The idea itself is pretty good, but the spellbomb upgrade is probably one of the most broken things I’ve seen in a while. Adding more RNG where it’s not necessary is never a good idea, but giving the ability with the highest damage output in the game a chance to deal 250% the damage is absolutely bonkers, and a even a chance to deal 0 damage would not balance it out.
The higher damage range would only lead to frustration, because one time somebody might land a perfect spellbomb with perfect RNG and one shot the boss giving you no chance of loot, other times you might land a perfect one on enraged Nut but only deal 30% and die leaving her at 50 hp, and while simillar scenarios can happen with the current damage ranges, this is just pushing it to the extreme.
The wizard is already really unbalanced and this skill would make the matter much worse.
Also, a way to toggle it on and off would be necessary, because I, for one, would consider this a major disadvantage, even with the chance to destroy the observable universe with a mere press of the spacebar, and it’s practically inevitable many people would buy it and decide they’re worse off wth it afterwards.
Also, some people would want to do skilless runs (like NPEs but skills instead of pets. Most likely as an extension to NPE) on their main account.
The wizard can’t be left without a skill though, so i propose:
Spell Mastery (0/5):
Increases the bottom damage treshold of the Spellbomb ability by 2% of damage range, for a maximum 10% increase.
[spend 500*(current skill level + 1) fame for 1 level, not buyable for gold (500 for first point, 1000 for 2nd etc.)]
requires the corresponding amount of stars to buy (if you have 3 stars on wizard, you must get the 4th before you can upgrade this skill to level 4)
explanation:
it doesn’t multiply the bottom treshold, because that could lead to it being actually higher than the top one, but just brings it a little closer, effectively increasing the average damage output, but leaving the maximum dps unchanged.
for example:
if you have a spellbomb that deals 200-300 damage per projectile, with this skill maxed, it will not change to 220-300, but to 210-300, because 300 - 200 = 100, and 10% of that is 10.
10% might be a little too strong, but that’s what the game is about, and it will make harder new dungeons a little easier to roll out.
That would reduce accessibility to the endgame encounters a little, because people without those skills would be always a little behind, kind of going against the original ideology of WildShadow, that people should be able to play with eachother pretty much on even grounds no matter the difference between their playtime (which is why the level cap is only 20), but pets already do that to an exponentialy greater degree so who tf cares.
Also, this would be a good way to introduce an idea of mine I’ve had for a while but was to lazy to make a thread about: Increasing potion limits for fame, and a third potion slot, where you could put any consumables you want.
Theres’s like a million ways that could be implemented though (bought in the menu, class-bound or for all classes, limited by highest fame gained or not, applied through items bought for fame in the nexus, obtained from quests, or just dropped in the realm more resemblant of stat pots etc.), and I’d rather not make a wall of text about it here.
BTW imo certain classes getting ablity upgrades, and others getting only boosts to their weapons, is kind of weird. Wouldn’t it be better to have something shared between all the classes (like the extra pots, or more max hp, or maybe movement speed) as the stem, which unlocks the skills for each weapon type, which unlock the skills for ablities of the classes that use those weapons?
That would be a pretty wonky tree though. Only 3 layers, with 15 branches on the last one? How do you even arrange that so it doesn’t look terrible?
Maybe instead of a tree, you would just go to the character selection screen, and have every class have a few perks you could buy from the class perspective, not from a tree view, with maybe certain ones applicable to multiple classes being shared between them?