Spatule
Neophyte
Talisman Relic Suggestions
I wasn’t sure about %proc so, for clarification: Proc is a term that refers to a weapon, item or ability activating with the "Chance on Hit" or "Chance on Use" effect (an ability or a spell).
Mechanics
Lesser relic: in order to make relics more available while preserving the rarity, I suggest having different tiers of relic. For example, say a new relic called “Merlin relic” offers 3% spell damage increase per level. At level 10, it would give 30% spell damage increase. My suggestion is to have a “minor” or “lesser” Merlin relic that yields a 2% or even a 1% spell damage increase per level, max lvl reaching 20% or 10%.
Active abilities: “active” as opposed to only “passive” abilities. Just like stun punch, having an activated ability would be extremely cool. That opens the possibility to variety of skills, effects, auras, modifiers, etc. I understand the programming limitation but hey, let’s keep brainstorming…
Triggers: have abilities that rely on contextual or situational conditions.
· Hidden character gets within x tiles => Auto reveal
· Character Low HP => temporary health regen boost/armor boost/temp. invulnerability
· Character Low Mana => temporary mana regen boost
· Character hit by a spell => chance to absorb/block/reflect spell
· Character physically hit => chance to absorb/block/reflect spell
· Boss/champ presence => *
· Character surrounded by x monsters => Battlecry/blood lust/Buff or aura of any kind…
Movement: Not sure what is possible here, but what about movement speed modifiers. What about flying?
Weapon specific: Similar to special moves, have abilities that favor a certain weapon type. Piercing shot for archery, hitting all enemies on a specific line. Amputation for swordmanship, inflicting dmg and debuffing the victim, etc
Channeling: Abilities requiring the character to be “stunned” and vulnerable in order to successfully activate an ability.
Abilities
Beserker:
· Beserker blood: damage modifier inversely proportional to HP%. (modifiers scale with lvl)
· Rage: upon activation (low HP, struck, hit chance), character receives massive STR/DEX modifiers and/or leech bonus. (modifiers scale with lvl)
· Mortal strike: Upon hit, %chance to inflict critical bonus dmg. (dmg or %proc scales with lvl)
· Essence shift: Character gains stackable charges upon successful hit on victim, charges decay rapidly. Charges provide STR/DEX bonus. (Max # of charge and bonus scale with lvl)
Resilience:
· Whirlwind attack: %to proc when hit => deals dmg to all enemy standing within 1 tile. (dmg or % proc scales with lvl)
· Armor temp. bonus upon being hit, stackable charge based on relic lvl.
For example, 20% chance to proc per hit, +4 AC/charge, max 5 charge at lvl10.
· Borrowed time: upon activation, all damage dealt will heal instead of harming character, for brief duration. (duration scales with lvl)
· Reincarnation: at 0 HP, character is stun and hidden for 5 seconds, healed 30% HP and revealed. (% healed and ability timer scaled with lvl)
Magi:
· Tether: Some combination of tying two characters together temporarily in order to transfer or gain power.
· Focus range: increase spell range (not sure about this one, sounds overpowered)
· Refraction: upon activation, character receive “x” charges, the next hit dmg is reduced to “y”, consuming 1 charge per hit. (# of charges scale with lvl)
· Silence: upon activation (active or %proc on attack), victim cannot cast spells for x duration. (duration and %proc scales with lvl)
· Static field: Ennemies close to the character get damaged everytime he casts specific spells.
· Critical spellcasting: %proc on spell attack to inflict critical dmg
Meta Pets: TBA
General notes and thoughts: Resilience tanks should be able to do just that: tank, so I suggest beefing them up a little, maybe specifically against Boss/champ spellcasting. Bezerkers should die, often. I sure enjoy the risk VS reward but the 15 min Talisman delay for dying isn’t appreciated and messes things up in that regard.
Disclaimer: Some suggestions here are greatly inspired from other games, mainly Dota. I have kept some of the original names for clarification and straight up honesty. Most of these would have to be reworked and names changed.
I wasn’t sure about %proc so, for clarification: Proc is a term that refers to a weapon, item or ability activating with the "Chance on Hit" or "Chance on Use" effect (an ability or a spell).
Mechanics
Lesser relic: in order to make relics more available while preserving the rarity, I suggest having different tiers of relic. For example, say a new relic called “Merlin relic” offers 3% spell damage increase per level. At level 10, it would give 30% spell damage increase. My suggestion is to have a “minor” or “lesser” Merlin relic that yields a 2% or even a 1% spell damage increase per level, max lvl reaching 20% or 10%.
Active abilities: “active” as opposed to only “passive” abilities. Just like stun punch, having an activated ability would be extremely cool. That opens the possibility to variety of skills, effects, auras, modifiers, etc. I understand the programming limitation but hey, let’s keep brainstorming…
Triggers: have abilities that rely on contextual or situational conditions.
· Hidden character gets within x tiles => Auto reveal
· Character Low HP => temporary health regen boost/armor boost/temp. invulnerability
· Character Low Mana => temporary mana regen boost
· Character hit by a spell => chance to absorb/block/reflect spell
· Character physically hit => chance to absorb/block/reflect spell
· Boss/champ presence => *
· Character surrounded by x monsters => Battlecry/blood lust/Buff or aura of any kind…
Movement: Not sure what is possible here, but what about movement speed modifiers. What about flying?
Weapon specific: Similar to special moves, have abilities that favor a certain weapon type. Piercing shot for archery, hitting all enemies on a specific line. Amputation for swordmanship, inflicting dmg and debuffing the victim, etc
Channeling: Abilities requiring the character to be “stunned” and vulnerable in order to successfully activate an ability.
Abilities
Beserker:
· Beserker blood: damage modifier inversely proportional to HP%. (modifiers scale with lvl)
· Rage: upon activation (low HP, struck, hit chance), character receives massive STR/DEX modifiers and/or leech bonus. (modifiers scale with lvl)
· Mortal strike: Upon hit, %chance to inflict critical bonus dmg. (dmg or %proc scales with lvl)
· Essence shift: Character gains stackable charges upon successful hit on victim, charges decay rapidly. Charges provide STR/DEX bonus. (Max # of charge and bonus scale with lvl)
Resilience:
· Whirlwind attack: %to proc when hit => deals dmg to all enemy standing within 1 tile. (dmg or % proc scales with lvl)
· Armor temp. bonus upon being hit, stackable charge based on relic lvl.
For example, 20% chance to proc per hit, +4 AC/charge, max 5 charge at lvl10.
· Borrowed time: upon activation, all damage dealt will heal instead of harming character, for brief duration. (duration scales with lvl)
· Reincarnation: at 0 HP, character is stun and hidden for 5 seconds, healed 30% HP and revealed. (% healed and ability timer scaled with lvl)
Magi:
· Tether: Some combination of tying two characters together temporarily in order to transfer or gain power.
· Focus range: increase spell range (not sure about this one, sounds overpowered)
· Refraction: upon activation, character receive “x” charges, the next hit dmg is reduced to “y”, consuming 1 charge per hit. (# of charges scale with lvl)
· Silence: upon activation (active or %proc on attack), victim cannot cast spells for x duration. (duration and %proc scales with lvl)
· Static field: Ennemies close to the character get damaged everytime he casts specific spells.
· Critical spellcasting: %proc on spell attack to inflict critical dmg
Meta Pets: TBA
General notes and thoughts: Resilience tanks should be able to do just that: tank, so I suggest beefing them up a little, maybe specifically against Boss/champ spellcasting. Bezerkers should die, often. I sure enjoy the risk VS reward but the 15 min Talisman delay for dying isn’t appreciated and messes things up in that regard.
Disclaimer: Some suggestions here are greatly inspired from other games, mainly Dota. I have kept some of the original names for clarification and straight up honesty. Most of these would have to be reworked and names changed.