Various gem related ideas.
A few ideas I had regarding the gem system. Of course, the last few are a straight increase in the overall power of magic and gems in general, so there's definitely balance issues with them, haha.
1) Weapon-related gems. Instead of mana and energy being used for different schools of spells, mana is strictly for magic, with energy being used for physical abilities, tied to your weapon skills, or maybe a new skill entirely. Basically, fancy combat moves instead of magical spells.
A few example ideas:
Armor Piercing Jab : Attack with a Piercing Weapon that ignores the opponent's armor. (or a certain amount of armor)
Stunning Crush : Attack with a Crushing Weapon that has a chance of stunning the opponent for X seconds. A stunned opponent can't attack, use gems, block, or parry.
Bleeding Slash : Attack with a Slashing Weapon that causes the opponent to bleed, dealing an additional X damage over Y seconds.
Aimed Shot : An Archery attack that never misses, but deals half normal damage.
Siphoning Strike : A Staff attack that saps some of the opponents Mana, replenishing your own.
Disarming Lash : A Whip attack that disarms the opponent, causing their autoattacks and autoshots to stop for X seconds, if it hits.
2) Pre-load gem slot, or aura-slot. At a certain level of wizardry, your gem pouch(es) would gain a special slot. The first idea, a pre-load slot, lets you start combat with a gem already waiting in your gem draw slot, allowing you to pull whatever gem you want right at the start of combat. If you replace it, it goes back in the bag, but pops up again at the start of the next fight. Alternately, it could just be used for auras. Definitely adds a lot of power to auras in general, and gems as a whole.
3) Multiple draw slots. When you gain your second gem pouch from wizardry, instead of the current mechaninc, which involves switching pouches and emptying all your active gems slots, you actually draw from BOTH (or all three) pouches during combat. This would mean you have two or three gem draw slots, and draw from each one when you draw, allowing you to customize your pouches and use them all. One bag for healing, one for damage, or have a once-per-draw bag and a recastables bag. Tons of options, but again, GREATLY increases the power of magic.
4) Magical jewelry (guaranteed gems). Similar to the pre-load slot suggestion, this idea involves rings set with magical gems (possibly costing a LOT more than the normal ones). Wearing say, a "Gradual Repair" ring would cause the spell to function all the time in combat, draining energy and healing you. Wearing a "Flung Candles" ring would let you cast the spell as if you had the Flung Candles gem in your active slots (Ring slots appearing somewhere else in the combat window).
Basically, it would be extra gem slots that you can't change in battle, and couldn't be once-per-draw gems (No mana and energy restorers, of course!). Maybe necklaces or something for aura gems. Essentially, another way to circumvent the random nature of the gem draw system.
I mean, most of these ideas are going to sound great to the players because they all give us more power! Mostly what I'm going for is adding versatility, and more interactivity to the combat, instead of the typical "Auto attack and slot a bunch of gradual heal gems" that seems to be the most effective strategy.
So, thoughts, comments, criticism?
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