Ah yea, we are good to go!
After one year or so this is the most solid concept I could come up with. The theory behind is actually based on the zodiacal signs and (believe it or not) they are somehow a perfect setup including every thinkable perspective you can experience...
let me introduce to you the skills map concept:
It all starts with replacing the good old vanilla stats! Everything else is based on this new system
Attack Speed - fire element - vanilla strength
Physical Damage - earth element - vanilla vitality
Cast Speed and - air element - vanilla dexterity
Magical Damage - water element - vanilla focus
Each element represents a quarter on the skills map.
Fire:
The 3 fire elemental signs are mainly weapon attacking based. Their mainstat is attack speed. Ranger, 1h fighter and 2h tanky bruiser. Skills should be available on leftclick. Active casts will have a long cool down and mainly situational help outs and on hit procs. Weapon handle is another keystone. specialize in a weapon type will boost its damage and unique attack (bow multishot, hammer stun, xbow knock back, axe slows attack speed etc)
When you want to be a fighter this part of the map has all you can dream of!
Earth:
The 3 earth signs are mainly utility based. Their mainstat is physical damage though the further progress will be less damaging but suit you with helpful skills to survive the battlegrounds. Skills will reach from shield attacks to dashes and crowd controls. Defense boosts and avoid damage let you overcome the wicked.
This part of the map will offer your character a diversity of fight changing skills while keeping up the damage output.
Air:
The 3 elemental air signs are mainly skill attacking based as their mainstat is cast speed. Skills will have short animation times and low mana costs. Your keyboard will have a hard time while your character spams it’s skills all over the screen. To survive the battle skills have lots of crowd control and shielding such as an army of summons in front of you to peel incoming attacks. This part of the map will serve you well in terms of combination and strategy.
Water:
The 3 water signs are the most powerful on the skills map if they can keep up their resources. Magic damage as their mainstat let foes melt at your sight but only if you can hit them before they do. Skills will mainly be offensive so surviving means to kill faster as getting killed wich can get hard due to the lack of defense stats. Durational buffs can be shared with the team and elemental damage Effekts can become a huge impact as you continue investing in this part of the map.
While the passive skills will boost other character stats like HP, MP, Crit based on how many stat points you have (+HP per "
attackspeed " and per "
physicalDMG ") the active skills will require these stats to be unlocked.
Leveling up will give you stat points and the possibility to unlock active skills by reaching the corresponding stat requirement!
Of course there will be skills fitting each stat, so a player with lots of
magic damage can unlock cool AoE-call-down-meteor-shower-skill while lots of
attack speed will unlock some fast-dash-skipping-distance-skills to keep monsters in range...
Combining both stats will unlock
massive -
on -
hit -
procs burning monsters while leaching life...
I guess you got the Idea.
Especially Active Skills are not made yet and will need lots of love to make this Concept as stable as it is in my mind, though the archetypes you can "reach" are as follows:
Aries Spoiler: Duelist - The Thief (hover to show) The Aries is a close combat fighter. He most likely wields two similar melee weapons wich he uses for fast attack combinations. He will need some leech and defense boosts by monster count to survive. Within 5 sec after killing a foe dash to the next enemy within radiusX Each successful attack increases the damage against the same enemy by X% Perform a massive single target strike (10 sec CD) when the enemy dies you gain X% crit chance for Y sec and reduce the skills CD by Z sec - stacking up N times. ...
Taurus Spoiler: Vanguard - The Paladin (hover to show) The Taurus is a tank using a 1hander and shields. His tankyness is based on his block chance and his shield can perform solid attacks. Weapon attacks are slow but weaken enemies defense. While having a shield all allies within RadiusX regenerate Y health per sec Stomp to quake the earth. Foes within are irritated and suffer more from shield attacks. Each successful blocked attack stacks up to X times a charge. Unload them in a cone wave from your shield to break shields by Y% +X% per stack.
Gemini - Battlemage - The Magician
Cancer - Elementalist - The Witch
Leo - Warlord - The Gladiator
Virgo - Acrobat - The Hunter
Libra - Summoner - The Bloodmage
Scorpio - Shapeshifter - The Druid
Sagittarius - Marksman - The Rogue
Capricorn - Guardian - The Templar
Aquarius - Engineer - The Artificer
Pisces - Illusionist - The Mystic
The skill map will have a center where all new created characters start from. Skills will surround that center based on what stat they support and what archetype they fit to the most. For that reason I left the zodiacal sequence and regrouped them by their elements.
While the setup is made up I still struggle with the unique rarity each "build" should have but I think this might come within the process.
Here is a
link to a coggle mindmap I use for inspiration. It is a little old so it’s not including all my thoughts but basically it still represents the „classless concept“ I had in mind.
..it is late over here.. I just wanted this to be shared.. might edit this in the coming days to get some more detail in here..
feedback is highly appreciated!