Charms
Posted: Mon Dec 23, 2013 2:14 am
There is a large number of egos that have activatable abilities, allowing the player to balance out their racial and class limitations through gear. Don't have a decent escape mechanism? Disengage rings and boots are your friend. Just got off elven cultist's wild ride? Better pop that cure illness totem.
Or at least in theory. In practice the long global cooldowns on charms make the majority of those egos not very useful, as the players are forced to save their only charm cooldown for the most dire of situations. Sure, a cure illness totem is great, but most will bite the bullet and endure their elven STDs rather than find themselves in a position, where their only non-inscription escape mechanism is on 20 second cooldown. Charm Mastery is not much help here, a 12 second cooldown on your escape is only marginally better.
This is what makes artifacts like Eden's Guile, Wanderer's Rest, Wrap of Stone, Spellhunt Remnants, Egg-sac and so on, so great. There is no massive opportunity cost. There are no cooldowns. Why, on higher difficulties it becomes a lot harder to win the game if you're somehow unlucky enough to miss out on every single one of these wonderful items. And the worst part is, while there are some egos that can poorly mimic what these artifacts deliver (dispersion gloves is to Spellhunt is what blinding speed cloak is to Eden's), the global cooldown makes these already weaker abilities absolutely inadequate.
Here's my suggestion.
Split the ego charms in 5 groups:
Cooldowns on charms are applied only within these groups.
Bam! Suddenly they're a lot more useful. Suddenly the player has a lot more gear choices to make. Sweet.
My division is purely intuitive and a bit arbitrary, of course. Should the cloak slot fall into body armor, or accessories? Or perhaps it could be grouped with Lite? May be gloves should fall into Arms category
? It kiiiiiinda makes sense and would help out pugilistic classes! Is 5 groups too many? Is the grouping too uneven? Perhaps a combination of intuitiveness and sound game design is best.
Thoughts?
Or at least in theory. In practice the long global cooldowns on charms make the majority of those egos not very useful, as the players are forced to save their only charm cooldown for the most dire of situations. Sure, a cure illness totem is great, but most will bite the bullet and endure their elven STDs rather than find themselves in a position, where their only non-inscription escape mechanism is on 20 second cooldown. Charm Mastery is not much help here, a 12 second cooldown on your escape is only marginally better.
This is what makes artifacts like Eden's Guile, Wanderer's Rest, Wrap of Stone, Spellhunt Remnants, Egg-sac and so on, so great. There is no massive opportunity cost. There are no cooldowns. Why, on higher difficulties it becomes a lot harder to win the game if you're somehow unlucky enough to miss out on every single one of these wonderful items. And the worst part is, while there are some egos that can poorly mimic what these artifacts deliver (dispersion gloves is to Spellhunt is what blinding speed cloak is to Eden's), the global cooldown makes these already weaker abilities absolutely inadequate.
Here's my suggestion.
Split the ego charms in 5 groups:
- Body Armor - head, belt, body, boots, gloves (?)
- Accessories - L ring, R ring, amulet, cloak (?!)
- Arms - right hand, left hand
- Lite - not too many ability egos here, but the existing ones (Retch, Track, Sun Flare) are pretty strong
- Tools
Cooldowns on charms are applied only within these groups.
Bam! Suddenly they're a lot more useful. Suddenly the player has a lot more gear choices to make. Sweet.
My division is purely intuitive and a bit arbitrary, of course. Should the cloak slot fall into body armor, or accessories? Or perhaps it could be grouped with Lite? May be gloves should fall into Arms category

Thoughts?