Add more 4th books instead of elemental damage types

This starboard post is a quick summary as to why elemental damage is a bad idea, but one even more important topic not mentioned there is the fact that it could potentially kill build variety instead of promoting it. Imagine this:

  • In the current system, 3 weapons are viable for a sorcerer. They use builds revolving around those 3 weapons everywhere, so you come across 3 different sorcerer builds.

  • With elemental damage, each map generally has a couple specific elements to it (Lets say Dark and Fire for Badlands.) Now 4 weapons are viable in total for sorcerers thanks to elements, but going into Badlands, all of them are going to use the best option there, leading to everyone running the same build.

TLDR of this is that when elemental damage comes around even though data may show more variety in the meta, in practice, going into a map you will see far fewer builds due to everyone chasing the best performance (a consequence of the contribution system but not 100% tied to it.)

What I recommend instead is opting for more 4th books. Vampire is the only current 4th book, and its abilities reward players for gaining and losing health, adding depth to an existing game mechanic instead of adding a new one.

Following this trend, we could add more 4th books that cover different niches; debuffing enemies, dealing AoE and DoT damage, healing allies, trading AoE capabilities for single target damage etc.

This way, every player could spec into the 4th book they want that complements their playstyle; while one warlock could want single target DPS, another could aim for sustain and self heals and a third warlock could go for debuffs instead. We’d encounter 3 very different builds for the same class coexisting which is well, build variety.

(another point about why elemental damage is a bad idea i didn’t mention is that it adds yet another shallow new feature to worry about instead of building synergies with your class. 4th books introduce more depth to game mechanics, adding interactions between specific stats, actions and abilities while elemental damage changes nothing with gameplay but makes you deal more or less damage against random targets. Even if elemental damage were changed to trigger effects instead of influencing damage, this would just make it even more of an afterthought of an addition people would just not want to engage with.)

4 Likes

If some ideas for possible 4th books are needed, here are some concepts I made

—————OVERGROWN—————

Overgrown is a spec/4th book based on DoT and AoE effects. It is themed around delving deep into the Forgotten Spire and its dark nature.

—SKILLS—

Ability 1-[Ravenous Bloom]: Create a hungry bloom at aimed location that deals rapid damage to enemies. The bloom grows larger and grants bonus ability radius per enemy inside.

Ability 2-[Swallow]: Create a cursed cloud of pollen at aimed location that slows down enemies and increases DoT damage taken. Enemies that try to leave the cloud are pulled back in once.

Passive 1-[Vile Eruption]: DoT effects gain a chance to erupt, dealing that tick’s damage in a radius. Eruption chance scales with ability radius.

Passive 2-[Wither]: Take increased damage, but convert a portion of it into damage over time. Gain stamina regen while taking DoT.

Passive 3-[Parasitic Enlargement]: Above 50% stamina, casting abilities consumes stamina to gain a multiplicative radius increase.

—————TAO—————

The Tao is a spec that branches from Gautao’s path and utilizes both magic and physical attacks in combat, seeing them as the yin and yang of battle.

—SKILLS—

Ability 1-[Complementary Assault]: If you have less Materialize stacks, perform ranged magical punches. If you have less Spiritualize stacks, perform melee physical punches. If both are equal, perform both.

Ability 2-[Tao Zen]: Take a short break from battle to meditate, focusing on your weapon and entering Zen State.

  • Zen State: For every Materialize stack, your magical hits repeat 3% of their damage as physical, and for every Spiritualize stack, your physical hits repeat 3% of their damage as magical damage. These repeat hits do not grant stacks. Lose a hefty amount of MP per second while in this state.

Passive 1-[Materialize]: Magical hits grant stacks of Materialize, granting STR and physical damage. Max of 5 stacks.

Passive 2-[Spiritualize]: Physical hits grant stacks of Spiritualize, granting INT and magical damage. Max of 5 stacks.

Passive 3-[Totality]: For every 1 stack of Materialize and Spiritualize you have, gain a stack of Totality, granting movespeed and immense mana regen.

——————AVENGER——————

Avenger is a spec/4th book themed after tech augments, single target elimination and avenging Tal Rey.

—SKILLS—

Ability 1-[Smartshot]:
Fire a laser projectile that redirects itself to your cursor’s position a short time after it is fired. The laser tracks down the closest enemy after redirecting, can only hit one target and applies Avenger’s Mark on hit.
Hitting an enemy inflicted with the mark resets duration and is guaranteed to crit.

  • Avenger’s Mark: Deal and receive 10% bonus damage against this target.

Ability 2-[Nanomissiles]:
Fire a clusterbomb into the air which then splits into a volley of 6 small missiles that redirect themselves to your cursor’s location. Landing missiles on an enemy marked by Smartshot temporarily increases the damage you deal to them by 1.5% each.

Passive 1-[Aim Assist]:
Upon marking an enemy, reduce the radius of all your abilities by 15/30/45/60/75%, but make them all home towards the marked enemy, with the strength scaling on passive level.

  • [Incompatible Tech]: Smartshot is not affected by this passive.

Passive 2-[Cyber Augment]:
Enemies marked have all incoming healing greatly reduced. Every Xth hit on a marked enemy is guaranteed to crit, and critical hits on a marked enemy grant extra movespeed and mana.

Passive 3-[Compensator]: Upon expiration, Avenger’s Mark briefly slows down the enemy and resets Smartshot cooldown.

(Below are ability icons i made for Avenger.)

6 Likes