Mastery Tree Rework -
Now, you will release the skill slot according to the weapon level, as in the image below, at weapon level 2, 5 and 10.
Active skills did not count as a mastery point spent, only passives, the passive order not tied to skill will no longer exist, you can choose whichever you want first, however, active skills still continue to have linear passive improvements , as in the photo above.
Long-term content -
Raids- just like dungeons, loot can be looted once a week for each boss, and resetting every Monday at midnight. (like wow)
Arena - Will have ranked mode 1x1, 2x2, 3x3, 4x4 and 5x5, and a casual mode that will have the same queue modalities, casual can be made from level 10-60, and ranked at level 60, the rewards will be azoth, gold , and faction points, the casual will have a fixed value of these resources, changing only with the character’s level, the ranked will have a reward based on your RANK in it (and the modality), along with the base value, we suppose, you get 500 points of faction for each game won in casual, and 250 if lost, the ranked would give 500 on victory +100 for each ELO (bronze 1/2/3 etc etc), the defeat would not gain faction points for the link, the value of Elo gained, and rewards earned, will be based on 3 things, your ranking, your elo, and if you won or won, we suppose, a guy who lost, but had a VERY good performance, will gain more faction points and rewards than a guy who died in the first few seconds, and was carried, that would stop the carry and rush (until because it’s impossible i mpedi), making good players less penalized on defeat.
Factions - They would have their own campaign and spread out cinematics similar to the introductory cinematic (on the ship) of the game, this would give more weight to the faction and story to it, making you cling more to it and see yourself in the story, factions will have exclusive armors/skins at each rank, totaling 5 (in each rank), this skin being gained when starting in the faction.
Weapon level - Upon reaching maximum level with the weapon, you will gain mastering “Ranks”, green/blue/pink/red, each rank, would give a bonus XP in weapon leveling, Green= 10%, Blue = 20% and Pink = 30%, red=40%, each level up of this mastering will transform the edges of that weapon’s skills, similar to this image.

The bonuses accumulate, leveling 3 weapons for the “legendary” mastering, will give 120% bonus xp on weapons.
Armor and Gem Perks(idk the name in english) -
Now the gems will have damage perks similar to chain fire and etc, and passives that will be active with reload or proc, equal to passive borrowed powers from wow, the gems will now be responsible for the weapon’s offensive strength and weapon healing, there will be Weapon perks that will only drop if the gem has a specific attribute (like mana, drops only on intellect).
Armors will now have utility perks (like stamina bonus), and defense (like health bonus, health regen bonus etc), the idea is to turn armor into something more defensive, but with inherent damage bonus depending on whether it is light/medium or heavy.
Gems in jewelry -
The gems will have different effects on the jewerly, the elemental gems, will increase the elemental damage caused (based on the stone), gems with passive cutting / piercing and impact, will give a bonus of this type of bonus, the gems in jewerly will serve to buff a type weapon damage.
Link to my first post, to understand all the change.
