Thursday, July 28, 2011
Adventures in Amateur Game Design, part 2: Changes
The warrior specs would be shield, 2-handed, and dual wield. The shield spec would focus on defense. The 2-handed spec would focus on powerful attacks and debuff type abilities that originate from overpowering the opponent. The dual wield spec would focus mainly on doing damage through fast, multiple attacks.
The rogue specs would be dagger, bow, and tools. Dagger spec would focus on melee attack, evasion, and maneuverability with weakness exploitation. Bow spec would (of course) focus on ranged attacks. The tool spec would focus on traps and other gadgets to use in battle.
The mage is much like your typical wizard with the specs of arcane, pet, and enhancement. The arcane tree is the typical spellcasting tree, focus on damage spells and other things, such as teleportation. The pet tree would have a permanent companion with special abilities for the pet or to temporarily enhance the pet. The enhancement tree is the one that I'm most unsure about and would love to find a better idea for, it would have buff spells. You can see how it's a fairly shallow idea that needs more. Illusion may be added, as well as debuff abilities, I just need to solidify it.
The priest wouldn't be similar to the WoW priest. The priest would be very tied to the games lore. The priests would be those who celebrate and practice balance and be very tied to the original geomancer concept. The specs would be life/death which would focus on healing, nature, and decay magic. Then there'd be the earth/wind specs and the fire/water specs, which would focus on manipulating those particular opposing elements.
Next time I'm going to talk about how the specs would work, since they function very differently from the WoW specs which are probably what most people reading this are thinking about.