TLDR I want more RPG in my MMORPG as usual. Just trying to think of ways for more interactions with eachother and the magics of the world. If it ain’t your cup of tea, that’s okie. I’d also love to hear folks’ takes on a way to implement this.
Alrighty so. Done some thinking. Right now we’ve got a damage “schools”
- Physical
- Fire
- Frost
- Arcane
- Nature
- Holy
- Shadow
These all can intersect - a ton of classes have intersecting damage-types now and most bosses deal multi-school damage. They are also, at the moment, just a neat bit of flavor text for spells. 49 shadow damage isn’t different from 49 nature damage.
“Shadow” damage also seems to encompass a couple different types of magic - you can find fel magic, rogue tricks, void magic and death magic dealing shadow damage.
I want it to matter. I think it’d be really neat if classes had access to multiple schools of magic with which to hurt and heal - and if they could play off of eachother.
Here’s a revised list of spell schools.
- Physical
- Fire
- Frost
- Earth
- Air
- Arcane
- Fel
- Life
- Death
- Light
- Void
With “Chaos” being all of them, same as the main game.
I’m picturing these classes restructured with a class-specific spell or two increasing a type of damage - A warlock’s “Incinerate” for example increasing overall fire damage taken by the enemy.
Conversely, I’m also imagining elemental reactions. For instance:
- Light magic on a Fel DoT will explode, Vice versa
- Light magic on a Death effect will turn it into Fire damage,
- Arcane damage on a Fel DoT will double it’s damage, Vice versa,
- Void damage turns all effects except Light to x/Void effects, pairing them. If the void effect is stronger than the Light effect, the Light effect becomes a Void effect. If damaging, adds a cast time slowing effect. If healing, adds a shield.
- Fel magic increases the critical strike damage of other DoT spells in exchange for the casters’ mana,
- Physical damage increases existing physical effects - bleeds, physical slows, armor decreases, etc.
Things like that.
If I was gonna classify classes by their assigned spell schools, it would be so:
- Warrior - Physical
- Rogue - physical + life/void
- Hunter - physical + wind/fire
- Priest - Light + fire/void
- Mage - Arcane + Fire/water
- Warlock - Fel + Fire/Death
- Druid - Life + Arcane/physical
- Shaman - Earth + Water/wind/fire
- Paladin - Light + fire/physical
- Monk - Physical + water/wind
- Death Knight - Death + physical/frost
- Demon Hunter - chaos + fel/physical
- Evoker
So, let’s say you have your dungeon group. You’ve got a Shaman, a Paladin, a Hunter, a Rogue, and a Warrior. You’re off to the Deadmines and Glubtok is in your way.
Glubtok is a caster, meaning cloth armor, meaning low physical defense. You can swap your Pally, Hunter, and rogue to their more physical damage focused specs to maximize their damage. Your rogue, however, could also spec into their void talents in Subtlety, and could slow Glubtok’s casting time as the DoT’s are given their Void effect. You can take him down just fine without that coordination, but it does move a little faster, and with less damage overall to the group. :3