Gemstones are all well and good for socket-ting. But they lack the oomph factor.
Basically they are just additive stats. Very useful at early/mid game. As players move towards the endgame, they become less interesting options.
So how about some multiplicative stats additions, instead of 5,20,50 flat stats, offer 1, 2, 5% bonus to the overall stat.
I envision the runestone alternative to gemstone.
5 tiers of quality corresponding to 1-5% of bonus to stats. Plus a final surprise at the end.
Earth Runestone -> Block
Wind Runestone -> LoH
Life Runestone -> Vitality
Fire Runestone -> Power
Water Runestone -> Damage Reflect
I purposely skipped haste, AR, and Armor because attack speed is already near limits of the game engine, too much skill spamming is already in the gameplay, and finally no one wants armor.
The final surprise.
If all that sets runestone aside from the gemstone is multiplicative instead of additive, they are not that interesting. Here lies the final surprise.
When socketting with the highest tier Runestone, this enables special procs.
Earth Runestone -> Gift of Earth: successful block has 25% chance to gain 700 HP (old defender set bonus that I miss)
Wind Runestone -> Gift of Wind: 5% chance to trigger shield bubble. (shield bubble for everyone!)
Life Runestone -> Gift of Life: 2% chance to reset potion CD per attack. (quaff quaff)
Fire Runestone -> Gift of Fire: 1% chance for a ring of fire bursting out like TBD minus the stun and push back (8000% dmg)
Water Runestone -> Gift of Water: 1% chance for a fan shaped wave soaking the enemies in front of the player, making them 50% more prone to damage for 3 seconds (amplified damage for everyone)
The strength of the procs will actually be dependent on how many max tier Runestones are socketted. The numbers above is reflective of mid-high level of socketting of the same stone.
Limits: only one proc will be active, that means someone socketting 3 types of runestones will only have the proc that is associated with the most socketted runestone active. The other runestones will only provide the stat bonus.
and One More Thing:
Down the road, those runestones can be like code. If some minimum number of different types of runestones are socketted, it enables a special Runestone skill. Let's make another draw symbol for it. Like the runeword skill.
For example 3 Fire, 3 Water, 3 Earth might enable something called Field of Thorns Skill. A castable Runeword skill that cast a ring of thorn/spikes around the caster doing 5000% damage, make mobs hit take 33% more damage and also gain 100HP per mob hit.
The possibilities are endless.
Basically they are just additive stats. Very useful at early/mid game. As players move towards the endgame, they become less interesting options.
So how about some multiplicative stats additions, instead of 5,20,50 flat stats, offer 1, 2, 5% bonus to the overall stat.
I envision the runestone alternative to gemstone.
5 tiers of quality corresponding to 1-5% of bonus to stats. Plus a final surprise at the end.
Earth Runestone -> Block
Wind Runestone -> LoH
Life Runestone -> Vitality
Fire Runestone -> Power
Water Runestone -> Damage Reflect
I purposely skipped haste, AR, and Armor because attack speed is already near limits of the game engine, too much skill spamming is already in the gameplay, and finally no one wants armor.
The final surprise.
If all that sets runestone aside from the gemstone is multiplicative instead of additive, they are not that interesting. Here lies the final surprise.
When socketting with the highest tier Runestone, this enables special procs.
Earth Runestone -> Gift of Earth: successful block has 25% chance to gain 700 HP (old defender set bonus that I miss)
Wind Runestone -> Gift of Wind: 5% chance to trigger shield bubble. (shield bubble for everyone!)
Life Runestone -> Gift of Life: 2% chance to reset potion CD per attack. (quaff quaff)
Fire Runestone -> Gift of Fire: 1% chance for a ring of fire bursting out like TBD minus the stun and push back (8000% dmg)
Water Runestone -> Gift of Water: 1% chance for a fan shaped wave soaking the enemies in front of the player, making them 50% more prone to damage for 3 seconds (amplified damage for everyone)
The strength of the procs will actually be dependent on how many max tier Runestones are socketted. The numbers above is reflective of mid-high level of socketting of the same stone.
Limits: only one proc will be active, that means someone socketting 3 types of runestones will only have the proc that is associated with the most socketted runestone active. The other runestones will only provide the stat bonus.
and One More Thing:
Down the road, those runestones can be like code. If some minimum number of different types of runestones are socketted, it enables a special Runestone skill. Let's make another draw symbol for it. Like the runeword skill.
For example 3 Fire, 3 Water, 3 Earth might enable something called Field of Thorns Skill. A castable Runeword skill that cast a ring of thorn/spikes around the caster doing 5000% damage, make mobs hit take 33% more damage and also gain 100HP per mob hit.
The possibilities are endless.
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