General Thoughts
I’ve made a post in the past about Enchantment ideas and at the time I thought they could improved and they can be but only so much right now. It’s a little extra but I’ve been comparing and contrasting affixes from various ARPGs (Grim Dawn, Path of Exile, Last Epoch, etc.) and I’ve come to the conclusion there are not enough facets to gameplay to use in the Enchantments. To demonstrate here are some of the “levers” that can be pulled for variety in some of the other games.
ARPGs
Path of Exile
- Ability Charges
- Accuracy Rating
- Critical Strikes
- Elemental Damage
- Elemental Resistances
- Stats
- Resource (i.e. Mana)
- Projectile Count
- Blocking
- Enemy Piercing
- Minion Count
- Auras
- Resource Reservation
- Socketed Gems
- Area Damage
- Area of Effect Size
- Fortified
- Blind
- Taunt
- Attack Speed
- Impale
- Flask (Charges, Recovery Rate, Effects, Duration)
- Status Effects
- Cast Speed
- Various Skills
There are more for Path of Exile but the list becomes quite long.
Diablo IV
- Life
- Thorns
- Armor
- Elemental Resistances
- Increase to Skill Ranks
- Stats
- Resource
- Healing
- Attack Speed
- Lucky Hit Effects
- Critical Strikes
- Damage Over Time (DoT)
- Dodge
- Elemental Damage
- Evade
- Vulnerable
- Cooldown Reduction
- Various Skills
- Overpower
- Fortify
- Summons
- Elites
- Blocking
Regardless of one’s thoughts regarding Diablo IV it’s seen as the entry level into ARPGs so it’s good to have as a base for comparison as well.
No Rest for the Wicked
- Health
- Stamina
- Focus
- Armor
- Armor Type (Cloth, Mesh, Plate, etc.)
- Runes
- Weapon Type
- Charged Attacks
- Normal Attacks
- Elemental Damage
- Elemental Resistances
- Durability
- Stats
- Gems
- Dashes
- Parry
Consensus
The goal of this is to show that Wicked does not fall between the low of complexity and the high. Depth needs to be added which is possible when Moon Studios reworks the elements like they plan to but that’s only part of it. Truthfully I cannot say what they should add to the game for this depth, I don’t know what they have in mind for the future. In the same vein, there could be more complexity in the works they have not divulged yet to the public. All I can do is comment on how things are currently and Moon Studios can decide what to listen to.
Ultimately, this is the reason many builds devolve into Focus spam because there are few avenues to build into. Not only is it the strongest route to go but it’s one of the only few. The way games gain depth is usually through the idea of “keywords”. Some examples:
Health
- Health per Second
- Life on Kill
- Maximum Health
- Low / High Life
Resource
- Resource per Second
- Resource on Kill
- Maximum Resource
- Low / High Resource
- Reservation (Path of Exile and Hades II)
Skills
- Cooldown
- Cost
- Area of Effect
- Specific Mechanics (i.e. More Projectiles)
Conditions
- Chilled, Frozen, Stunned, Slowed, etc.
- Duration
- Stacks
It is through the use of keywords and additional systems (i.e. Flasks in Path of Exile, or Runewords in Diablo II) that create the required depth. I definitely could have downplayed or ever embellished in some areas of this post when making my comparisons which is part of the reason why I want to post this. I want to start some dialogue on this again because the game’s systems will ultimately what give this game longevity, especially if Wicked was advertised as revolutionizing the ARPG genre.
Thanks for coming to my Ted Talk.