Preface
I think a lot of issues players face and complain in the lategame stem from the gameplay feeling less tactile or not engaging enough - as the most efficient play styles feel a bit too similar. What could really help and add diversity to the game, is giving players more options to interact with the game and define their builds and play style mechanically, rather than only through stats.
The following is a list of mechanics that i feel would make the game more interesting, more tactical and more visceral if made accessible. Underneath each mechanic I will list some ideas and thoughts.
There is lots of potential for great mechanics in Wicked. Most of those listed are already present in the game in some way - They simply could be made (more) accessible to the players and in some cases tweaked a bit.
Feel free to comment, discuss and share more ideas in the thread
Sidenote
One great solution to make play styles more distinct and make mechanics mean something from my pov, would be to tie item/talent affixes and effects to more distinct mechanics - āDo X when dealing damage/hitting an enemyā is not interesting, āDo X when blocking/parrying/backstabbing/dodgingā is.
- This would also help to give mechanics more of an identity, based on which effects are tied to them.
- Also mechanics can be balanced this way - The easier it is to apply a mechanic, the weaker affixes can be and vice versa, we can already see that with Blocking and Parrying.
Stealth
Give players (and potentially enemies!) more access to Stealth and make the stealth system more tangible. There are lots of great inspirations, that can be drawn from, with options, which wouldnāt encumber the game.
- Add or make more visible: stealth indicator - how well am i hidden right now?, own noise, enemy noise (out of vision), enemy fields of vision, enemy level of alertness
- A lot of other mechanics can make stealth a lot more interesting
Distractions
Give players (and potentially enemies!) more options to distract enemies.
- Can be used out of combat to make stealth more engaging (control the enemies movement, rather than waiting)
- Can be used within combat to buy time or create openings
Cover
Give players (and potentially enemies!) the option of going into cover and/or create cover, to protect against incoming attacks and/or secure strong tactical positions.
- Leaning on Walls and going into cover could be automatic (no button press needed)
- light cover / medium cover / walls with different advantages and disadvantages are possible
- Cover, can be destructable (barricades)
- Consumable items or abilities can create cover (e.g. craftable wood barricades / ice walls)
Status Effects
Expand the existing Status Effects functionality and/or add distinct Status Effects. Make Status Effects more tangible.
- Give clear indicators for Status Effects on enemies
- Potential new Status Effects: Maim, Blind, Daze, Bleed, Poison, Silence, ā¦
- Status Effects can escalate. Either through them having an effect baseline before they are fully applied or through them having additional effects, when applied multiple times (in succession).
Displacement and Movement restrictions
Give players (and potentially enemies!) more access to displacement.
- Potential types of displacement: Shove, Pull, Teleport, Switch, Drag, Tethering, ā¦
Grappling (Throwing?)
Give players (and potentially enemies!) more access to the ability to grab and/or throw enemies, or even objects
- Could rely on Strength/Stamina
- Can emphasize a tank role (occupying the enemy), or an (unarmed) damage role (dealing damage through grappling) or controlling role (displacing enemies)
- Throwing / Moving objects adds additional tactical and strategic options (could also work well with stealth/distractions/cover)
Threat System, Taunting, Deescalation
Give players more ways to influence enemy aggression, either in general or towards them specifically.
- Can be integrated with the stealth system (less baseline aggressive enemies are more easily maneuvered around)
- Aggression can be a double edged sword (Enemies are more dangerous, 'til they run out of steam)
- Deescalation could potentially go as far as getting (minor) enemies to fight for you
Zoning
Give players access to the ability to create positive/negative/neutral Zones, to create a more tactical environment
- Baseline Types - Can be combinable: Danger/Impairment Zone (harmful), Safe Zone (protects), Elemental Zones (advantage/combos based on elements), Chaos Zone (creates new rules to follow, which have to be adapted towards)
- Some Ideas: Rain, Fog, Totems that need to be destroyed, Healing/Shielding Circle, Mud, Twister, Null Zones (no sound/no sight), Fire, Oil, Plague Cloud, ā¦
Summons / Companions
Give players (and potentially enemies!) access to summons or companions that provide mechanics of their own.
- Summons/Companions should have distinct mechanical functions! Different flavors of meatshields/damage are boring. Runes could be an option.
- Either strictly limit the amount of summons/companions or tie them to sources that would otherwise grant power/versatility in a different way (weapon or Offhand, Ring slots, Talents)
- Maybe taming of certain enemies and caring for your pet/companion could be in the game