Hi all,
OK so I just about have an alpha version ready for a new Summoner path. Got most of the mechanics working now just doing testing and cosmetics mostly. I've got a whole new trait tree just for the Summoner. It basically replaced the bottom half of the Mage Path with a dedicated Summoner Path that you can choose instead.
So..... this kinda leaves a Mage Path that is half kinda useless.
Now i'm thinking about creating a second new path, possibly called Warlock. It will contain all the stuff left over from the Mage path once you remove the summons. So basically all the spell master stuff, the evoker traits etc. However whats left is not particularly inspiring... so i'm thinking of ideas to flesh out the Warlock path a bit. A couple of things i'm thinking of....
1) Getting rid of the "Mancy" traits. I don't like them. I don't like that you can have a Fire mage learn Hydromancy etc. Seems just weird. I plan to replace all the Mancy traits with a single trait (yet to be named, called it trait X), that unlocks the mancy spells for any elements you have at least level 1 in. So for example if you have a champ with Fire and Water then when you choose the "trait X", you unlock the spells that are currently found in pyromancy and hyrdomancy.
2) Create a new magic missle spell for each element and have a new trait (called Magic Missles or something more original) that unlocks a damage bolt for any elements you have at least level 1 in. So for example, if you have a champ that has the Water1 ability, if they select the Magic Missle trait, it unlocks an "Ice Bolt" type spell. The idea here it provide some alternate tactical offensive spells (to flamedart). They would scale with the Evoker trait. Seems to kinda fit in with the Warlock theme me thinks.
** Note that both these ideas are similar to suggestions I vaguely recall reading somewhere here, so if anyone sees this and thinks i've just stolen your idea... you might be right
Happy for someone to claim the idea as their own, I just can't remember where I read them exactly, will look later.
Anyone good any other ideas on how to make a Warlock/Evoker type path more interesting? Spell ideas, trait ideas, ways to make the trait tree more interesting than just going spell master 1, 2, 3, evoker 1, 2, 3, blah..... anything?
Cheers.
Edit... FWIW, here's my Summoner path tree in it's alpha state. Doesn't really show much without the trait descriptions but you can see the blue icons are "passive" and the purple icons unlock some kind of spell. I think it has a reasonable mix of passive traits vs. traits that unlock spells... this is the kind of mix i'd like to get with a new Warlock/Evoker path... just need a few extra ideas so any suggestions very welcome.
