Some more examples:
Zaros -> calamity (support, cause chaos in the battlefield), uses magic, prayer, constitution, divination, invention. The idea here is to have mind effects on lesser enemies in the battlefield, being able to control surrounding enemies temporarly to inflict damage on a target, this leads to xp gains with this subskill.
Seren -> clarity (support, increase accuracy in battle), uses magic, prayer, ranged, agility and divination. Idea is to increase accuracy in battle with this subskill, so i would assume the way to level it up is through constant damage output, like a dps tracker, the higher the DPS you do during a battle, the more xp you will get, the longer the battle with a steady good DPS, the higher the xp you get.
Godless -> survival instinct (support, increase effectiveness of healing/buff consumables during battle), uses cooking, herblore, fishing, hunter. Earn bits of xp everytime you consume food and heal, or use a potion for a fight. Food giving less xp, potions giving more since they are time gated and are more expensive for the most part.
These subskills are meant to be a long term grind, not something people would aim to max out in the first few weeks. Although it might be possible with some of them, like necromancy since it has a money sink portion tied with it.
Alternatively, a "true skill" they could add is...
Merchant. This game involves alot of trading, so it would make sense to create something tied to it.
Merchant would imply a rework on npc stores, allowing players to sell items directly into npc stores and have said items pop up world wide for everyone to buy, the value of items in npc stores would be lower value than on GE. Buying stuff from the npc, would earn you xp, selling items there would also earn you xp. Long term benefits of the skill is... better item values across the world from npcs. Increased loot pool luck for gold rewards. Create your own shop in towns and houses.
23-Nov-2021 22:04:41
- Last edited on
23-Nov-2021 22:12:08
by
Poseidon986