End game improvement
Hello everyone,
I create this thread to share some thoughts about end game. For now it's definitely too "light". This game has some potential and it will be sad if it stay that way. Here some ideas, fell free to comment :
1 - Progression :
At this moment, reach lvl 90 take ages. So if we consider that a build is a combination of active and passive skills, completing a build is almost impossible. I will compare Wolcen with another game, Diablo 3. Blizzard made a nice system with paragon system. With this system, your build is complete but you always have the feeling to continue your progression. In my opinion, a similar system should be implemented. And in the mean time, let us reach the lvl 90 much much faster.
2 - Stormfall Management :
The development of Stormfall is a great idea actually. And in my opinion, it should be more developed. For example, make loan and investment to the bank. Make a project which reduce failure to diplomat or reduce the necessary production to complete them. And so on.
3 - Crafting :
The crafting is a little messy. Actually, find some good loot is rng based and that's ok. But usually the craft allow to make a counterpart. You don't loot a good weapon, fine make a decent one to the blacksmith. It will not be perfect but at least you can still push further. We can also imagine another perspective : a crafting "money". For now, we find some object which can modify our stuff but in a complete random way. Instead let's unite all these objects in one : crafting orbs. We could use these orbs to a dedicated craftmen to add, remove or change a property of a item. More rare the item, more expensive the enchantment. We can also imagine to find some recipes for different items or enchantments.
4 - Weapons :
At the present moment, all weapons feel the same (despite the balance). For example, why should i take a bow or a pistol ? If it's just about stat, reunite in one. We can imagine some inner properties toi these weapons.
Bow : ignore a part of the enemies resistance
Pistols : natural critical bonus
Axe : material affliction bonus
Hammer : stun and slow affliction bonus
And so on.
5 - Legendary items :
The legendary items are simply rare+. Let's face it no one is excited when they see one. Instead of 4 properties for the rare items, they have 6. I will suggest an idea : legendary properties. Only one could appear on one item but they have to be powerful and can have a real impact on the gameplay.
For example:
+1-2 projectile for a bow
10% chance to reset cooldown on a critical spell for a staff
Double the damage of the next attck after a successful block for a shield
+50% movement speed on a kill for 10s (any weapons)
+5% damage on a kill for 10s (any weapons)
+100% critical damage on enemies who have less than 33% of their max health (helmet)
I can continue but i think you understood what i suggest.
6 - Unique items :
They could be nice if we could find them at decent level. They are designed for a character between 20-40. And it's too bad, some of them have interesting properties. Adjust them to the area level or allow us to adjust them with a city project or a craftman.
7 - Progressive items :
We can imagine some special items : mythical items. They start with medium or poor stats but meeting some conditions (related to the item), they can "grow" and acquire some unique properties. For an example, let's take an axe based on bleeding. At the beginning, the damage and stat are the same (or worst) than a rare item.
After 2000 critical strikes (more or less, it doesn't matter), another property is unlocked : critical strike have double chance to inflict bleeding.
Then after 3000 bleeding afflictions, another property is unlocked : +100% damage to bleeding afflictions
Then after 30000 bleeding affliction damage, another property is unlocked : bleeding afflictions ignore 50% of enemies resistance and last longer
Then after killing 10000 enemies suffering bleeding, another property is unlocked : 1% life leech by every bleeding affliction
At every unlocked stage, the damage and stats increased.
8 - Expeditions :
The expedition system can be improved and quite easily. Wolcen already have a map system (checkpoints) and can use it for an expedition map. Let's imagine that :
For every different environment, there is an expedition (one for the desert, one for the cave, etc...).
One of them has no mod, one with hidden mods and the other with one or more mods.
We can also imagine different objectives :
Area defense : an object or character to defend against wave of mobs
Stronghold assault : There is a ritual to invoke an uber boss, we have 5 minutes before the boss pop. For every "mini boss" we kill, the uber boss lose one property.
Grave robber : 3 levels as usual, in every level we can find some keys (on elite mob or hidden). After the final boss, there is X locked chest.
And we can find others, of course.
9 - Armor Sets :
In Wolcen, it can be hard to implement armor set because usually armor sets reduce build possibilities. But it's not impossible. We can imagine find in loot, not a set piece but a set essence. With this essence, we can transmute it in a particular piece for particular kind of armor. For example, imagine a set designed around poison damage. You find an essence and, for price, you turn in a helmet (or a torso, depends on what you need) with shield force (or resistance, depends on what kind of armor you wear).
This is it, it was some thoughts about the possible futur of the game. I'm sorry if there is some gramatical mistakes, english is not my native langage. I already sait it but feel free to add some comments or critics.
Ladies and gentlement, have a good day.
Replies: 3
Created: 4 years, 2 months ago
Category: Feedback & Suggestions