Howdy Patreon!
Today we got a gameplay update for the Cleric Class Ability! Up until this point in the game, Clerics (ok we really just mean Marina), were shoehorned into a Shield. The class fantasy is that of dynamic gameplay that changes from game to game. As this class is primarily that of supports (though not exclusively), we want these playable characters to feel like they always have a goal to achieve and things to do.
Moving forward, there will be 3 options upon loading into a game that Clerics will have to choose from as the quest they choose to embark on. These quests will start small and gradually increase in magnitude and reward. The active portion of this Class Ability is unlocked after completing the first quest and will remain unlocked for the remainder of the game. The second quest will strive to empower yourself and your newly unlocked active effect. This second batch of quests is meant to take you into the mid game where you will focus less on laning centric tasks and more macro control tasks such as placing/destroying wards or using your active ability effect in team fights.
Note: Quests wont start until a Tome is selected, so its advised to pick one before gameplay starts.
Now what are these active effects, what are the quests, and how will they impact my gameplay? We have plans for a large variety of styles around these abilities and the way players can use them. We want them to appeal to newer players and allow for depth for those Clerics who want to spice things up once in awhile.
The first available Tome is the one you all know for Inanis, the Etherean of Dreams. This ability is focused around shields that scale off of missing health. Quests will include tasks such as healing/shielding ally Myths, placing wards, and CCing enemies. Once the first quest is completed you will unlock an active effect that grants you and your closest Ally a shield based on Missing Health. When upgraded this shield is applied to all allies in a larger radius around your Myth.
The next Tome is for Azrail, the Etherean of Death. Darkness consumes you and drives you to madness with a thirst for the fight. Quests associated with this Tome will be in line with dealing damage to enemies, destroying wards, and getting takedowns. Upon unlocking and subsequently casting this ability, you are driven to utter insanity, increase the damage dealt to Myths for a duration of time. Takedowns while this is active permanently increase the damage amplification for the rest of the game. Upon completion of the final quest, your enemies have realized your true power and are fearful of what you have become. While in your state of insanity you will occasionally fear enemies and make them remember why they dreaded facing a Cleric of your magnitude.
The final Tome is that of Marah, the Etherean of Matter and Space. What is Ethereal without a little bit of verticality, but how about some anti-gravity? Quests here will revolve around providing utility to your team and granting them the tools to win through various means and getting into spaces they wouldn't normally be able to get to. The active on this ability turns down the gravity in an area around you for all Myths, enemies included, allowing for (not quite inter) stellar gameplay.
What are your thoughts on the upcoming Tomes and questlines? How do you think they will complement the game? Let us know in the discord!
As always thank you all for your support! The countdown to the next test has begun.
Undying Games ~~