Wisdom Mage Talent
Wisdom:
- As time passes in battle you gain temporal xp, these xp are lost when the battle finishes. The goal of this talent is to allow you to become stronger for longer duration battles, and allow you to slowly catch up to the enemy level if you manage to survive that long. E.x a lv 60 mage vs lv63 enemy would become lv63 after 5 min
- Effectiveness: xp required for next lvl increases per lvl up, therefore the scaling of xp gain decays over the duration of the battle. Example: Gain [x] xp per talent lvl * duration [talent tick period]
- Study Enemy: [alternative] when you get hit by a new enemy ability and survive it, you gain increased xp depending on enemy lvl. This allows you to quickly catch up to enemy lvl, e.g you gain +1-2 levels in first 10 sec [enemy combo] instead of having to wait 5 min[every enemy ability tasted]. Usually enemies unlock new skills if you take too long to finish them, and have an additional conditions to activate them e.x previous attack received was magical
- Enemy Lore: The above could be a side effect of the proffession "enemy lore", giving it additional scaling depending on proffession lvl. Enemy lore reveals enemy stats depending on rank:
- rank 1: %missing health
- rank 2: actual health/mana
- rank 3: stats
- rank 4: abilities
- rank 5: metagame strategy tips
- Enemy Rank: how do you unlock the knowledge of the next enemy rank:
- Require Specific Number of Kills: problem, bosses can only be killed once = strategy loss
- Battle Duration Scaling: as time passes you learn more about your enemy, e.x every [x] sec the enemy remains alive, you increase your rank vs him, these ranks persist outside combat. Implementation idea: Enemy scan spell with 20 sec cooldown
Knowledge: [alternative] wisdom rank increases when you cast new skills thus forcing the mage to go into a very specific build with many weak skills[Sorcery Quest style skill tree]. wisdom effectiveness increases by x% per additional new skill used. Bug: reduced gameplay applications, only focuses on out of combat "building" aspect of characters, no gameplay variance, it is like diablo 2 every skill does the same thing, only with different damage scaling
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