Celestial Resources (Anorithil & Sun Paladin)
Posted: Wed Nov 26, 2014 12:30 am
Forking off from another thread with different ideas about the same problems.
Unlike that thread, though, I'm aiming at Sun Paladins in addition to Anorithils.
Right now, it feels like Celestial characters are supposed to start out combat "empty" and then fill up their resource bars as the combat progresses. Unfortunately, it doesn't often work like that, due to the "convenience" of auto-casting, and the optimality of having a nice full Negative bar when you encounter an enemy at long range.
Even more unfortunately, having optimal resources at encounter start is usually possible by the mechanism of wasting turns in safety. Specifically, the cycle of:
1/ See a foe at range 10
2/ Moonlight Ray
3/ Cast a Positive generation spell
4/ Cast Twilight
5/ Rest off the cooldowns
6/ Hit auto-explore
... is a boring, brainless cycle. Most of your "maintenance" actions require no meaningful choices, and this is at least in part because the resource decay takes longer than your talents cooldowns.
IMHO the Brawler's (relatively) new resource, the Combo Point, is a better fit for the desired behavior. They can't be generated outside of combat, they last for a very short amount of time, and having even just one of them is always enough for effects which require them.
So, for the Positive side of things, simply removing the Positive bar and adding a new type of combo point ("Solar Point" perhaps, or "Reflected Glory") is probably sufficient... if we can work out what to do about the non-combat Positive generation talents, like the Light tree.
The proposed name "Reflected Glory" hints at my solution: only award points when enemies are within a certain range, say range 7 which is the farthest range Positive talents seem to go -- correct me if I'm wrong here, please. So you get your +1 point if you use the spell within 7 tiles of an enemy, as your glory reflects off of your foe's resolve (or some other twaddle, there's lots of room for delicious purple prose in this celestial metaphor).
Unlike Combo Points, though, I feel like Solar Points should NOT always be expended all at once. Sure, there can be some "Finishing Moves" which eat all your points, but there should also be some talents which merely eat one point, so you can lay down several of them in a row -- specifically I'm thinking of Circles here, which are often used one after another. But that's starting to get into specifics, so let's just get into the specifics.
Combat / Weapon of Light - Each turn, the first time you hit in melee, you have a 30% - 50% chance to generate a point.
Combat / Wave of Power - Costs 1 point to use.
The whole Light tree: if you can see an enemy within range 7, gain 1 point.
Sun / Sun Ray: Generates 1 point if you hit someone with it.
Sun / Path of the Sun: Generates 1 point if you hit someone with it.
Sun / Suncloak: I'd suggest making this cost 1 point.
Champion / Absorption Strike - Generates 1 point.
Champion / Mark of Light - Eats all your points, and scales up the effect and duration per point.
Champion / Flash of the Blade - Costs 1 point.
Guardian / Shield of Light - Heals you if you have any points. Each turn you are healed, you have a 50% chance to lower the duration of your Solar Points by 1. So this doesn't cost you any Solar Points directly, but it does encourage you to generate them regularly in order to reset their duration.
Guardian / Brandish - Either costs 1 point, or maybe it consumes all your points to increase the area.
Guardian / Crusade - Generates 1 point.
Radiance / Judgement - Costs all your points, effect scales up with more points. Since it costs all your points, perhaps have it NOT shut down your Radiance radius.
Also, their Positive sustains are now free, because there is no bar, and that's it for Sun Paladins. Ideally, Sun Paladins will play a little bit smoother than before, but overall the experience should be quite similar to the current experience.
---
Now, Anorithils. They've got two resources, and they're the main reason for this mechanics change.
Negative energy mechanics:
- You get +(Cun/10) Neg when you kill something.
- You get back some Neg when you damage a foe with a Celestial spell that generates a Solar Point. If the spell costs a Solar Point to use, you get 2x the usual Neg.
- Negative energy does not decay nor regenerate. It behaves like Souls and Vim. (Except maybe for Liches, which would make them very special.)
- Your Negative bar starts at 40 and increases with level at the current rate.
All Circles which now cost 10 Positive will instead cost 1 Solar Point. Their Negative costs are unchanged.
Totality also costs 10 Negative and 1 Solar Point.
Corona would function a bit like Shield of Light (above): it would require Solar Points to function, but not always consume one. It would always consume Negative Energy when it triggered.
Moonlight Ray, Shadowblast and Starfall work fine at their current cost. Twilight Surge would behave like a Light spell which generates Neg when you hit something with it, and also generate 1 Solar Point.
IMHO Mind Blast and Shadow Simulacrum ought to generate Negative energy, and a couple more debuffs ought to be added which similarly generate Negative energy.
IMHO a new category of movement-type spells, which might include a revamped Jump Gate, should also exist. These spells should cost Negative energy.
The spell Twilight would go away, never to be seen again, and the book of the same name ideally ought to follow its example.
---
Now, under the new system, if you see a jerk at range 10, your options are:
- Use Moonlight Ray, spending energy you can't get back before your next fight.
- Approach and use "free" spells, increasing risk but also increasing your more valuable Negative energy.
IMHO that's a much more interesting array of tactical choices.
Unlike that thread, though, I'm aiming at Sun Paladins in addition to Anorithils.
Right now, it feels like Celestial characters are supposed to start out combat "empty" and then fill up their resource bars as the combat progresses. Unfortunately, it doesn't often work like that, due to the "convenience" of auto-casting, and the optimality of having a nice full Negative bar when you encounter an enemy at long range.
Even more unfortunately, having optimal resources at encounter start is usually possible by the mechanism of wasting turns in safety. Specifically, the cycle of:
1/ See a foe at range 10
2/ Moonlight Ray
3/ Cast a Positive generation spell
4/ Cast Twilight
5/ Rest off the cooldowns
6/ Hit auto-explore
... is a boring, brainless cycle. Most of your "maintenance" actions require no meaningful choices, and this is at least in part because the resource decay takes longer than your talents cooldowns.
IMHO the Brawler's (relatively) new resource, the Combo Point, is a better fit for the desired behavior. They can't be generated outside of combat, they last for a very short amount of time, and having even just one of them is always enough for effects which require them.
So, for the Positive side of things, simply removing the Positive bar and adding a new type of combo point ("Solar Point" perhaps, or "Reflected Glory") is probably sufficient... if we can work out what to do about the non-combat Positive generation talents, like the Light tree.
The proposed name "Reflected Glory" hints at my solution: only award points when enemies are within a certain range, say range 7 which is the farthest range Positive talents seem to go -- correct me if I'm wrong here, please. So you get your +1 point if you use the spell within 7 tiles of an enemy, as your glory reflects off of your foe's resolve (or some other twaddle, there's lots of room for delicious purple prose in this celestial metaphor).
Unlike Combo Points, though, I feel like Solar Points should NOT always be expended all at once. Sure, there can be some "Finishing Moves" which eat all your points, but there should also be some talents which merely eat one point, so you can lay down several of them in a row -- specifically I'm thinking of Circles here, which are often used one after another. But that's starting to get into specifics, so let's just get into the specifics.
Combat / Weapon of Light - Each turn, the first time you hit in melee, you have a 30% - 50% chance to generate a point.
Combat / Wave of Power - Costs 1 point to use.
The whole Light tree: if you can see an enemy within range 7, gain 1 point.
Sun / Sun Ray: Generates 1 point if you hit someone with it.
Sun / Path of the Sun: Generates 1 point if you hit someone with it.
Sun / Suncloak: I'd suggest making this cost 1 point.
Champion / Absorption Strike - Generates 1 point.
Champion / Mark of Light - Eats all your points, and scales up the effect and duration per point.
Champion / Flash of the Blade - Costs 1 point.
Guardian / Shield of Light - Heals you if you have any points. Each turn you are healed, you have a 50% chance to lower the duration of your Solar Points by 1. So this doesn't cost you any Solar Points directly, but it does encourage you to generate them regularly in order to reset their duration.
Guardian / Brandish - Either costs 1 point, or maybe it consumes all your points to increase the area.
Guardian / Crusade - Generates 1 point.
Radiance / Judgement - Costs all your points, effect scales up with more points. Since it costs all your points, perhaps have it NOT shut down your Radiance radius.
Also, their Positive sustains are now free, because there is no bar, and that's it for Sun Paladins. Ideally, Sun Paladins will play a little bit smoother than before, but overall the experience should be quite similar to the current experience.
---
Now, Anorithils. They've got two resources, and they're the main reason for this mechanics change.
Negative energy mechanics:
- You get +(Cun/10) Neg when you kill something.
- You get back some Neg when you damage a foe with a Celestial spell that generates a Solar Point. If the spell costs a Solar Point to use, you get 2x the usual Neg.
- Negative energy does not decay nor regenerate. It behaves like Souls and Vim. (Except maybe for Liches, which would make them very special.)
- Your Negative bar starts at 40 and increases with level at the current rate.
All Circles which now cost 10 Positive will instead cost 1 Solar Point. Their Negative costs are unchanged.
Totality also costs 10 Negative and 1 Solar Point.
Corona would function a bit like Shield of Light (above): it would require Solar Points to function, but not always consume one. It would always consume Negative Energy when it triggered.
Moonlight Ray, Shadowblast and Starfall work fine at their current cost. Twilight Surge would behave like a Light spell which generates Neg when you hit something with it, and also generate 1 Solar Point.
IMHO Mind Blast and Shadow Simulacrum ought to generate Negative energy, and a couple more debuffs ought to be added which similarly generate Negative energy.
IMHO a new category of movement-type spells, which might include a revamped Jump Gate, should also exist. These spells should cost Negative energy.
The spell Twilight would go away, never to be seen again, and the book of the same name ideally ought to follow its example.
---
Now, under the new system, if you see a jerk at range 10, your options are:
- Use Moonlight Ray, spending energy you can't get back before your next fight.
- Approach and use "free" spells, increasing risk but also increasing your more valuable Negative energy.
IMHO that's a much more interesting array of tactical choices.