Changes for TGR

This is just some of my Ideas for TGR. This will be extended when I get more time.

Stat System

Inspired by Vesteria stat system and Payday.

This system is intended to make builds besides power and defense viable. This would also punish you for having all of your points into one skill.

Players would get 4-10 stat points each level that can be put into any of the stats that can appear on amulets. Stats from armor and accessories WOULD NOT APPLY TO MILESTONES. At certain levels on stats you would get a buff, such as a multiplier to the stat or a passive skill. Also, if your stats are extremely unbalanced than you would get a drawback such as high defense making you slower. Stat points would be able to be reset by doing a repeatable quest line that should last no more than 20 mins.

Over Prioritizing Drawbacks (OPD) - These drawbacks would only activate if a stat had over triple the amount of points from all of your other stats combined. These drawbacks would also get worse depending on the difference. Stats with this will be highlighted in red.
Under Prioritizing Drawbacks (UPD) - These would happen if one stat was less than 1/10th of the 2nd weakest stat. You would gain no buffs from this stat and would receive a stat specific debuff. Stats with this will be highlighted in blue.

Stat priority - This would apply to whatever stat you have the most points in. If multiple stats are the top stat than the benefit would be reduced or non existent. Stats with this will be highlighted in green.

Feel free to change the milestones.

Stat Milestones
Agility

This skill currently has no use in the meta and needs a major buff.
Level 25 - 20% faster. Perfect blocking would perfect block any attack that hits you in the next second as well.
Level 50 - Dash. Instead of being unlocked by default, players would have to put stats into the skill to use it. You would dash father and faster depending on your agility level. This would have a 5 second cooldown and be activated by double tapping any movement key.
Level 75 - Defense Penalty is reduced by 20%
Level 100 - Your Stamina and High Jump now charges 40 percent faster. You can now Dash every 2 seconds.
Level 150 - 1.25x Multiplier to Agility from Armor and Accessories
Level 200 - Auto Dodge: This would give you a percent chance dependent on your level of Agility to take no damage and dodge a attack like in Payday. This would be a gamble and it would be much better to have health in a multiblast. This would start at 10% and would not work against attacks with high aoe.

OPD - Incoming damage is doubled.
UPD - 60% slower in everything that is buffed by agility.
Skill Priority - 1s reduced from Dash. Agility stat is 2x more effective.

Defense

This stat is one of the best stats and requires a nerf. The more Defense you have, the slower you are.
Level 25 - 20% faster healing
Level 50 - 20% reduction in damage from status effects.
Level 75 - You gain 5% blocking power globally.
Level 100 - 10% overall damage reduction.
Level 150 - 1.25x Multiplier to Defense from Armor and Accessories
Level 200 - Auto Block: Percentage change to auto block like the exiled. This would be dependent on your stat Level and would be reduced by your blocking speed. THIS CAN NEVER PERFECT BLOCK. This would always reduce damage 20% less than you normal blocking.

OPD - You are 2x slower, including trying to block. You also drain stamina 2x faster.
UPD - Incoming damage is doubled.
Skill Priority - You gain 10% more blocking power and 20 percent more health.

Strength (aka Destruction)

This one is gonna be fun. I could fuse this with knockback, but I’m not going to.
Level 25 - Hitting a target that is not blocking will stun them for half a second. This would be shortened for smaller weaker attacks so someone can’t 20 shot you to death or stab you with daggers a lot. 20% higher melee damage.
Level 50 - Heavy attacks will break blocking and leave the target stunned for 2 seconds
Level 75 - All non magic projectiles from you travel 2x faster.
Level 100 - All weapon specials are 2x stronger at the cost at the cost of double the cast time and end lag.
Level 150 - 1.25x Multiplier to Strength from Armor and Accessories
Level 200 - Return To Sender: If you perfect block a projectile, it will be reflected directly at the sender. 60% of the original damage. Very fun.

OPD - Blocking and Weapons cost double stamina. Your magic is 60% weaker.
UPD - Weapons deal half damage and blocking power is halved.
Skill Priority - Return To Sender always does the full damage. Strength is 1.5x more effective.

Knockback (The Yeet Stat)

Much Yeet indeed. This stat is all about increasing stun time and letting you get combos. Hitting a target into a wall will stun for 2s and deal impact damage.
Level 25 - 20% increased knockback
Level 50 - The target is stunned for 2-5s depending on how much stamina they have, when hit by knockback that knocks them off their feet.
Level 75 - Explosion size effects knockback 40% more.
Level 100 - Knocking targets into walls deals double the impact damage and collapses it if it is part of a building.
Level 150 - 1.25x Knockback from Armor and Accessories
Level 200 - Dizziness: Repetitive or strong knockback would make the target slower for a few seconds.

OPD - Recoil Knockback: Anything that would inflict knockback inflicts 40% of the effect onto you. Double mana or stamina cost depending on if it is a weapon or magic projectile.
UPD - Targets take no stun from you. Half the knockback if there is any.
Skill Priority - Knockback is 30% more likely. Knockback is 1.5x more effective

Magic Power

Level 25 - 20% increased damage
Level 50 - mana regenerates 20% faster
Level 75 - Status effect immunity last 2 seconds longer
Level 100 - Damaging Status effect do 20% more damage and non-damaging status effects last 20% longer.
Level 150 - 1.25x Power from Armor and Accessories
Level 200 - Ultimate arts are 40% more powerful in all aspects. Magic cooldowns are reduced by 10%.

OPD - Damaging Recoil: You take 30% of the damage from any magic attacks you use.
UPD - Magic attacks are 60% weaker.
Skill Priority - Mana usage is reduced by 20%. Magic Power is 1.3x more effective

Moved to #suggestions. Didn't know if I should've used feature request or change request tag so I used both

i dont really like the idea of having a stat system where your decisions are permanent

Welcome to the Forums!

We are getting stats system anyway, they won’t be like in your idea but rather which path you would like to pick.

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