What I thought might be a little suggestion, came out like a pretty solid idea I believe, so I will make it’s own thread, because why not.
If you have read my opinions on Shroud mechanic in the past, you may know that I am a huge fan of the idea, but not so about it’s current shallowness and execution. I’ve always seen Life Force as a perfect opportunity for resource management. However, since the introduction of Revenant mechanic, which is oddly very close to ideas I’ve been suggesting for Necromancer multiple times across forums and is a mix of those and Thief’s initiative, I felt like I wanted to stay with the general suggestion idea of resource, but I had to come up with something more unique.
Recently, I’ve been playing Magicka games and after I saw the Specialization changes to the trait system, something like that was born.
Feel free to post your opinions and suggestions.
Somewhere on the Forums I came up with something like it, expanding Shroud:
DS #6 being LF to health conversion, total LF reduced, LF generation buffed to make it more dynamic.
Now, we can have up to 3 trait lines.
So for DS utilities 7-9, make them match chosen ones. Name them Rituals.
Rituals cost Life Force to activate and have no cooldown, 1 sec cast time each.
By themselves, Rituals don’t do much or even anything. They could have some small utility added via traits possibly.Now, Rituals are similar to element mechanics from Magicka games.
Let’s say, you have 3 Rituals avalible from 3 trait lines you’ve chosen:
7. Reaper’s Ritual – Soul Reaping
8. Ritual of Blood – Blood Magic
9. Ritual of Death – Death MagicWhen you use one of them, in any possible combination, The Elite icon starts to glow, displaying your combination of Rituals activated already (or on Rituals themselves, dunno).
Once you’ve activated 3 Rituals in certain combination within some basic time frame for that (like 15 seconds?), your Shroud Elite is fully shaped skill you can use.
Examples:
I enter Death Shroud with 100% Life Force. I activate Rituals in pattern:
-Blood, Reaper, Blood, each for 25% of total LF within 15 seconds and 1 sec cast time each.
I get awarded with, let’s say, Guild Wars 2 version of Order of the Vampire I can activate from Death Shroud Elite slot and after that, elite slot resets and becomes unavalible untill another Ritual composition.
But, if I used Rituals in pattern like this, for example:
1. Death
2. Blood
3. BloodI will get awarded with something like Elite GW2 version of Order of Undeath.
With such change:
1. We could stop treating Shroud and LF as just defense health bar and couple cooldowns slapped on it. Less health in Shroud, more initiative to gain it, less passive sponge equals possibility of getting some vigor or things.
2. Stacked Shroud in PvE, for example, could finally stop being that ugly thing that we don’t really need, but start being used constantly, to support allies, utility, do more damage, add flavour to your combat and make it unique, combo it.
3. Because such system allows for many outcomes, we’re not strictly reduced to just like 3 skills in each slot which have to work for every build. We already have 5 of those. If you’re not that much into Minion stuff, you execute another pattern. That simple.
4. Allows for future expanding. Why limit it to only 3-ritual combo? Could be 2-ritual combos for less game changing, but cheaper, more utility options like evade, teleport, whatever.
5. Is interesting, fun. If anyone played Magicka, that could be kind of similar feel. You craft your own spells.
6. More choices and decision making. More planning. Should I use that Life Force for maybe soaking up a little bit of damage or strictly convert part of it to health and delay my ritual combos OR do I feel safe/good in LF generation enough to use my Rituals to their best?
7. Award good Necromancer plays. If you’re landing your skills, you get your Life Force, you can execute more Ritual combinations and further advance your game play, which rewards you with more often choices.
We don’t even need all combinations avalible on the spot, they could be introduced slowly.
I think such system could not only fix nearly all Necromancer and Shroud problems, but also make Necromancer fresh and much more dynamic, while keeping that skill cap of pro-active playing and put more focus on good decision making.
And don’t you dare to tell me that it’s any power creep or core changes are impossible, because Engineer.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144
(edited by Rym.1469)