UPDATED 5.4.
Now i believe this should not replace Sorcery, but it should exist together with it (perhaps it should be added prior Sorcery release)
Since sorcery is scraped (for now) and FC mentioned that Orbs were intended to be part of Sorcery anyway i came to this conclusion.
Lets call it Alchemy:
We have items with magical properties, like orbs, explosive jars, traps, potions, war paints and several attributes but 2 major that differs game “classes” or play styles…
strength = melee
accuracy = ranged
In order to make it work we would have to reduce damage of orbs, traps and jars by lets say by 50% and make Orbs effective only vs T1, players, creatures and NPC so this new attribute would make sense. Also the “Alchemyst” would most likely prefer to wear light or medium armor since they are focused on “mental strength”
now Imagine new attribute “Alchemy” - every point spent in alchemy would increase effectiveness of orbs, explosive jars, traps, potions by 1% per level invested and perks would be like this:
-
A variant) warpaint duration increased by **%
B variant) warpaint duration increased by **% based on your corruption level -
A variant) light and medium armor provides you with **% more armor, but heavy armor provides **% less
B variant) light and medium armor provides you with **% more armor, but heavy armor provides **% less,
depending on your corruption level -
A variant) Orbs can be crafted without thrall. Orbs, traps deal **% higher damage and aloe extract,
bandages are **% more effective
B variant) Orbs can be crafted without thrall. Orbs, traps deal **% higher damage and aloe extract,
bandages are **% more effective, based on your corruption level - orbs can now damage T2 buildings
-
A variant) explosive jars (placable or trebuchet) are **% more effective
B variant) explosive jars (placable or trebuchet) are more effective by **%, depending on your corruption
level
Modified 23.3. 15:45
I add this A and B variants because this could be more interesting with corruption and it would also make it work for some players who would really love to see corruption as part of sorcery
So lets say that after reaching last perk of the Alchemy, the “Alchemyst” would done the sme damage with orbs, traps and jars as it is done by every player right now or Official servers or even 10-20% more, and would most likely wear light or medium armor.
now we would have 3 major stats to differ “classes” or play styles…
strength = melee - with preferred heavy armor, but also some medium armors would fit as well
accuracy = ranged - with preferred medium armor, but also light would fit as well
alchemy = sorcerer, alchemyst, shaman - with preferred light armor, but also medium would fit as well
what do you think guys?
PS: i might change the concept a little… this was just quick concept before lunch
- I would prefer to see FC concept of Sorcery
- I would prefer to see some concept like “alchemny” mentioned in this post
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