Concept
Ranged class that focuses on potions and flasks. Offense comes from throwing brewed concoctions and using natural diseases to wilt the enemy. Defense comes from self-inflicted buffs from potions, stronger buffers and healing.
Item Database
Resource System
Options
- A few flask weapons with varying stats and effects which consumes 1 potion item as ammunition to then shoot a projectile of that. User would have to maintain resource gathering for desired flask types. Progression blocked behind certain craftable items.
- Several flask weapons like classic Terraria, user must only maintain resources once to craft the weapon to use. It launches a projectile on use.
- Combined system of the above? Have user craft flask weapons such as Irradiated Glass which has native Irradiation but user must also gather ingredients to make ammunition to apply the main DoT dmg.
- Flask weapons that have certain damage or effects, like puddles, fragmentation, explosive, etc. For types, have user equip something like a canister of that type.
Status’ List
Status effects and elemental systems should be designed more like Path of Exile or Wizard101 where they have a unique effect to them. While also drawing inspiration from games like Terraria where there are tiers to the status effects ramping in power. This results in unique gameplay styles from each while also providing progression systems to focus builds around.
Cold - Support
Design - Crowd control that locks down enemies reducing their ability to act and making it harder for them to land attacks.
Wet > Chill > Frostbite > Frozen > Permafrost
- uncommon 🚫Wet: Light movement speed debuff + accuracy penalty
- common Chilled: Movement Speed + Attack/Cast speed debuff
- rare Frostbite: High Move/Attack/Cast speed debuffs + high accuracy penalty
- epic Frozen: Immobilized for a duration. Can be countered
- legendary Permafrost: Full immobilization, cannot act or be countered. Damage taken increase.
Fire - Damage
Design - Focus on strong DoT that spreads
Singed > Scorched > Burning > Inferno > Incinerate
- uncommon 🚫Singed: Minor DoT
- common Scorched: Decent DoT
- rare Burning: Strong DoT, chance to spread.
- epic Inferno: Very Strong DoT, spreads, AoE.
- legendary Incinerate: Massive DoT, spreads, larger AoE which also spreads.
Electric - Support
Design - Disruption and Stuns
Jolted > Shock > Stunned > Paralyzed > Overload
- uncommon 🚫Jolted: Very short stun.
- common Shocked: Short stun, reduced accuracy and movement speed.
- rare Stunned: Moderate stun, reduced accuracy and movement.
- epic Paralyzed: Target is fully disabled, fully open to attack and receives increased critical hits.
- legendary Overloaded: Target is fully disabled, fully open to attack, receives more increased critical hits and applies Shocked in AoE.
Poison - Damage
Design - Minor DoT that reduces healing and puts the victim in a weakened state. Weaken reduces damage dealt. rot? Tainted > Poison > Venom > Virulent > Plague
- uncommon 🚫Tainted: Minor DoT
- common Poisoned: Minor DoT, reduces healing effectiveness at a low value.
- rare Rot: Moderate DoT, reduces healing effectiveness, weakens resistances.
- epic Virulent: Moderate DoT, AoE, nullifies healing, strong weaken effect.
- legendary Plagued: Strong DoT, AoE, nullifies all healing, very strong weaken effect. * This should put the damage on par with other dmg attacks*
Bleed - Damage
Design - Stack-able DoT that makes the victim vulnerable, which increases damage taken.
Cut > Bleed > Hemorrhage > Ruptured > Exsanguinate
- uncommon 🚫Cut: Minor DoT.
- common Bleeding: Minor DoT that stacks.
- rare Hemorrhage: Moderate DoT that stacks, vulnerable effect at small value.
- epic Ruptured: Moderate DoT that stacks, vulnerable effect at moderate value and from all sources.
- legendary Exsanguinate: Very Strong DoT that stacks, vulnerable effect at high value and from all sources.
Curse - Support
Design - Status amplifier and negates luck based systems.
Cursed > Hexed > Forsaken > Condemned > Doomed
- uncommon 🚫Cursed: Slight decrease to: luck, crit, evasion, accuracy.
- common Hexed: Slight decrease to: luck, crit, evasion, accuracy. Increased chance at receiving debuffs.
- rare Forsaken: Moderate decrease to: luck, crit, evasion, accuracy. Higher chance at receiving debuffs. Debuffs duration extended and effect increase.
- epic Condemned: Victim cannot crit, evade. High decrease to luck and accuracy. High chance at receiving debuffs at extended durations and higher effect.
- legendary Doomed: Victim cannot crit, evade. Luck and accuracy severely reduced. Debuffs have much longer duration and amplified effects.
Chemical - Support
Design - Armour and defense shred.
Eroded > Corroded > > Acid > Irradiated
- uncommon Eroded: Minor reduction in effectiveness of armour, evasion, shields, defensive type systems.
- common Corroded: Reduces effectiveness of armour and defences by a moderate amount.
- rare :
- epic Acid: Armour and defenses are almost completely useless.
- legendary Irradiated: All damage is true damage.
Spirit/Haunted - Damage
Design - Escalating Damage Curve (As time progresses, so does the damage build up)
Dread > Haunted > Woe > Harrowed > Profaned