INDEX:
- Personal Statement I
- Affinity Summary II
- Affinity Descriptions III
- Rare Affinity Descriptions IV
- Untiered Affinity Descriptions V
- Poll and Conclusion VI
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Personal Statement I
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Important stuff below this section! (thanks Atrapper)
Alright, so Iâve been playing for five and a half years.
Iâve seen this game in itâs prime, downfall, and recuperation.
In present day, it faces many issues from itâs past; ranges from duping to letting the bots win (making everything SB when dropped).
Those two alone? Ripped apart the community, destroyed the economy and infected the pure with greed for hacked clients⌠regardless of the set-in-stone consequences.
From what I see, most people who DO play seem to have an establishment of wealth in their vaults.
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Affinity Summary II
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Regardless, I am here to present a new idea; one that will bring players back and keep players in: Item Affinities.
The idea is simple: Enemies will now have a chance to drop a consumable Affinity that will fuse with a specific item.
The Affinities vary; some will increase tank potential, some will increase damage potential, others will increase support potential.
These Affinities arenât permanent; they can be removed with a specific item that drops less often but ARE tradable (to bring back economic interaction, no more simple item-for-potion trades!).
Another thing special about Affinities; there are UNTIERED Affinities to collect as well, providing improved(and unique) effects that will separate you from the rest of the group!
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Affinity Descriptions III
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Well, here you go.
NOTE: ALL AFFINITIES WILL HAVE COOLDOWNS FOR THE SAKE OF PREVENTING OVERPOWERED AFFINITY COMBINATIONS CAPABLE OF NEAR-INVINCIBILITY AND INCOMPARABLE DPS! NOT ALL CDâS ARE LISTED!
Affinities:
Key:
"<^>" Is just a sign of alteration. Whether it be dependent on items or not, itâs there to show that those parts of the abilities are subject to change.
X= Values that vary with Level, Item Tier, and Affinity rarity.
Enrage: After taking X amount of damage, for every X damage you take, you receive +0.5 DEX (10 DEX max <^>) for a maximum of 10 seconds. Stacks reset after X seconds of not reaching the damage threshold.
Recuperate: After taking X amount of damage, for every X damage you take, you receive + 2 VIT (20 VIT max <^>) for a maximum of 10 seconds. Stacks reset after X seconds of not reaching the damage threshold.
Hyper: After expending X mana (this will scale with level to allow low-levels to use the Affinity as well), you receive +3 SPD (21 SPD max <^>) for a maximum of 5 seconds for each consecutive ability cast. Stacks reset after X seconds of not using an ability or swapping out abilities(to prevent Elemental Detonation- Fire Spray swap-outs⌠sneaky WizardsâŚ).
Harden: After taking X amount of damage, for every X damage you take, you receive +1 DEF (10 DEF max <^>) for a maximum of 5 seconds. Stacks reset after X seconds of not reaching the damage threshold.
Infect (ONLY works with Area of Effect Abilities (Spellbombs, Quiver shots, Shurikens , and Scepters DO NOT COUNT AS AoE)): The next AoE Ability you use will disperse a small field from the center of either the USER or the ABILITIEâS POINT OF LANDING (Obviously depends on what ability is being used) that deals Poison damage (X damage for X seconds).
Inspire: After healing a nearby ally/group for at least X HP (Scales with level AND tier), all affected allies receive +1 DEX , VIT and WIS (Max 5 for all <^>) every 1 second (Max 5 seconds). Stacks reset after X seconds OR after receiving Bleeding, Sick or Confused.
Purify: After healing allies for at least X HP (Scales with level, at least 1500 at level 20), remove Sick, Bleeding, Slowed, Confused, Dazed, Blind, and Paralyzed from all allies when you use your ability again (Once you meet the healing requirement, you must use your healing ability again to utilize itâs effect). TIP: Using Snake Oil or Bottled Honey will help you reach the threshold faster!!! Good use of items, right?!
Focus: After healing allies for at least X HP (Scales with level, at least 1500 at level 20), Provide all allies within healing range with +30 MANA <^> (not yourself). TIP: Using this with Pollen Powder will maximize itâs effectiveness!
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Rare Affinity Descriptions IV
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More rare abilities (For obvious reasons):
Remedy: After taking X amount of damage, for every X damage you take, you receive +5 to Maximum HP (Maximum 50 HP <^>) for a maximum of 10 seconds. Resets after taking no damage for X seconds.
Deceive: After taking X amount of damage (Scales with level, 400 damage and up at level 20) create a stationary decoy that lasts for 1 second. Cooldown is 40 seconds <^>.
Thereâs more but⌠Maybe the community can help make some up as well?
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Untiered Affinity Descriptions V
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NOTE: THIS CATEGORY IS DESCRIBED IN MORE DETAIL TO EMPHASIZE THE DIVERSITY FROM TIERED AFFINITIES. THESE REQUIRE MORE STRATEGIC CHOICES TO MAXIMIZE EFFECTIVENESS, OPENING UP MANY NEW WAYS OF APPROACH TO ENEMIES.
UNTIERED AFFINITIES:
Replicate: After expending X amount of MANA (Scales with level, 500 MANA and up at level 20), copy the effect of your last used ability(IF THE ABILITY DEALS DAMAGE, BUT IS AT A FIXED AMOUNT, DOUBLE DAMAGE WILL BE DEALT. NO NEED FOR REPEATED ANIMATION). This ability does not work with Cloaks, Orbs, Helmets and Prisms(for obvious reasons). Cooldown of 1 minute.
NOTE: This means that pesky enemies that block Spellbombs will be easily destroyed while the second bolt deals damage to the main enemy. If youâre a Paladin/Priest, your heal will a second time within a 0.10 second interval.
You may be wondering⌠How does this help Paladins? Well, hereâs how:
Paladins will reset their HP buff, meaning everyone around them gets double the HP back if theyâre missing that much.
The Heal and Damaging last 0.10 seconds longer, allowing for one extra hit (possibly).
If you have Seal of Blasphemous Prayer, your invulnerability lasts 0.10 seconds longer, which will be extremely helpful if you rely on it to tank. How cool is that?
Guardian: After receiving 1000 damage within 10 seconds, you receive +50 VIT, +100 Maximum HP and + 10 DEF for 10 seconds. Because this ability does not stack, it does not reset. Cooldown 1 minute.
This is not for the faint of heart. This is for the frontline. If you arenât melee, you arenât benefitting from itâs⌠benefits.
It may not seem powerful, but this is the only way a tank will survive a shotgun they werenât expecting.
Also, if you are surrounded by healers, this will help a LOT (Allowing quite a few Melee classes to reach 1000-1100 HP and tank way more)
You also have 10 SECONDS to tank 1000 damage. Childâs play for the reckless!
Paladins will also benefit because of their ability to give themselves HP. As long as their armor allows it, Reaching this threshold will be safe AND easy.
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Poll and Conlcusion VI
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Okay, I think itâs time I let my hands rest.
What do you guys think?!
Is this a good idea?
- Yes
- No
0 voters
I want to see what everyone can come up with. Seriously, this would make this game so much more fun. Since every item would have an Affinity ( 4 Item slots of course) , this could lead to some AMAZING Affinity combinations.
If you plan to tank, you can have all four Affinities set for increasing Vitality, Defense and Health.
If you plan to destroy, you can have all four Affinities set for increasing Dexterity, Speed and Attack (Need thoughts for Attack Affinities).
Thanks for reading. Hope this gets off the ground.