Summary:
A suggestion to make master boons more powerful and integrated with character roles.
Introduction:
Long-term DM here.
I was very excited when I learned that there were thoughts of making boons more meaningful in the game.
I think boons could address the 2 primary needs of the game:
1> integration between character creation, leveling, campaigns, group content, and end-game.
2> future proofing mechanics to help with long-term item creation
The following is a part of a boon rework proposal specifically dealing with the master boon system.
If there is interest in it I will be happy to post more ideas for reworking the boon system.
Master Boon Idea Details:
1> Add a fourth master boon at 100 boon points.
2> Make the master boons changeable like the guild boons are
3> Create 5 new master boons to choose from:
Boon #1: "Experienced Adventurer"
Obtain all of the following per master boon point invested (up to the max of 4):
- Gain 2000 item level
- Gain 2% increased mounted speed
- Gain 2% increased gold
- Gain 2% increased rough AD
- Gain aggro modifier based on role:
DPS: -10% aggro
Healer: -25% aggro
Tank: +100% aggro
Boon#2: "Multi-Strike"
Obtain additional strikes every time you use a character power.
1 master point invested:
Make your normal strike at -10,000 to all offensive statistics and a second strike at -60,000 to all offensive statistics.
2 master points invested:
Make your normal strike at -5,000 to all offensive statistics and a second strike at -55,000 to all offensive statistics
3 master points invested:
Make your normal strike at with no modifications and a second strike at -50,000 to all offensive statistics
4 master points invested:
Make your normal strike at with no modifications, a second strike at -50,000 to all offensive statistics, and a third strike at -100,000 to all offensive statistics.
To prevent excessive procs I recommend considering all strikes one shot for purposes of proc'ing other effects and allowing procs on crit if any of the strikes crit.
Boon#3: "Heal Echo"
Obtain an additional heal every time you heal a character.
Heal stats refer to power, outgoing healing, crit strike, and crit severity
1 master point invested:
Make your normal heal at -10,000 to all heal statistics and a second heal at -60,000 to all heal statistics.
2 master points invested:
Make your normal heal at -5,000 to all heal statistics and a second heal at -55,000 to all heal statistics.
3 master points invested:
Make your normal heal at with no modifications and a second heal at -50,000 to all heal statistics
4 master points invested:
Make your normal heal with no modifications, a second heal at -50,000 to all heal statistics, and a third heal at -100,000 to all heal statistics.
To prevent excessive procs I recommend considering all heals one heal for purposes of proc'ing other effects and allowing procs on crit if any of the heals crit.
Boon #4: "Offensive Teamwork"
Give all of you party members 5% of your offensive statistics per invested rank. Hence max would be 20% if you put all 4 master boons here.
Boon #5: "Defensive Teamwork"
Give all of you party members 5% of your defensive statistics per invested rank. Hence max would be 20% if you put all 4 master boons here.
Required World Changes:
To accommodate for more character efficiency, adversary HP will need to be adjusted up:
Campaigns / Adventures: +0% to 20% depending on IL requirement.
Normal Dungeons and Skirmishes: +30%
Advanced Dungeons and Trials: +45%
Master Content: +60% to 70%
Idea Assessment:
Disadvantages:
- Higher complexity
- Characters may need to grind more boons to max out contributions to a team.
- The world changes above are a rough estimate, this will need extensive play testing.
Advantages:
- Makes attaining boons relevant to team play and character role in a team.
- Allows easier access to higher IL zones for character progressing through the game systematically.
- Gives both an individual and a team advantage to gaining stats beyond the character's IL (as they could both be useful for multistrike and they could be passed on through teamwork master boons).
- Future-proofs both boons and items as this system continues to be scalable to higher item stats and to future boon numbers.
- 100% compatible with the present scaled content system.
- Low development burden as this is an added calculation done with present powers. It does not require added animation.
I welcome feedback from the community,
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