Hello everyone, a bit while ago mentioned in another thread mentioned a few ideas regarding itemisation along with the fact that it’s greater importance of having that nailed before doing further things… And the importance of that I think lies in the fact that quite a few other games didn’t do as much of a good job with it (IMO at least) either, most notably D3 (we all know about this one), Grim Dawn, and Last Epoch comes to mind as well
What were the problems of all these ?, quite simple really
D3 = Itemisation = 100% of your character, you are what you wear, period, that’s it
GD = Itemisation = too much random success, there are items that have a 3-5% to “trigger” a super devastating effect that will put all your equipped abilities to shame… Or more specifically ? - “Abundance of accidental success” is problem’s the name
LE = Itemisation = too similar items one to another, on paper they sound “really different” but really barely scratch any difference/s most of the time… 20% more fire damage or 15% more elemental damage along with some adaptive damage makes barely a dent of difference (except in a few small exception/skill-dedicated cases)
So, having those things in mind, would like to suggest/present a model in which items will feel IMPACTFUL and be quite different from one another, and have that impact feel quite different in usage
What are the ideas ?, well first of all no “cookie cutter” items, nothing that’s “mid-way”, have items that specialise into one specific or in rarer cases two types of damage but never have a sword that otherwise a wand would do (or vice versa, with very few exceptions)
In order to achieve those things, would suggest to DIVIDE (strong divide, not just slight) all the possible hit-effects (i.e. hit-effect pool) to a specific damage type, i.e. make things that have chance to be inflicted by a sword or axe MUCH DIFFERENT than the chance of things to be inflicted by a Bow, or a Wand or Staff, or a Mace, AS WELL AS (this one is also very important IMO) make the hit-effect pool for skills like Meteor much different than the pool for hit-effects for a skill like Magic Missile or any kind of generic projectile really
First of all I’d suggest 3 types of damage
1 - Melee
2 - Projectile
3 - AoE
On a simple glance, one can simply recognize that every single skill belongs to one of those categories or combines two most of the time (say for example Whirlwind = Melee + AoE, Ancient spear = Melee + Projectile, Fireball = Projectile + AoE, e.t.c.)
When those things are defined can go to the next step which I feel should be the best part of the game: make specialized types of hit effects for EACH, i.e.
Melee = Stun, Knockback, Armor pierce, Crushing blow, Backstab, Airbourne or Knockdown (airbourne for regular mob class, knockdown for brutes), Spectral hit
Projectile = Pierce, Critical hit, Root, Blind, Execute (requires a threshold of minimal % HP), Shackle, Spectral hit, Double-stack
AoE = Focused damage, Overcharge, Root, Airbourne or Knockdown, inflict debuff or Curse, Double-stack
As you can see these are roughly severely all divided, with a very few exceptions (Root is placed on both for Projectile and AoE, and Airbourne or Knockdown is possible for both Melee and AoE, and Spectral hit is placed on both Projectile and Melee)
Now, ofcourse come the generics, but they’re very little and rarer on rolls so the game feels different for most of the time, here are the special types of hit-effects to complete the whole list:
Fire damage has the chance to Ignite (apply DoT that while it lasts eats up target’s resistances)
Cold damage can apply Chill (chill = double succeptance to hit effects from all sources and 50% increased hit-effect damage taken)
Poison damage can apply Wither (wither = remove all self-healing sources from a target and take unlimited amount of stacks from DoTs)
Physical damage can inflict Bleed (an initially slow-losing HP state that gets increased on intensity of every further hit suffered, as well as increased damage taken per movement rate)
Lightning damage can apply Daze (temporarily put target into non-movable state until hit again)
Darkness can reset a Debuff or Curse, apply Silence or Root (one or the other, very rarely more than one at same time)
Once these two things are established think there’s a very healthy “item defining basis” to make itemisation work in as much as possible intended way/s
In order to make things more interesting/dynamic we’ll introduce one extra type of damage, we’ll call it Unavoidable (previously was named as guaranteed minimal), meaning there’s a portion of damage that’s guaranteed to apply regardless of target’s defenses (or resistance rates)
So, having all those things in mind let’s advance to the further definition of Set of Affixes:
Direct damage = Melee or Projectile (non-AoE)
Distant hits = Projectile or AoE (can be even close range but basically has to be out of close proximity of target, non-Melee)
Aerial damage = Melee or AoE (non-Projectile)
Sounds intuitive ?, great, now let’s “dive a bit” deeper into hit-effects per item type:
- Sword = Knockback, Backstab, Unavoidable damage, or Bleed
- Dagger = Backstab, Unavoidable damage, Bleed, or Inflict DoT
- Mace or Club = Stun, Knockdown or Airbourne, Knockback, Armor Pierce
- Axe = Knockback, Backstab, Unavoidable damage, Armor Pierce
- Bow = All the abovementioned projectile-based hit-effects that can apply
- Wand = Energy return, Critical hit, Shield/Barrier pierce, Cast-base Stat increases (Cast range, Cast speed, Channeling rate increase), various hit effects that are of type per kill
- Staff = Same with Wands with increased intensity but also having an additional one: Multicast (it’s not double-cast i.e. double-damage by default, the % is 25% for start and can be directly or indirectly via other type affixes increased)
And one more thing: both Wands and Staves have one additional hit-effect in their pool for melee-combat specifically, those 2 are:
- Burn target’s resource (consider Mana burn but this one applies to all resource types)
- Spectral hit
One last note = we only used the OFFENSIVE pool of affixes for weaponry (i.e. didn’t list defensive ones, can add some later, for example block melee hit, or reflect damage to attacker, or summon barrier, well, all except one, knockback is a defense-primarily hit-effect most of the time)
Having everything set in place let’s “test” our pool of affixes:
Sword 1:
- ATK: 1500
- 15% chance to inflict bleed on hit (primary hit-effect)
- 3-4 added bleed damage for 5 seconds (secondary damage)
- Additional 12 unavoidable damage per hit
Sword 2:
- ATK: 1500
- 35% increased backstab damage (primary hit-effect, not affected by chance but rather by player’s positioning)
- 25% chance to apply +5/sec Overtime poison damage (Can stack up to 3 times)
- 15% chance to Wither on hit (Secondary hit effect, since DoT is Poison Wither is the hit-effect applied)
Sword 3:
ATK 1500:
- 30-40 added fire damage (close range only)
- 33% chance to ignite targets on hit
- 25% Chance to execute ignited targets (execute threshold increased by 25%)
- 25% chance to repel melee attack (attacker takes back 15% of damage per hit)
So DESPITE all these 3 are Swords (same attack and everything) they’re obviously quite different both thematically but also in impact and situations they’re used for (i.e. best case scenarios they’re used for)
The first one is a physical-based sword for fast slashing in stacking bleed and decent “unavoidable damage” component to it, and a good sword for fighting anything that has high amounts of armor or resistances and doesn’t have fast regen rates (especially if used with stuff that displaces targets cause bleed maximizes that way)
The second one is more of a dagger-type & execute themed sword applying poison damage and wither (stops regen on target), quite a good one as opposed to the first sword to fight high-regen mobs
And
The third one is a bit more spell-themed designed to reign fire and burn opponents with a bit of added self-defence mechanism in the form of chance to repel melee attacks and apply damage-returned to the attacker when that happens
For showcasing a bit of the potential to further depth last one could’ve just had a % chance to explode target on kill but you get the idea for those things… (more damage, vs, more hit-effect power, vs hit-effect % chance application, vs more damage vs targets that suffer some impairings…)
The IMPORTANT ASPECT out of this is that minimizes accidental success, everything feels INTENDED FOR PURPOSE, along with probably intuitively figuring out of how best ways to use these
There aren’t much of “cookie-cutter” aspects in them (except the 3rd one a bit maybe but even that one has a relatively high fire damage, but even that is limited to close range combat only, meaning can use both with melee attacks AND AoE, meaning it’s not just outright buffing Fireball spam or Meteor or something)… Ofcourse, “not so fitting” things like that can occur, but when they do it will probably be in a form of a more intended purpose, i.e. +X-Y fire damage component (generic) without the range limitation or +X% direct damage, thus affecting and adding projectiles to skills-affected list… OR, or even in most of the rarer cases, could have a bonus affix of things like outright +X to X and Y skill, thus FURTHER SPECIALISING the purpose of the item (maybe)
Regardless, you get the idea, having a well-defined system of affix pools like this that not only MINIMIZES accidental success, but also MINIMIZES overlap between all the three:
Skill damage types (melee, vs projectile, vs AoE), Element damage types (Physical vs Fire vs Lightning, e.t.c.), as well as item-types (Sword vs Mace vs Club vs Bow e.t.c.)
In general the game must have a really nice significant difference (and reason) why someone would/should use one item over another (not just have cookie-cutter stuff, for most of the time)
Regardless, wanted to point this one out for discussion as well as a very positive potential critique, thoughts (or even Questions maybe ? ) ?
EDIT: tried to put a bit too much into one image but think will help
https://sketchpad.pro/ABA10A4CEB427D0DF02:jealqcph#p2,0,0,r0,s1
Also added 3 additional bonus chances:
- % to immobilize healthy/injured (i.e. if your hit-effect by choice is of type immobilize it can occur more often based on target’s HP state)
- % to overpower resourceful/depleted (i.e. if your hit-effect by choice is type overpower, it can occur more often based on target’s Resource state)
- % to deal bonus damage to unsuspected targets (i.e. if your type of hit-effect by choice is of type “disable defences” next attack will be empowered by X%)