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Prime Design:
We want three balanced secondaries that are roughly equal in power both real and perceived. We do not one one guild to stand out as the one all players want to take. This will require player input. We want to get this ready and put some numbers on it before beta release in standard form on the forum for comments from the playerbase.
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Nature Design:
Nature secondary is based around talking to the spirits of nature. Spirits of trees, river spirits, spirits of the stones, spirits of the breeze, etc. Think something akin to the Japanese Shinto faith where everything has its own spirit. Debuffs are based around using natural items to engage or otherwise stymie the opponent. Because it is spirit based and everything has a spirit, nothing should be outdoor only, it should focus on engaging the spirits where they are at - this means using terrains and such.
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Decay Design:
The mirror of Nature, decay is more attuned to the natural cycle of death and decay as opposed to the necromantic. Again, think of Shinto or Buddhist concepts where decay is the natural state moving toward rebirth in the cycle. Spirits of dead rotting trees, spirits of the dead or deceased in transition, spirits of wind, spirits of water, spirits of fire, spirits of acid, etc. The guild should be focused on damage and their debuffs based on aging and the end of life cycle.
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Trickster Design:
Classical Kitsune; fox spirits; mischievous things like forest sprites, and other trickster spirits. Conceptually the guild is supposed to be good with using their spirit friends to deceive, misdirect, play harmless pranks, and protect against the same.
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Discussion Points:
- What is the role of the pet? Right now it's leaning toward non combat and adds resists / buffs to party.

- The biggest takeaway from the first round of previews is that we didn't do a good enough job making this attractive across the "other" guilds that could take it other than channeler. What can we do to avoid making "one prime only" secondaries here without watering it down to where it's useless to channeler at all.

- The spiritual axis idea is a good one. The prime design was to eventually allow for more types of spirits. I (Kellin) am thinking we could look at this as two aspects: the spiritual axis to which a spirit belongs and then the various types of spirits. The type of spirit and the axis it rests upon determines the effect and allows us to retain the nature/decay/trickster themes while aligning the spiritual axes differently. This gives us flexibility in what can be strengthened in terts as well as better control for non-channeler joining characters. How could/should this look in practice?

- The tert paths are roughed out but didn't seem to hit the mark. What other legitimate things would work and be balanced? The role for channeler is "best protter class" and a sideline of dpr and twiddling status.

- I (Kellin) like an idea pitched to change all the bolts to just lesser spirit bolt / spirit bolt / greater spirit bolt. How to align these to the above axis idea needs fleshed out.

- The spell names in the secondaries will become chants and the names English. This is a known thing - nobody likes the Japanese names but Kellin.

- Resist stacking is a huge discussion. Be aware that channeler will be the best elemental resistance protection in the game. "how that looks" is being debated but just to clear the air this means a few things. A) the cost of resists are going back up to 250/500 as before the abjurer retirement and B) the caps are going to slide around to put channeler in the right position. We are not 100% clear on how that will look, but that's the end goal here.
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Design
Channeler Prime
Nature Channeler
Decay Channeler
Trickster Channeler
Tert Paths