Thursday, August 23, 2007

Brainstorming

Before the silliness, check out Yea We Lift's blog. So far it features entries from their priest, Eks, but will eventually feature articles from the team's other members. Even if you're not on Stormstrike, you've likely heard the name of many of their players as some of them have been big name PvPers since WAY back. And if you haven't, you'll see a few of them hopefully not embarrassing themselves and me in the process at WSVG this weekend. =p Seriously, they're crazy good and have been a dominant part of Stormstrike arena since the beginning of season one.

I know this isn't the sort of article that people want, but I thought it would be interesting to randomly brainstorm potential changes and future abilities before too much expansion news hits and we're all jaded by what we've seen.

Brainstorming Ideas for WLK:

Some are changes to existing mechanics, some are stupid thoughts that I had, and some are just cool things I've heard.

Spellsteal - Spellsteal's base mana cost reduced by 35%. Casting Spellsteal now gives you the Arcane Blast debuff increasing the mana cost of your next Spellsteal and Arcane Blast spell and reducing the cast time of your Arcane Blasts with each stack. (Stacks 3 time) Spellstolen buffs cannot be dispelled. Basically, makes Spellsteal have a dynamic with Arcane Blast and makes it cheaper and more desirable for single dispels, but extremely costly to spam.

Feedback - Randomly removes one beneficial effect from the target and restores 5% of the mage's mana and health. (45 Sec CD) I always thought that the BE priest racial was a really cool idea but underpowered and too situational. I like the idea of sacrificing buffs on a moderate cooldown for a powerful effect. Some class should have something like this, it's a cool mechanic and if you think about it in conjunction with rank 1 buffs and the ability to remove buffs from friendly targets (not yourself), it has some cool potential.

Haste - Increase target's movement, casting, and attack speed by 30% for 12 seconds. Target is afflicted with exhausted after haste ends (if not dispelled, get it?) which reduces the above 3 by 30% for 6 seconds. Again pretty obvious, but the mechanic twist is that you have to choose whether to dispel it or not, as if dispelled, they won't become "exhausted."

Ignite - The damage done through ignite is based on the critical strike damage before resilience is included. So a 2k crit yields 800 ignite damage even if the crit is reduced to 1500 by resilience. This is more of a balance/scaling thing than a change, but I think that these types of effects shouldn't be triple-taxed by resilience.

Molten Armor - The damage dealt by molten armor will now damage ranged and caster targets. This is a ridiculous buff especially when you figure in impact. Weirdly, Blue said in Beta the reason why this wasn't in the game was due to technical and not balance issues. I always thought that this would be cool and make mages way more of a pain to FF despite their squishiness. (literally) I think that people talk about spec viability for other classes a lot (read shamans, rogues, priests) but the topic is generally ignored for mages. I'm not sure fire mages should be a LOT harder to kill but perhaps what keeps them alive in arenas more than survivability could be a mechanic that makes targeting them painful. (beyond the annoyance of chain blazing speed procs)

Frost Snares - All frost snares are on self diminishing returns. After 3 frostbolts, you are immune to the frostbolt snare for 15 seconds, same for CoC. (obviously not Blizzard) This would probably make almost no difference balance wise, but it feels stupid that I can grief people forever with rank 1 fbolt and depending on their class and current cooldown status, they can never escape or fight back.

Minimum Mana Cost on Low Ranks - Rank 1 spells cost at least 50% of their max rank equivalents. This would be a huge nerf, but why are half the spells I cast from level 20 or earlier? Rank 1s should still be better situationally, but not equivocally. (poly, nova) Other classes don't get this luxury to the degree that mages do; it seems like a real oversight.

Master of Elements - Mana restored from criticals going to whole party, amount restored reduced to 10/20%. I really know very little about endgame PvE anymore, but even if frost remains marginalized in raiding, how can you make both fire and arcane attractive, fun to play, and viable? Fire always felt extremely mindless fireball spam to me; perhaps it is time to tweak the gameplay. (this doesn't change gameplay really...)

Spell Haste, Heroism, and Troll Beserking should reduce the global cooldown. Because they do not, many core abilities gain nothing from these effects and this creates weird scaling issues.

New Area of Effect Spell - Blue stressed again the AoE nature of the class during both class panels at Blizzcon. There were no new AE abilities for mages in BC (except DB, which is only sorta AE and shares CD with CoC) while other classes received many. I've always loved the idea that Blizzard would be changed to a 6 second channel that would continue for 4 seconds in the area after the channel. Think summon blizzard on an area instead of stand there channeling it. You'd then get 4 seconds of overlapping AE potential plus some cool possibilities in PvP.

Sear - 4 Second Channel. Deals fire damage each second with each tick doing increasingly more damage. 24 Sec CD. Think Protoss Warp Rays. There aren't any escalating damage channels, why are they all flat damage? This would be cool in PvE and PvP and as long as it was long enough cooldown to be reliably interrupted (and PvE balanced) could be an interesting mechanic. I imagine scorch stacking and trying to outrange that ES to get off the sear.

Cauterize - Deals 500 damage to a friendly unit and removes all bleeds. Healing done to the target is increased by 30% for 8 seconds. Could do more damage based on spell damage or not. The idea is that you can harm a teammate (breaks poly, sap, gouge) which alone is not in the game and you can simultaneously give him a healing buff. (also strangely missing from the game as a player ability at least) The second mechanic is dying to be in the game and could be really one of the missing pieces in extending and making more complex arena matches.

And that's all that I got on top of my head right now. Post up some weird ideas or thoughts preferably with mechanics not yet in game as player abilities but are still the sorts of things that can be reasonably implemented. (As cool as that slow motion Mothership time stop thing would be in WoW)

23 comments:

karmin said...

First. Ek's site will be a new read for me. I like the post too I can't wait to see what trees you dream up for XPac.

Hawk said...

I disagree with most of your ideas, but "Cauterize" is one of the best suggestions I have seen in a while.
That would just be insane, it would add a lot more depth to the game, even though the exact description you give feels OP (maybe give that healing buff idea to another class)

Oppo said...

I agree w/Hawk.

Nice job coming up w/Cauterize.

Makes a lot of sense, and doesn't unbalance 1v1 (from it's current, ridiculously unbalanced state)

huck said...

When I used to play ultima online mages would cast a spell and then hold it for up to 20(?) seconds before "dumping it" on someone.

I think it would be cool if mages could get a spell or two like that. It could have a 3 second cast time, and then you have a certain amount of time to release it. While the spell is charged you can't cast or wand anything or else you lose the charged spell.

This would help with los issues in arena, and would let people sync there damage in a new way.

Anonymous said...

They should really integrate the second T5 bonus somewhere in the arcane tree...

Anonymous said...

I don't understand why every cool ability a mage has needs some stupid negative effect on it (see suggested haste idea), where most other classes never have to deal with that sort of thing.

I guess we're all used to it by now, huh?

Elaka Tomten said...

I thought they put global cooldown in the game to even things out between players with low and high ping. Therefore, implementing an ability which lowers the GCD would be really wierd.

It shouldn't be possible to kill a friendly target with Cauterize to prevent abuse.

Cauterize is also a big nerf for cc-dependant classes. It's already easy enough to break cc. Introducing another way of doing so would reduce the complexity of arenas IMO.

Anonymous said...

I like your take on haste a lot.

Richter said...

Imagine getting ganked by a 70 mage of the same faction with cauterize. :(

teki said...

Post up that sc2 stuff! I like this type of post cuz I also sit around and daydream about stuff that would be cool in WoW.

Anonymous said...

Currently there is no ability in the game that can damage a friendly unit because of the potential for griefing. Plenty of alliance mages would be wandering Elwyn Forest 1-shotting newbs with cauterize. Misdirect has similar griefing potential, but they made it so that you have several seconds to click off the "buff" if someone was constantly harassing you.

Anonymous said...

well make it castable only to your own group, big deal

klassick said...

DR on snares shouldn't and hopefully won't happen.

entrails said...

Pretty good ideas. I especially like the spellsteal change and feedback for mages, but the best idea is cauterize. Holy shit, that would be an amazing ability.. in the hands of a druid. Makes no sense to me to give that to mages, but it seems perfect to make resto druids more desirable in 5v5. I was already thinking they needed some kind of 30% healing increase buff, but the ability to break CC with damage fits in perfectly with what druids lack, along with maybe some passive survivability tweaks.

Of course, druids are pretty redunculous in 2v2 and 3v3 so there would have to be simultaneous nurfs to their 2v2/3v3 viability, but cauterize seems like the perfect abbility to justify that.

gablo said...

cauterize to druids? druids are already impossible to cc, why make their entire group impossible? I think the idea behind giving it to mages is to make mages more desirable teammates.

and anonymous makes a pretty good point when he asks why do all of our buffs have debuffs attached to them? I think you had some pretty cool ideas raddy but it's too bad half of them are harmful too :-p

Nate said...

Not trying to nit-pick, just offering a slight correction. You stated:
"There aren't any escalating damage channels"

The night elf priest racial spell Starshards is a channeled spell that escalates in damage as it is channeled.

Raddy said...

good catch nathan. i totally forgot about that lol. ^^

yeah an ability like cauterize would have to be party members only much like amplify and dampen.

as for "harmful" effects on everything, I sorta like abilities having a downside or being situational. I think that it opens up the possibility for strong players to stand out by choosing the right tools for the right circumstances as opposed to just using the clear-cut most powerful option.

I also like mixups a lot and its something that WoW is starting to have more of, but still lacks too much of in my opinion. I think its cool for things to not be like "oh this is a powerful buff, let me use it. oh he used x buff, let me dispell it." ^^

Max said...

ROFL trounce got shit on in the opening round by local nobodies. Guess that says a lot about how bad your bg is.

Saithlol said...

MIGHT AS WELL ASK FOR MORTAL FIREBALL STRIKE, DIVINE SHIELD, PERMA BLAZING SPEED, AND CLOAK OF SHADOWS WHILE YOU'RE AT IT

good post btw

Kavik said...

I've actually seen Cauterize mentioned several times before, but as a possible future spell for shaman, instead of mages. Personally, I'd prefer to give it to shaman (I am one, obviously), and think it would balance several of the issues that class currently has.

Anonymous said...

"I sorta like abilities having a downside or being situational"

That's what a cooldown is for, just like with every other class. When I see CloS make a rogue take 90% increased spell damage for 5 seconds as a debuff you may have a point. But that won't happen because in the context of any class other than mage that idea would be described as stupid.

Blake said...

I like Cauterize. as it would would not make a difference in 1v1 balance, but it would add even more utility to mages. Also DR on frost effects ftw. As a rogue its annoying getting R1 kited and frostbite procced every 2 seconds. Feedback seems like a cool idea, but there should be a chance to fail since otherwise it could be used as a mana battery at the end of a fight which seems slightly OP. The Haste idea is not well thought out though. Certain classes (especially rogues) have set bonus (assasination, not that anyone uses it, but it would haven effect on pre-raiding PvE) and item procs that give haste (Dragonspine Trophy, the best PvE trinket for combat rogues in the game); this would totally screw up the balance of PvE..

Anonymous said...

starshards is a channelled scaling effect :P l2 NE PRIEST!