The topic of Aspects came up in the bug day questions, and I've always found the system interesting - But as a conflict driver, it's largely dead because of the permanent monoliths. Whilst it's important to allow some bonuses for hitting 100 for those who don't fight, I feel like the system has swung too far in favour of grinding up gold and xp to grab more monos/powers.
So what are peoples thoughts on Aspect? Should permanent monoliths be removed entirely, and what other changes would be good for Imperian's level 100 system?
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EDIT: to me, this tries to kill two birds with one stone. There is probably a little bit of power creep within the aspect system due to power bashing ALL of the worthwhile powers across all of the aspect tiers and getting all of the perma monos needed to power them. But at the same time, it prevents a situation where "hurr durr best PK-er/currently most powerful circle in the game is even more powerful".
My personal preference would be something like:
- Swap all tier 1 and tier 2 powers across the board, so gaze is always the tier one power for each aspect type.
- Make it so you can only have one of each permanent monolith type.
If you can get the good powers off of permanent monoliths, the system will never be relevant.
But really, I have been of the mind of with the exception of Inhume (which will probably be getting nerfed anyways), none of the higher tier Aspect powers are really worth the effort and investment. I'd rather just replicate their affects with artifacts and have 100% less fuss, which you can generally do.
E: Also, as a Sukhder aspect, please for the love of the god don't change things in such a way that the aspect with the critical mass of players is the only one worth being. The aspect perks is basically the only thing that makes Sukhder tenable as is in terms of actually being able to use anything.
This would also allow you to make them better. Want a super powered Aspect perk? Put yourself at risk and hold a monolith.
Like a daydream.. or a fever
E: as a sidenote if you get rid of regeneration you should maybe take a hard look at modulation too, given that it's also a passive bonus
You say, "My bottle is empty."
Jeremy raises an eyebrow questioningly.
Jeremy slaps you on the cheek.
Not to mention that coming up with artifacts that are interesting, useful, people want and yet are not completely destabilizing is not trivial. (Always open to new ideas there. No you can't have a Raksha band.)
It's not exactly a problem in the way perma monoliths are.
Throw in some iteration on both arti perks and aspect perks, remove cross-moon access to perma powers, remove perma monos. With my capture changes below, there won't be any unheld monoliths, so the likelihood that you won't have access to at least t1 is low.
Battles and Monolith Capturing
Unlock one monolith every weekend. Each monolith will have a unique 'battle' or choose from a battle list at random, options including:*
Team FFA
Team Bloodbath
Familiar Battles (pick one, battle til lose, last moon standing wins)
Hot/Cold (Shadow lovers?)
Gemhunt
"Great Hunt"
Summon mob hunt
Trivia
Gambling games where you get booted once you lose X amount of gold at the table.
The winning moon locks the monolith into their possession until the list cycles through again (so ~2 rl months).
Effectively, this makes monolith battles recurring weekend events.
*If you want to be lame and lazy, it could just be PvP arena events in Monolith arenas that pop up a little before it starts, but my idea allows more general participation and we need more familiar battling.
Siphoning
This is basically 'holding' a monolith as now, with a reskin and changing it to the full 5 to the holder, -1 from the other moon, as well as the +1 to your moon sisters. Time to siphon successfully scales down with the number of monos your moon holds. The aggressiveness makes it more sensible as a 'come kill me whenever' action, and it keeps the system from being static outside of the battle windows.
Powers
Some are godawful (Res, clearsight), others are lackluster (mimic is okaaay? Terrify is not the worst but there are plenty of fear skills for players and more for mobs), others are awesomely crazy. I'm also not particularly fond of passives for something like Aspects, so lesse what garbage I can come up with.
T1 - Travel skill (Gaze) + add a high-level bashing and questing area on each moon
T2 - Failing on this one, so w/e gimme ideas.
T3 - Mob-based skill, 1m cooldown on all. AoE terrify (S), AoE peace (A), AoE disruption and amnesia (M)
T4 - Movement skills. 2-5m cooldowns on each.
Moradeim - Fracture (dir) - Blink in the direction, leaving behind a decoy that fully transfixes the first person to attack it.
Sukhder - Impact (dir) - Charge in a direction, breaking through walls and movement blockers and causing AoE fire damage and stun.
Aryana - Embolden (target outdoors in area) - After a channel, fly to the target on a beautiful moonbeam and give them a significant health and mana heal and cure 2-3 random afflictions in the process
T5 - Epic skill - Warp as is, Inhume nerfed to 2m duration /5m cd, Resurrect buffed to instant use and a 5m cd
but dont take away my tempo reinc plz so much the roleplay
Like a daydream.. or a fever
E: I also don't think steady conflict that circumvents circle lines is necessarily the best thing, but it's great as an occasional thing that might get people talking with people outside their city.