Counter Spell

Counter Spell

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Division By Zero 2018 年 7 月 5 日 下午 1:49
New equipment type: Tomes
Tomes go in weapon slots and do no damage, instead giving large stat boosts and powerful bonuses including buffing skills/talents or even adding ranks to talents. Tomes can be fitted in offensive (actively wielded) or support (bow/arrow) slots.

Reasons why you might give up a regular equipment slot for a tome:
--Stat bonuses
--Unique bonuses on specific skills and talents, randomly generated for each tome. Examples include: "Frost bolt travels 100% faster and does 20% more damage", "Healing bolt chains to an additional ally", or "Flame sentinel has its cast time removed".
--If you give up an active weapon wielding slot, the stat bonuses increase and extra talent affixes on the tome become active. This give additional ranks to various talents, including raising them over their normal maximum rank. Raising a talent with only 1 rank over its limit generally adds +40% power (and +40% health for summons) per extra rank, which means that you could dual-wield tomes and theoretically have a fireball that does 80% more damage than normal at the cost of giving up melee and wands. Alternately you could use tomes to give you top-tier talents deep in class trees to avoid having to spend many talent points on the way to unlock them.

Tomes have a short warm-up period (a few seconds) before active talent bonuses (for holding tomes in actively wielded equipment slots) become active. This prevents degenerate usage cases where someone will have a dual wand set and a dual tome set, then use a macro to switch to the tome for the bonuses, throw a fireball or something nasty, and immediately switch back to the dual wand set with no effective penalty for using the tome..
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Hugin  [开发者] 2018 年 8 月 26 日 上午 8:36 
As always it’s great to see well thought out suggestions, thanks for taking the time to write this up.

Good news is that we actually got something similar planned, let’s call them artifacts for now.

You’ll be able to equip these artifacts in weapon slots as you suggest and they’ll have a wide range of defensive and offensive uses including buffs, abilities from the skill tree but also unique effects only found on artifacts.

Visually the artifacts will include things like tomes, runes, bones, dolls, crystal balls etc. Lore wise these artifacts can be basically any item that has been enchanted or possessed through either deliberate rituals or due to random circumstances.

Maybe a magician bound a spell into a tome, or perhaps a magically gifted child unknowingly kept channeling energy into their favorite toy over a decade.

One of my personal favorites among the planned artifacts is an item that briefly conjures a magical shield in front of the user that reflects incoming spells.

As for when these will be implemented, well they are a part of the coming overhaul that will translate all the weapon classes into the new system that we’ve already implemented for the wands. Though the main priority there is probably to get melee weapons working first, so once those are in the artifacts will be under way.
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