A new Class, and new Resource
Posted: Fri Mar 25, 2011 6:41 pm
'ello there, my name is FM, and today, I'm here to talk about how all the sludge, garbage and magical byproducts from your way of life is effecting the world, by bringing it back on you. Enter, the CODE [temporary placeholder].
The class functions as a filter that the pollution and poisons dumped into the world travels - the more Resource you have [aka the pollution in the world], the weaker you are. The less Resource you have, the stronger you are. This class also has a new and [currently] unique resource, called Bile [also, a temporary placeholder]. And, here is how it works:
Resource
Name
Bile
Function
A resource for class CODE
Parameter
A percentage based function
A direct relation on players max Life
The higher the percentage, the less Max Life the player has
The higher the resource, the greater the effect the talents will have
Talent use reduces the amount of the resource [which then gives player more Max Life]
Effect
Reduce player Max Life by 25% of resource amount
Yes, the more of the Resource you have, the less Max Life you have. The less Resource you have, the more Max Life you have. And, yes, you also innately regenerate Resource over time, so overtime you are becoming 'weaker'. However, to offset this, your talents will also be more powerful [similar to how Paradox works with Chronomancy classes].
Using talents [except perhaps very rare few] all reduce the amount of Resource you have [that then increases the Max Life cap], and then of course will make the next talent you use weaker. The variable effect of the Effect of talents based on Resource is low, but you will feel it when comparing 15% Resource to 100% Resource.
Now, on to the abilities of the class itself. A general theme I am working on, is that of forcibly shoving negative effects [debuffs] onto your enemies, while using mostly natural damage types: Nature, Fire, Light, Darkness, but mostly Nature. The negative effects are mostly Poison, Blind, Daze, Pin, Slow and Insidious Poison. They will also be a long range class [due to most talents planned being ranged, and having low HP], and not having any preferred weapon [no 2handed/weapon+shield/staff/bow/sling mastery trees]. This grants them flexibility to use any weapon they find, but as there will be no support for it, attacking will be very weak. This will instead make the class rely on their talents, which will keep the player active and engaged.
I haven't yet decided on what stats the talents will work with, but I believe Con and Cun along with a bit of Will will be the final three that will reflect onto the class. You may notice, that these stats are not really a scaling point for weapons either - this is intended.
Here is a sneak peak at some of the ideas that may come in with the finished class.
https://spreadsheets.google.com/ccc?hl= ... hKEE#gid=1
The class functions as a filter that the pollution and poisons dumped into the world travels - the more Resource you have [aka the pollution in the world], the weaker you are. The less Resource you have, the stronger you are. This class also has a new and [currently] unique resource, called Bile [also, a temporary placeholder]. And, here is how it works:
Resource
Name
Bile
Function
A resource for class CODE
Parameter
A percentage based function
A direct relation on players max Life
The higher the percentage, the less Max Life the player has
The higher the resource, the greater the effect the talents will have
Talent use reduces the amount of the resource [which then gives player more Max Life]
Effect
Reduce player Max Life by 25% of resource amount
Yes, the more of the Resource you have, the less Max Life you have. The less Resource you have, the more Max Life you have. And, yes, you also innately regenerate Resource over time, so overtime you are becoming 'weaker'. However, to offset this, your talents will also be more powerful [similar to how Paradox works with Chronomancy classes].
Using talents [except perhaps very rare few] all reduce the amount of Resource you have [that then increases the Max Life cap], and then of course will make the next talent you use weaker. The variable effect of the Effect of talents based on Resource is low, but you will feel it when comparing 15% Resource to 100% Resource.
Now, on to the abilities of the class itself. A general theme I am working on, is that of forcibly shoving negative effects [debuffs] onto your enemies, while using mostly natural damage types: Nature, Fire, Light, Darkness, but mostly Nature. The negative effects are mostly Poison, Blind, Daze, Pin, Slow and Insidious Poison. They will also be a long range class [due to most talents planned being ranged, and having low HP], and not having any preferred weapon [no 2handed/weapon+shield/staff/bow/sling mastery trees]. This grants them flexibility to use any weapon they find, but as there will be no support for it, attacking will be very weak. This will instead make the class rely on their talents, which will keep the player active and engaged.
I haven't yet decided on what stats the talents will work with, but I believe Con and Cun along with a bit of Will will be the final three that will reflect onto the class. You may notice, that these stats are not really a scaling point for weapons either - this is intended.
Here is a sneak peak at some of the ideas that may come in with the finished class.
https://spreadsheets.google.com/ccc?hl= ... hKEE#gid=1