Ability Designs | Patreon Weekly #94
Added 2021-03-22 15:00:05 +0000 UTCHey Patrons!
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Now that patches for v0.9.2 are finally done, I’m going to be focusing a bit toward implementing side content for v0.9.3 this week. I spent a fair bit of last week on ability and talent design though, so here’s more info on that!
Subclass Armor Abilities?
As I mentioned previously, I’ve been mulling over the idea of each subclass having one armor ability. After doing a bunch of design iterating on this concept, I’ve decided to scrap it in favor of keeping all armor abilities class-specific.
The main reason for this was the ideas I was coming up with kept feeling like they competed with the existing subclass mechanics more than they complemented them. I found the best way to make abilities complement subclasses was to not have them tie into the subclass directly.
But then, why not just make that ability available to the class generally? Some armor abilities may be made with certain subclasses in mind, but I think it’s best if they all work generally, instead of risking them treading on subclass mechanics.
Some Early Ability Designs
So, what are some of these abilities then? Let me list out a few of them! Some of these are extensions of existing abilities, and some are totally new:
- The Warrior might get a shockwave effect that harms enemies in a cone AOE in front of him. This would probably be more useful for disrupting and disorienting enemies than damaging them. Talents could add to the effect of this ability, increase its range, or grant the warrior a self-buff when he uses it.
- The Mage might get an elemental blast ability, which is an extension of his current molten earth ability. Rather than just using fire, this ability would create an AOE effect that’s based on the wand imbued in the mage’s staff. Talents might make this AOE larger, increase the effect duration, or grant the Mage a self-buff.
- The Rogue would retain Smoke Bomb, as an ability both for mobility and disorienting enemies. Smoke bomb works really nicely as it gives both the Assassin and Freerunner tools that they like. Talents might enhance the mobility or disorientation properties of the ability.
- The Huntress would retain Spectral Blades, but with the power emphasis a bit less geared toward hitting a huge number of enemies. The ability essentially lets her use her melee weapon as a ranged weapon for one attack, which is very neat. Talents might add more power or flexibility to this, including giving it back some of the multi-hit power it currently has.
Comments
I'll talk about this a bit more in the upcoming livestream, but I agree that now talents are almost finished there's an unfortunate situation where experienced players need to go to hero select to plan, and new players who are looking over the heroes get barraged with talent choices. This is something I'd like to improve on.
Shattered Pixel
2021-03-24 22:22:58 +0000 UTCI like these ideas. I was playing a game a little bit ago and I trying to decide if I wanted to go assassin or freerunner that run. I was going to look at the talents and have that help me make my decision, but they are locked out in the character screen until you choose a subclass. I had to go back to the main menu and partially create a new game to look at the talent choices. I was wondering if it was possible to add the class talents to the adventurer guide somewhere? Especially with this new armor mechanic, eventually I may get all the talent trees memorized, but for now, and for new players it would be nice to be able to see all that information in the game.
Andrew Gasper
2021-03-24 13:38:37 +0000 UTC