With other resources in the game, you rest to get to "full" and then move toward "empty" as combat progresses, but anorithil have it backward. Their resources can be sustained indefinitely in combat, but have to be constantly replenished outside of combat, so that people are autocasting Twilight Surge and Bathe in Light outside of combat just to keep energy up.
I don't have a super detailed implementation worked out involving changes to actual spells etc., but I'd like to broadly outline a possible alternative to the current resource system.
Instead of positive and negative energy, we could have just one resource, let's call it "energy". Energy is 0 at rest; casting positive spells like Healing Light increases energy, while casting negative spells like Moonlight Ray decreases energy. Energy can be negative.
Like equilibrium or paradox, there's a threshold value at which there is a penalty for continuing to cast. Let's say that the threshold value is 50 at level 1, and increases with level (just like pos/neg energy pools currently increase with level). This could play out in a number of ways:
- At 0 energy, positive and negative energy spells perform optimally. At the threshold value of -50, negative energy spells are 0% effective. At the threshold value of +50, positive energy spells are 0% effective. At in between values, the power level of spells is scaled accordingly; at -25 energy, negative spells are at half power.
- Alternatively, energy might provide a bonus instead of a penalty. At +50 energy, negative spells are 150% more effective, while at -50 energy, positive spells are 150% more effective.
- Both of the above; if your energy is positive, negative spells are stronger and positive ones are weaker, and vice versa.
- Equilibrium style: spells perform the same regardless of energy value, but beyond threshold values, there's an increasing failure rate. Beyond -50 energy, negative spells have a chance to fail, and beyond +50 energy, positive spells have a chance to fail.
Thoughts?