In the first post about the Elements, I gave an overview on how they are portrayed in various philosophies and media. In this post, I'll go into more detail on their role within gameplay.
Elemental Affinities
Similar to the Rune system in LoL, Elemental Affinities will be an advancement for each unit that provides another layer enhancement. The Runes were designed as passive boosts that compliment a champion's playstyle. To keep things simple, I can consider the four main elements. These effects span the various roles, but they could be associated with the primary classes to further specialize their existing roles or to compensate for their weaknesses. They could be mixed and matched with the secondary classes to become even more unique.
- Water: Abilities summon a wave of Water, knocking back enemies
- Hunters would use this to keep enemies away
- Mages might like this to further their crowd control
- Earth: Chance to deal extra Earth damage and resist stuns
- Warriors would default to this for becoming even more durable
- Hunters or Mages could use this to compensate for their low defense
- Fire: Abilities enhanced with extra Fire damage
- Mages would use this to add damage over time between their long spell casts
- Warriors or Rogues with natural defenses could use this for extra damage
- Wind: Gain increased speed and ability to phase through targets
- Rogues would use this to maximize their backstab uptime
- Hunters could use this to compensate for their low mobility
Progression System
In combination with the class progression system, this would multiply the number of class combinations by another factor. To prevent decision fatigue, the selection for each advancement would have to be spaced out for each unit. The milestones for each level can be as follows:
- Level 1: Primary Class
- Level 10: Elemental Affinity
- Level 15: Secondary Class
Further Thoughts
- Holy: Increase healing and reduce enemy damage
- Shadow: Drain life from damage dealt
- Lightning: Abilities chain lightning between enemies
- Nature: Abilities can poison enemies
- Magma: Abilities create damaging ground effects
- Ice: Abilities slow or freeze enemies
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