Posts Tagged Guildhall
The Guildhall & the Proposed Mentalist Reconstruction
Posted by Empyreal in Balance, Game Design, News, Revision on June 7th, 2010
Two major points for updating:
- I have been accepted to the Guildhall at SMU for Cohort 15 as an Artist — I am ecstatic and anxious and look forward to the challenge the next two years will pose. My first terms begins August 16th.
- I have finally completed a Design Document comprised of 29 pages of proposed changes for the Mentalist frameworks in Champion’s Online. I started it late April, and edited and added to it over the next month and a half. I cannot fully gauge how well balanced the proposal is since I do not have the behind-the-screen numbers and formulas available, but I did try to be exhaustive in balancing it against the metrics I can interact with. You can find the .pdf in the below link.
Mentalist Framework Reconstruction Proposal for Champion’s Online
Some Highlights:
- Psychic Vortex: Feedback damage now occurs at most every 1 second to each enemy affected by Psychic Vortex; feedback damage now scales based on Ego (similar to Mind Link):
- Rank 1: Feedback damage deals at most Ego*1 damage
- Rank 2: Feedback damage deals at most Ego*1.5 damage
- Rank 3: Feedback damage deals at most Ego*2 damage
- Psychic Vortex; Singled Minded: Advantage replaced
- Psychic Vortex; Hive Mind: New Advantage for Psychic Vortex; in addition to feedback damage, damaging an enemy affected by Psychic Vortex will propagate that damage to all other enemies affected by Psychic Vortex, dealing at most Ego*1 damage; this damage can only occur every 1 second
- Telekinetic Maelstrom: Power redesigned;
- 25ft PBAE
- 5 target max
- 7 second Maintain
- Ticks every .5 seconds
- Initial and Maintain Cost very high
- Deals small damage at the beginning but grows exponentially
- Total damage is very high
- 30 second cooldown
- Every second of maintain attempts to drain an Ego Leech effect from nearby enemies, returning energy to the user
- Telekinetic Maelstrom; Expansive Intellect: Advantage replaced
- Telekinetic Maelstrom; Psychic Winds: New Advantage for Telekinetic Maelstrom; Enemies caught in the Maelstrom are snared. The snare is reapplied every second, and does not apply resistance until the final tick.
- Precognition: Slotted Support Passive; Passively maintains 1 stack of “Futuresight” on yourself and your teammates. “Futuresight” increases Dodge chance by 50%. Avoidance scales by rank. On a successful dodge, “Futuresight” in consumed, but is automatically reapplied after 3 seconds. When an instance of “Futuresight” is consumed, all team members (including self) receive a small amount of energy, which scales with Presence. “You are able to glimpse into the future and warn your teammates of impending danger, allowing them to avoid attacks and counterattack more effectively.”
- Rank 1:
- +50% Dodge chance
- +25% Avoidance rating
- Returns 8 + Presence/20 energy to team
- Rank 2:
- +50% Dodge chance
- +40% Avoidance rating
- Returns 10.5 + Presence/20 energy to team
- Rank 3:
- +50% Dodge chance
- +55% Avoidance rating
- Returns 13 + Presence/20 energy to team
- Note: it is possible this support passive gives too much of an advantage to players using Lightning Reflexes, in which case the percents should be approximated using Rating Points. Also, ideally the Dodge or Avoidance percent should scale with Presence, but the technology may not be available for a buff stack to reference the characteristics of a different player.
- Rank 1:
- Ego Armor: Slotted Defense Passive; Reverse Defiance; Builds 1 stack of “Mental Barrier” every 2 seconds, up to a maximum stack of 8. Each stack offers an amount of Damage Soak (like Invulnerability) that is cumulative (6 stacks offers 6x more Soak than 1 stack, etc.). 1 stack of “Mental Barrier” is stripped every time the owner is hit, but only 1 stack can be stripped per second. The effectiveness of “Mental Barrier” scales with Ego, and the efficiency of the scaling is affected by Rank.
- Rank 1: “Mental Barrier” Damage Soak is equal to 6 – 60 (based on level) + Ego/3
- Damage Soak = +1.35 per stack per level; base
- Level 40; 200 Ego; 8 stacks = 1016 Soak for first hit
- Rank 2: “Mental Barrier” Damage Soak is equal to 8 – 80 (based on level) + Ego/2.5
- Damage Soak = +1.8 per stack per level; base
- Level 40; 200 Ego; 8 stacks = 1280 Soak for first hit
- Rank 3: “Mental Barrier” Damage Soak is equal to 10 – 100 (based on level) + Ego/2.3
- Damage Soak = +2.25 per stack per level; base
- Level 40; 200 Ego; 8 stacks = 1496 Soak for first hit
- Rank 1: “Mental Barrier” Damage Soak is equal to 6 – 60 (based on level) + Ego/3
- Ego Armor; Id-Subordination: Custom Advantage for Ego Armor; Every stack of “Mental Barrier” applies some Hold, Confuse, and Root resistance; 10% per stack
- Telekinetic Slide: Ranged Repel or Reverse Repel: “By grabbing a foe with your mind, you can put them right where you want them.”
- 50ft range
- Single target
- 1.83 second charge; .67 second activate
- 20 second cooldown
- Deals moderate crushing damage
- Low/Moderate endurance cost
- On Tap: Repel target 25ft
- On Charge: Reverse Repel target 15-45ft (based on charge)
- Applies Ego Leech to target
- Telekinetic Slide; Mental Aversion: Turns Telekinetic Slide into a 10 second toggle, which repels the target 5ft every .5 seconds.
- 50ft range
- Single target; toggle power
- 10 second duration; non-rooting animation
- Ticks every .5 seconds
- 20 second cooldown (note changes to Ego Storm for cooldown triggering and make sure the same occurs here)
- Deals low crushing damage each tick; total damage high
- Initial and maintain cost moderate; total cost very high
- Repel target 5ft each tick
- Applies Ego Leech to target upon expiration of Toggle
- Hypercognition: Slotted Support Passive; Support Quarry; Every time one of your powers attempts to knock, repel, or hold an enemy, you build 1 stack of “Hypercognition,” up to a maximum stack of 5. Each stack increases your energy strength and Ego by a percentage. Each stack lasts 10 seconds, and applying a new stack refreshes the duration of all stacks. Only 1 stack can be generated per second. “Your lightning-fast ability to process information allows you to plan strategies your enemies cannot hope to comprehend, giving you superior control of any situation.”
- Rank 1: Energy Strength +2.5% and Ego +3% per stack
- 5 stacks: +12.5% Energy Strength and + 15% Ego
- Rank 2: Energy Strength +3% and Ego + 4% per stack
- 5 stacks: +15% Energy Strength and + 20% Ego
- Rank 3: Energy Strength +3.5% and Ego +5% per stack
- 5 stacks: +17.5% Energy Strength and + 25% Ego
- Note: Energy Strength affects the energy returned on all powers that return a % of endurance.
- Rank 1: Energy Strength +2.5% and Ego +3% per stack
- Ego Crush: Charge Hold; “With perfect concentration, you hold an enemy helpless while crushing them into submission with your mind.” Similar to other charged holds, but also applies a crushing damage DoT. Consumes Ego Leech from a nearby target every second the hold lasts to deal extra ticks of AE crushing damage centered on the held target.
- 50ft range
- Single Target
- 2.17 second charge; .83 second activate
- 45 second cooldown
- High endurance cost (~75)
- Applies magnitude 0-2.5 Hold to target (based on charge); duration based on rank
- Applies crushing damage to target of Hold every .5 seconds as long as the hold exists; total damage very high
- Consumes 1 Ego Leech effect within 25ft of the target every 1 second to deal bonus crushing damage to up to 5 targets within 25ft
- Rank 1:
- Hold Duration: 12 seconds
- Single target damage ticks: Base Damage –20%
- AE damage ticks: Base Damage –50%
- Rank 2:
- Hold Duration: 14 seconds
- Single target damage ticks: Base Damage
- AE damage ticks: Base Damage –30%
- Rank 3:
- Hold Duration: 17 seconds
- Single target damage ticks: Base Damage +20%
- AE damage ticks: Base Damage -10%
- Ego Crush: Crushing Vortex: Upon consuming an Ego Leech effect, up to 5 targets within 25ft will be sucked towards the held target, in addition to the normal burst of crushing damage. Applies a Reverse Repel of 10ft to the targets affected by the AE crushing damage.