Cerim Power System/Resource

Synopsis:

Change Utility Runes into Cerim Abilities. Cerim Abilities cost Cerim Power charges. Cerim Power charges are generated by using focus.

Explanation:

Replace Utility Runes into a separate obtainable builder/spender resource called Cerim Power that is filled by using focus on a 1:1 basis (or whatever Thomas feels like). I think this has a number of benefits to gameplay.

    • Immersion- The current utility rune system feels like a “band-aid” fix with little logic or lore reason to exist. I think players need to feel what a Cerim is and what it means to be one. Cerim Abilities would provide a small example of what it means to be one and why we as players are “special” in this world. Not only this, but nearly all of the utility runes in the game currently are worded as if they are Cerim abilites already. Just read the description of the* * “Channel” Utility Rune. I’d relate it to being a Witcher when playing as Geralt. Quen, Yrden, Axii, etc.. all make you feel like you are a Witcher within that world, something sorely missing from Wicked at the moment.

    • Progression - It would also provide a more interesting and engaging upgrade path for obtaining Plague Ichor and would fit within the lore of being a Cerim, beyond unlocking bag space or a new ring slot, etc.

    • Difficulty - The Cerim Power system in place of utility runes allows the player to use their hard-earned focus on killing enemies and having fun. Currently, players feel forced to dump all of their focus into the heal rune instead of using their unique and cool rune attacks. This is actively making the game harder and less fun. The Cerim Power system would instead allow you to do full damage without sacrificing for utility/healing. All the while, retaining the kiss-curse dynamic of how it is now.

    • Co-op - Cerim Power could also be used instead of or before consuming health to revive a downed teammate. It could also make the revive instant. All subject to testing.

Details:

  • UI/Visual - Cerim Power would look like a single whiteish/blue orb above the player’s health that would be filled when a focus bar is used.

    • Further orbs could be obtained through story progression or plague ichor upgrades.

    • I would suggest a maximum of three orbs total. Gameplay and testing dependant

  • Cerim Ability Upgrades - These would be unlocked and upgraded by using the Plague Ichor system. This would make the ichor system much more engaging and rewarding. Make you feel as though a Cerim is actually something unique beyond upgrading bag space. Which is something that could still coexist with this system. Give Ichor the ability to unlock/upgrade a Cerim Ability and also one of the currently available options. Would be a place for the Devs to get really creative.

    • Examples:
      • Heal Rune > Cerim Heal upgrade could have two branches, either increase the amount of flat healing or change to a heal-over-time. The Heal Aura rune could also be an upgrade path of the Cerim Heal.

      • Illuminate Rune > Cerim Illumination level 2 choices could allow the orb to do small AoE damage similar to how Flash works in Ori. Or a small heal that would be absorbed when you fall below 20% health.

All in all, just an idea that I think could benefit the game. Let me know if you agree.