery from gear. Some items are going to have very similar stats now, and one can objectively be just better than the others. I hope that the next update will present new masteries (which of course won't limit the spells you can use like aoe/st did). The question is what masteries will that be!
I will try to brainstorm some ideas. Go ahead and present yours in the comments ^^ I am really curious what the devs themselves come up with
Oh and before someone writes indirect mastery, that one has basically the same problems as st/aoe master which is being removed. So try to think of masteries that you can use on any spell and trigger via positioning, health/armour, Ap/Mp etc. etc.
Let the ideas storm in here,
Condy
BountyHunterCZ#3149I will try to brainstorm some ideas.
One just came to mind, mastery that you lose after moving (maybe just walking: using mp to move a cell, would be better). Just like the sublimation scroll that gives you range and dd% before you move
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I feel like these would actually work on a variety of classes and builds, and work in further specializing those players who want to make hyper-specialized builds. And to balance them off, the fact that they're hyper-specialized will make it easier to shut down, in exchange with making them obviously stronger than less-specialized builds. Melee character that needs all his MP to do max damage? Throw him away and remove his MP, now when he approaches he does baby poopy damage. Does he need AP to use more spells for max damage? Reducing AP against him will be even more effective than usual. Does he need to use up his WP to do more damage, like a berserk but for WP stored? Well now you know he spams WP, so throw a tank at him and lock him in place while you burst his supports.
Mastery for locking and dodging came to mind aswell, but locking might have to be a little stronger since you can't have it on the 1st round (or maybe deactivate it after you don't lock this round)
Also, lone wolf and pack mastery would be cool (de/activate when other players from your team in 3 cells around you)
Like on rune slot, If you want as much as mastery as possible as a distance class you got 8 distance mastery slot on belt and weapon plus 8 single target mastery slot from boots and helm. They just stack on top of each other seamlessly for good value. Which kind of force player to go dual mastery for the most value. To the same extent the issue goes with berserk mastery that can be easily stack on top of the two on cape and necklace slot.
Gear weight and character page also post the same issue in that it force us to take it since it is just the best value. Like imagine ST and Aoe mastery only accounts ~10% of our total mastery, I think it won't feel as limiting.
As such before Ankama adjust how they implement these "cherry on top" mastery and improve the whole gearing experience in general. I rather to keep the the quirky bonuses as sublimation only, so they don't dilute gear pool and such.