[ Suggestion ] Path of Exile - Lost Treasures
Hello ladies and gentlemen, it has been a long time ( I guess ) since my last big suggestion, so today I would like to present you guys:
Spoiler
" To get a Profession, first you need to reach Level 45 with a character of the respective attribute: Any Strength based character can become a Mastersmith. Being them the Marauder, the Scion, the Duelist and the Templar. Any Dexterity based character can become a Chemist. Being them the Ranger, the Scion, the Duelist and the Shadow. Any Intelligence based character can become a Gemcutter. Being them the Witch, the Scion, the Templar and the Shadow. The Cartographer is the only Profession that can be chosen by any character. After that, a new zone will open on the first 4 Acts of the game:
Each zone will have its respective NPC to teach you the skills and basics of your Profession. The NPC also have a shop in which you can buy your Profession Tools and starter materials. Selecting a Profession will lock all the other zones disregarding the one you've chosen. By picking any profession, you'll receive an extra inventory tab, specifically to keep currency items and materials from your profession and your tools: When you successfully craft a new item, you gain EXP for your Crafting Bench, for your Tools and for your Profession to unlock new Craft Recipes. At reaching the Rank 4 and Level 100 with your character, you will unlock a specific Keystone for your future characters created. All the items you Craft, will have your character's name on it, for people recognize your work. You can only select one Profession and if you don't like the one you've chosen, you'll be able to reset your Profession by spending 1000 Orbs of Regret. Not to mention that you also lose all your crafting tools and workbench, and will have to re-level your profession if you go back to it at some point. It needs to be this expensive, to make players think a lot before they make a choice, also, the items you can create with the professions are a really nice way to make money, since they'll be created by the player, which means, they're not accessible for everyone else, only for those who craft them or buy them from the market. As less Professions exists, as high the prices of these items will be on the market.
Spoiler
Here are some examples of what a Mastersmith can do: Rank ★ (Requires Level 45)
Spoiler
*NEW* Craft Recipe: Gleam Metal. (Material) Weapon: Hits causes Bleeding. Armor: 3% additional Physical Damage Reduction. Rank ★★ (Requires Level 65)
Spoiler
Craft Recipe: Gleam Metal. (Material) Weapon: Hits causes Bleeding. Armor: 3% additional Physical Damage Reduction. *NEW* Craft Recipe: Rainbow Metal. (Material) Weapon: Hits Penetrates 15% of Elemental Resistances. Armor: 3% additional Elemental Damage Reduction. *NEW* Craft Recipe: Gleam Leather. (Material) Weapon: Hits causes Blind. Armor: 4% additional chance to Dodge Physical Damage. *NEW* Craft Recipe: Rainbow Leather. (Material) Weapon: Hits randomly causes Shock, Chill or Ignite. Armor: 4% additional chance to Dodge Elemental Damage. Enhancement Option: Enhance Armor. Apply a Metal Reinforcement to Weapons or Armor-Based Armors. Supports 14 attacks. *NEW* Enhancement Option: Enhance Leather. Apply a Leather Reinforcement to Weapons or Evasion-Based Armors. Supports 14 attacks. Rank ★★★ (Requires Level 85)
Spoiler
Craft Recipe: Gleam Metal. (Material) Weapon: Hits causes Bleeding. Armor: 3% additional Physical Damage Reduction. Craft Recipe: Rainbow Metal. (Material) Weapon: Hits Penetrates 15% of Elemental Resistances. Armor: 3% additional Elemental Damage Reduction. *NEW* Craft Recipe: Void Metal. (Material) Weapon: Hits can't be Evaded. Armor: 3% additional Chaos Damage Reduction. Craft Recipe: Gleam Leather. (Material) Weapon: Hits causes Blind. Armor: 4% additional chance to Dodge Physical Damage. Craft Recipe: Rainbow Leather. (Material) Weapon: Hits randomly causes Shock, Chill or Ignite disregarding previous Elemental Status Ailments. Armor: 4% additional chance to Dodge Elemental Damage. *NEW* Craft Recipe: Void Leather. (Material) Weapon: Hits Maim enemies. Armor: 4% additional chance to Dodge Chaos Damage. *NEW* Craft Recipe: Gleamstone. (Material) Weapon: 50% of Damage can't be Reflected. Armor: 20% chance to Physical Damage doesn't prevent start of Energy Shield Regeneration. *NEW* Craft Recipe: Rainbowstone. (Material) Weapon: Elemental Status Ailments spreads to nearby Enemies On Kill. Armor: 20% chance to Elemental Damage doesn't prevent start of Energy Shield Regeneration. *NEW* Craft Recipe: Voidstone. (Material) Weapon: Poison and Bleeding spreads to nearby Enemies On Kill. Armor: 6% of Chaos damage does not bypasses Energy Shield. Enhancement Option: Enhance Armor. Apply a Metal Reinforcement to Weapons or Armor-Based Armors. Supports 28 attacks. Enhancement Option: Enhance Leather. Apply a Leather Reinforcement to Weapons or Evasion-Based Armors. Supports 28 attacks. *NEW* Enhancement Option: Enhance Spirit. Apply a Stone Reinforcement to Weapons or Energy Shield-Based Armors. Supports 28 attacks. Rank ★★★★ (Requires Level 95)
Spoiler
Craft Recipe: Gleam Metal. (Material) Weapon: Hits causes Bleeding. Armor: 3% additional Physical Damage Reduction. Craft Recipe: Rainbow Metal. (Material) Weapon: Hits Penetrates 15% of Elemental Resistances. Armor: 3% additional Elemental Damage Reduction. Craft Recipe: Void Metal. (Material) Weapon: Hits can't be Evaded. Armor: 3% additional Chaos Damage Reduction. Craft Recipe: Gleam Leather. (Material) Weapon: Hits causes Blind. Armor: 4% additional chance to Dodge Physical Damage. Craft Recipe: Rainbow Leather. (Material) Weapon: Hits randomly causes Shock, Chill or Ignite replacing previous Elemental Status Ailments. Armor: 4% additional chance to Dodge Elemental Damage. Craft Recipe: Void Leather. (Material) Weapon: Hits Maim enemies. Armor: 4% additional chance to Dodge Chaos Damage. Craft Recipe: Gleamstone. (Material) Weapon: 50% of Damage can't be Reflected. Armor: 20% chance to Physical Damage doesn't prevent start of Energy Shield Regeneration. Craft Recipe: Rainbowstone. (Material) Weapon: Elemental Status Ailments spreads to nearby Enemies On Kill. Armor: 20% chance to Elemental Damage doesn't prevent start of Energy Shield Regeneration. Craft Recipe: Voidstone. (Material) Weapon: Poison and Bleeding spreads to nearby Enemies On Kill. Armor: 6% of Chaos damage does not bypasses Energy Shield. Enhancement Option: Enhance Armor. Apply a Metal Reinforcement to Weapons or Armor-Based Armors. Supports 56 attacks. Enhancement Option: Enhance Leather. Apply a Leather Reinforcement to Weapons or Evasion-Based Armors. Supports 56 attacks. Enhancement Option: Enhance Spirit. Apply a Stone Reinforcement to Weapons or Energy Shield-Based Armors. Supports 56 attacks. *NEW* Craft Recipe: Sword Sheath. (Regenerates Enhancements of Sword Type Weapons. Grants Level 1 Parry Skill.) *NEW* Craft Recipe: Stave Sheath. (Regenerates Enhancements of Staff Type Weapons. Grants Level 1 Force Barrier Skill.) *NEW* Craft Recipe: Wand Sheath. (Regenerates Enhancements of Wand Type Weapons. Grants Level 1 Backslide Skill.) *NEW* Craft Recipe: Dagger Sheath. (Regenerates Enhancements of Dagger Type Weapons. Grants Level 1 Cloaking Skill.) *NEW* Craft Recipe: Claw Sheath. (Regenerates Enhancements of Claw Type Weapons. Grants Level 1 Vampire Blink Skill.) *NEW* Craft Recipe: Bow Sheath. (Regenerates Enhancements of Bow Type Weapons. Grants Level 1 Cartwheel Skill.) *NEW* Craft Recipe: Mace Sheath. (Regenerates Enhancements of Mace Type Weapons. Grants Level 1 Rupture Skill.) (Requires Level 100) Legacy of Hephaestus:
Everything in your body can become a Weapon if you use it properly. _________________________________________________________________________________
Spoiler
Here are some examples of what a Chemist can do: Rank ★ (Requires Level 45)
Spoiler
*NEW* Craft Recipe: Mixture Flask. Fuses 2 Non-Unique Flasks in One. 40% Reduced Flask Effect for Both Flasks used. Can't be used with Unique Flasks. Rank ★★ (Requires Level 65)
Spoiler
Craft Recipe: Mixture Flask. Fuses 2 Non-Unique Flasks in One. 40% Reduced Flask Effect for Both Flasks used on the Craft Recipe. *NEW* Flask Implicit Modifier: Solidified. Use a Flask once. Flask Charges are consumed automatically every 4 Seconds. Rank ★★★ (Requires Level 85)
Spoiler
Craft Recipe: Mixture Flask. Fuses 2 Non-Unique Flasks in One. 40% Reduced Flask Effect for Both Flasks used on the Craft Recipe. Flask Implicit Modifier: Solidified. Use a Flask once. Flask Charges are consumed automatically every 4 Seconds. *NEW* Flask Implicit Modifier: Gasified. Use a Flask once. All Flask Charges are consumed at once. 50% Reduced Flask Duration, 50% Increased Flask Effect. Rank ★★★★ (Requires Level 95)
Spoiler
Craft Recipe: Mixture Flask. Fuses 2 Non-Unique Flasks in One. 40% Reduced Flask Effect for Both Flasks used on the Craft Recipe. *NEW* Craft Recipe: Socketed Flask. Socketed Support Skill Gem effects applies during Flask Effect. Can't receive bonus from multiple Socketed Flasks at once. *NEW* Craft Recipe: Blink Flask. Teleport to a random nearby enemy location while also teleporting a random amount of enemies to your previous location. Flask Implicit Modifier: Solidified. Use a Flask once. Flask Charges are consumed automatically every 4 Seconds. Flask Implicit Modifier: Gasified. Use a Flask once. All Flask Charges are consumed at once. 50% Reduced Flask Duration, 50% Increased Flask Effect. (Requires Level 100) Legacy of Dionysius:
The recipe is a Secret, but I can assure you, it is as deadly and pleasing as the drunkenness… _________________________________________________________________________________
Spoiler
Here are some examples of what a Gemcutter can do: Rank ★ (Requires Level 45)
Spoiler
*NEW* Craft Recipe: Socketed Support Gem. (Required Level 8 and below). Rank ★★ (Requires Level 65)
Spoiler
*NEW* Craft Recipe: Socketed Support Gem (Required Level 18 and below). Rank ★★★ (Requires Level 85)
Spoiler
*NEW* Craft Recipe: Socketed Support Gem (Required Level 38 and below). Rank ★★★★ (Requires Level 95)
Spoiler
Craft Recipe: Socketed Support Gem (Required Level 38 and below). *NEW* Craft Recipe: Socket Frame Triangle Shape. (Secondary Effects from Socketed Offensive Active Gems applies to Projectile Skill Gems at 50% Effectiveness.) *NEW* Craft Recipe: Socket Frame Square Shape. (Secondary Effects from Socketed Offensive Active Gems applies to Totem Skill Gems at 50% Effectiveness.) *NEW* Craft Recipe: Socket Frame Pentagon Shape. (Secondary Effects from Socketed Offensive Active Gems applies to Melee Skill Gems at 50% Effectiveness.) *NEW* Craft Recipe: Socket Frame Hexagon Shape. (Secondary Effects from Socketed Offensive Active Gems applies to Trap and Mine Skill Gems at 50% Effectiveness.) *NEW* Craft Recipe: Socket Frame Heptagon Shape. (Secondary Effects from Socketed Offensive Active Gems applies to Minion Skill Gems at 50% Effectiveness.) *NEW* Craft Recipe: Socket Frame Octagon Shape. (Secondary Effects from Socketed Offensive Active Gems applies to Area of Effect Skill Gems at 50% Effectiveness.) *NEW* Craft Recipe: Frame Removal Orb. (Removes a Socket Frame from an Item.) (Requires Level 100) Legacy of Athena:
The more the Knowledge, the less the Pressure on your Mind. _________________________________________________________________________________
Spoiler
Here are some examples of what a Cartographer can do: Rank ★ (Requires Level 45)
Spoiler
*NEW* Implicit Modifier to Maps: 10% increased Experience Gain. *NEW* Craft Recipe: Cartographer's Compass. *NEW* Craft Recipe: Flag Marker. Rank ★★ (Requires Level 65)
Spoiler
Implicit Modifier to Maps: 15% increased Experience Gain. *NEW* Prefix Modifier to Maps: 5% chance to double Item Quantity if you have killed a Rare Enemy recently. Craft Recipe: Cartographer's Compass. Craft Recipe: Flag Marker *NEW* Craft Recipe: Ancient Compass. *NEW* Craft Recipe: Magic Compass. Rank ★★★ (Requires Level 85)
Spoiler
Implicit Modifier to Maps: 20% increased Experience Gain. Prefix Modifier to Maps: 10% chance to double Item Quantity if you have killed a Rare Enemy recently. *NEW* Prefix Modifier to Maps: 5% chance to double Item Rarity if you have killed a Rare Enemy recently. Craft Recipe: Cartographer's Compass. Craft Recipe: Flag Marker Craft Recipe: Ancient Compass. Craft Recipe: Magic Compass. *NEW* Craft Recipe: Rare Compass. *NEW* Craft Recipe: Master Compass. Rank ★★★★ (Requires Level 95)
Spoiler
Implicit Modifier to Maps: 25% increased Experience Gain. (Cost: x Orb of y) Prefix Modifier to Maps: 15% chance to double Item Quantity if you have killed a Rare Enemy recently. Prefix Modifier to Maps: 10% chance to double Item Rarity if you have killed a Rare Enemy recently. Implicit Modifier to Maps: Unique Bosses drops twice as much Maps. *NEW* Upgrade any Map to its next Tier once. Craft Recipe: Cartographer's Compass. Craft Recipe: Flag Marker Craft Recipe: Ancient Compass. Craft Recipe: Magic Compass. Craft Recipe: Rare Compass. Craft Recipe: Master Compass. *NEW* Craft Recipe: Unique Compass. *NEW* Craft Recipe: Ambush Compass. *NEW* Craft Recipe: Vaal Compass. *NEW* Craft Recipe: Gold Compass. *NEW* Craft Recipe: Emperor's Compass. (Requires Level 100) Legacy of Hermes:
Exploration gets more interesting when you have no bounds. _________________________________________________________________________________ Now that you've seen what the Professions can do, I'll explain a bit of the new systems introduced with this Suggestion and with the Professions: Mastersmith:
Enhancements are a type of "Item Buff". The buff have a Durability that can be regenerated overtime (only on Weapons) by Sheathing your weapons. Each material base-type, Gleam, Rainbow, Void, grants specific bonuses to each type of item you're applying. The effect list can be viewed on the Mastersmith section above.
Sheaths are a new way to engage combat with enemies. Only a Mastersmith can craft Sheaths for Weapons, and they have a special place on the inventory screen. Right beside the belt slot, you have 1 Sheath for each weapon. Each base Sheath will grant a different effect, but its purpose is to regenerate the Enhancement Durability of each respective weapon. So when you have your Weapons Sheathed, you'll regenerate Enhancement Durability overtime. To begin the combat, you'll now need to Unsheathe your weapons, but you gain benefits everytime you Unsheathe them. Since each Sheath grants you a "On-Unsheathe" skill, you have the option to Unsheathe your weapon to begin the combat with the button . By doing this, you'll start the combat unleashing the respective Sheath skill from the sheath you're wearing. (Note: You'll always use the Skill from the Right-Hand first, then the Off-Hand afterwords. So if you're dual-wielding, you'll need to press it 2 times.) If you just want to start the combat normally, press to the Right-Hand, or to the Off-Hand, in case of you're willing to attack the opponent with only 1 hand first, then with the second hand after that, or even unleash the Off-Hand Unsheathe Skill. And, yes, if you have two different weapons equipped, for example a mace and a dagger, you can use 1 different sheath for each. So you have 2 "On-Unsheathe" skills available to be used. Only 1 Sheath will work for Two-Handed weapons. Here you can have an example of all Sheaths and its Skills:
Spoiler
_________________________________________________________________________________ Gemcutter:
As you might have noticed by the gif, Socketed Support Gems are literally Support Gems that can be filled with Active Skill gems. Then you get both the Socketed Support Gem filled with the Active Skill gem you want and place it on the Socket of your gear. The Socketed Support Gem follows some rules:
Now, this is the most interesting by far imo. Why? Well... Because, recently, skills have its own mechanics, and all you do is to increase its damage. When at first, back in the old poe days, the trailer showcased a Fireball, a very simple skill, and by adding extra Projectiles, or making it to be cast by a Totem you completely changed how you play the skill. The positioning is different, the strategy, the build, everything is different. But today, all you do is increase their damage. Then I thought, what if we make Active Skills, act like Support Gems ? But instead of increasing damage, area, speed, etc, it modifies the MECHANICS of the skill supported by them ? Then, the Socket Frame Idea came to my mind. I'll just get an example to make it easier to comprehend how versatile this system is: Let's say you have a Lightning Arrow skill gem. Then, you are a Gemcutter, and then, you place a Triangle Shaped Socket on your gear. Then you link Lightning Spear > Lesser Multiple Projectiles > ARC. Wait, what ? Arc ? Yeah. What the Shapes do, as what you might have read before, is to add the SECONDARY property, in other words, part of the Active Skill Mechanics to your first active skill at 50% effectiveness. What the 50% effectiveness means ? It means that you now have a Lightning Arrow, that shots 3 Projectiles, AND Chains 3 times. Why ? Because Arc at level 20, chains 7 times. But it is 50% effectiveness only, then you get 3. Another example, Lightning Arrow > Arctic Breath. You now have a Lightning Arrow that spreads chilling ground when traveling to its target, and when it finally hits, it creates chilling ground where the target was. 50% Effectiveness ? The Chilling Ground will last half the normal duration or (what GGG prefers to) be half as large as the normal area. With this system you can have a Cleave + Lightning Arrow that strikes a Lightning Bolt per 2 enemies hit by Cleave. Or a Raise Zombie + Arctic Breath that creates Chilling Ground while it walks and creates chilling ground on hitting enemies. Or a Blade Vortex + Glacial Hammer that converts 25% of Blade Vortex's Physical Damage to Cold Damage. Or a Dual Strike + Double Strike that hits 4x with 2 hits per 2 uses of the skill. The Socket Frames also follows some rules:
The combinations are almost infinite. And, of course, some overpowered combinations would come up from this system, but nothing a Nerf can't handle it ;) _________________________________________________________________________________ Cartographer:
Cartographer's Compass are a new type of item called Artifact. (you'll know more about them soon.) And the Cartographer profession is the only one capable of creating those. They will affect your character just by keeping them in your inventory. They're like charm items. But differently from the real Artifact system that i'll be presenting to you guys on this thread, this ones doesn't have a drawback. Which means its a win/win situation for the price of some space in your Inventory. The bonuses are very low compared to the real Artifacts, but what really matter about the Cartographer's Compass is that they can point things out to you. You can see some of the examples here:
Spoiler
_________________________________________________________________________________ Some of the Craft Recipes above will need Special Materials to be done. These Materials can be found by exploring the game. To get those Special materials, you need to 'mine' the resource before monsters destroy it. If they succeed in destroying it, they'll permanently gain the respective buff and upgrade their tier. So if a Normal monster destroy the Material they'll become Magic, if a Magic does, they'll become Rare, and so on. The amount and quality of materials collected depends on the amount of 'Life' left on the resource. Each Ore or Resource type, will spawn randomly among the game zones, like strongboxes and vaal side-areas. And like everything in Wraeclast, its corruption will affect both nearby enemies AND players with its own properties: ___________________________________________________ Mastersmith Materials:
Spoiler
• Gleam Ore (Drops: Gleam Shard, Gleam Metal Piece, Cursed Artifact, Scrap) • Nearby enemies reflect 10% Physical Damage. Nearby enemies causes Bleeding on Hit. • Nearby players can't apply Damage Overtime. Nearby players are Cursed with Vulnerability. • Gleam Hide (Drops: Gleam Fur, Gleam Leather Piece, Cursed Artifact, Scrap) • Nearby enemies have 50% chance to Dodge Attacks. Nearby enemies causes Blind on Hit. • Nearby players' Projectiles can't Pierce. Nearby players are Cursed with Vulnerability. • Gleam Ledger (Drops: Gleam Fragment, Gleam Stone Piece, Cursed Artifact, Scrap) • Summons Fracture Skeletons. Nearby enemies causes Silence on Hit. • Nearby players' Spells can Miss. Nearby players are Cursed with Vulnerability. • Rainbow Shell (Drops: Rainbow Shard, Rainbow Shell Piece, Cursed Artifact, Scrap) • Nearby enemies reflect 10% Elemental Damage. Nearby enemies causes Ignite, Chill or Shock on Hit. • Nearby players can't apply Elemental Status Ailments. Nearby players are Cursed with Elemental Weakness. • Rainbow Tusk (Drops: Rainbow Teeth, Rainbow Tusk Piece, Cursed Artifact, Scrap) • Nearby enemies have 50% chance to Dodge Elemental Damage. Nearby enemies gain 20% of Damage as Extra Damage of an Element every 2 seconds. • Nearby players have -5% maximum Resistances. Nearby players are Cursed with Elemental Weakness. • Rainbow Slab (Drops: Rainbow Fragment, Rainbow Stone Piece, Cursed Artifact, Scrap) Nearby enemies can't be hit by a Random Element every 3 seconds. Nearby enemies have Elemental Proliferation. Nearby players can't deal Critical Strikes with Elemental Damage. Nearby players are Cursed with Elemental Weakness. • Void Vein (Drops: Void Shard, Void Metal Piece, Cursed Artifact, Scrap) • Nearby enemies have 25% Chaos Damage Reduction. Nearby enemies Poison on Hit. • Nearby players can't Leech. Nearby players are Cursed with Enfeeble. • Void Skin (Drops: Void Skin, Void Leather Piece, Cursed Artifact, Scrap) • Nearby enemies have 50% chance to Dodge Spells. Nearby enemies gain 20% of Damage as Extra Chaos damage. • Nearby players have 50% less Recovery of Life, Mana and Energy Shield. Nearby players are Cursed with Enfeeble. • Void Headstone (Drops: Void Fragment, Voidstone Piece, Cursed Artifact, Scrap) • Nearby enemy Corpses are Detonated on Death. Nearby enemies have Poison Proliferation. • Nearby players can't Summon allies. Nearby players are Cursed with Enfeeble. ___________________________________________________ Gemcutter Materials:
Spoiler
• Framed Violence (Drops: Shape Fragment, Enchanted Frame Piece, Cursed Artifact, Scrap) • Touched enemies take 15% less damage from Melee Skills. Touched Melee enemies can Use 2 of the follow: Double Strike, Leap Slam, Cleave, Ice Crash, Sunder, Earthquake. • Possessed enemies take 30% less damage from Melee Skills. Possessed enemies can Use the follow: Double Strike, Leap Slam, Cleave, Ice Crash, Sunder, Earthquake. • Framed Cunning (Drops: Shape Fragment, Enchanted Frame Piece, Cursed Artifact, Scrap) • Touched enemies take 15% less damage from Bow Skills. Touched Ranged enemies can Use 2 of the follow: Rain of Arrows, Split Arrow, Blast Rain, Tornado Shot, Puncture, Lightning Arrow. • Possessed enemies take 30% less damage from Bow Skills. Possessed enemies can Use the follow: Rain of Arrows, Split Arrow, Blast Rain, Tornado Shot, Puncture, Lightning Arrow. • Framed Destruction (Drops: Shape Fragment, Enchanted Frame Piece, Cursed Artifact, Scrap) • Touched enemies take 15% less damage from Spells. Touched Spellcaster enemies can Cast 2 of the follow: Ice Trap, Bladefall, Animate Weapon, Summon Skeletons, Spark, Firestorm. • Possessed enemies take 30% less damage from Spells. Possessed enemies can Cast the follow: Ice Trap, Bladefall, Animate Weapon, Summon Skeletons, Spark, Firestorm. ___________________________________________________ Chemist Materials:
Spoiler
• Essence of Wind (Drops: Wind Essence Drop, Wind Essence Bottle, Cursed Artifact) • Nearby enemies have Onslaught. Nearby enemies gain Frenzy Charge on hit. Nearby enemies are Swift. • Nearby players are cursed with Poacher's Mark. • Essence of Fusion (Drops: Fluid Essence Drop, Fluid Essence Bottle, Cursed Artifact) • Nearby enemies have Onslaught. Nearby enemies gain Endurance Charge on hit. Nearby enemies are Massive. • Nearby players are cursed with Warlord's Mark. • Essence of Emptiness (Drops: Empty Essence Drop, Empty Essence Bottle, Cursed Artifact) • Nearby enemies have Onslaught. Nearby enemies gain Power Charge on hit. Nearby enemies are Deadly. • Nearby players are cursed with Assassin's Mark. ___________________________________________________ Cartographer Materials:
Spoiler
• Ancient Machinery
(Drops: Gear Pieces, Machinery Pieces, Lodestone, Magnet, Golden Metal, Cursed Artifact, Scrap.) • Nearby enemies are Plated. Nearby enemies creates Smoke Clouds when hit. Nearby enemies' hits always Knockback. • Nearby players are cursed with Temporal Chains. Nearby Traps thrown by players don't trigger. _________________________________________________________________________________ To increase even more the diversity of customization, (and because I love designing skills and support gems). I thought that would be interesting to add different types of Support Gems. Those are Defensive Support Gems, Conditional Support Gems, Time Based Support Gems and Threshold Support gems. I've made at least 2 examples of each group, but we hope to see more and differently types of support gems in the future. • Conditional
Spoiler
• Defensive
Spoiler
• Threshold
Spoiler
• Timer
Spoiler
But why stop on the Gem Design ? This next idea is VERY optional and I think it's very interesting for some current problems I've seen players complaining about, one of them is the Attack Speed and Cast Speed "meta". I can't really call it a "meta", but, most of builds needs to rely on attack or cast speed to increase its clear speed on maps and to balance their damage output, sometimes they can't reach enough DPS, and this is counter-balanced by having huge speed. What if there were some ways to modify how your skills would be Cast / Used ? I call them Assaults. • Normal Assault is when you use your skills normally. In other words, a simple click. • Rapid Assault is a new way to use your skill. A rapid succession of clicks makes your character use the skill very quickly, here's an example of a Double Strike being used via Rapid Assault:
Spoiler
When you use a Skill by Multi-clicking it, or Rapid Assault, the skill gain other effects and speed. So for example, Double Strike shots some slashes like reave in front of the character. Mechanically, the skill remains the same, but it gets a little 'boost' in option and how you'll engage your enemies. There's a lot of potential in this system, because if you need to get a "On-hit" buff, for example, you now have the option to increase the number of hits your skill does, and increase the chance to get the buff. Another example of Rapid Assault being used with Ice Spear:
Spoiler
The balance of the Rapid Assault is that you gain more hits in less time, but each hit deal less damage. This may be useful in certain situations, but in others you just want to DESTROY stuff. There's the opportunity to use the Charged Assault. • Charged Assault is the opposite of the Rapid Assault. If you click and HOLD the skill button, it will get more damage and/or area of effect. Not only that, those are just a few examples of how this system might change the mechanics of skills. Here's some example of Ground Slam being Charged:
Spoiler
And here we have Ice Nova in Charged Assault:
Spoiler
This system is meant to replace the attack and cast speed modifiers. You'll have Attack and Cast Speed if you click fast enough, and you'll have more options to deal with your enemies in different situations. There are various possibilities that this system offers, for example a Charged Heavy Strike stuns the enemies in area while the Rapid Assault version of it might stack knockback on enemies and pull them very far away from your character. Charged Assault Reave gains all of its stacks in less time and get increased Critical Strike Chance, while its Rapid Assault gets increased Melee Range. There's always a way to change how a skill works, and I think this method gives players more freedom. Beyond that, there could even be some buffs or effects "On Rapid Assault" or "On Charged Assault" or "If you executed a Charged Assault recently" etc... But as I said, this one is very optional and just something that came to my mind, you guys might like it or not, but I would love to hear what you guys think about this one =). _________________________________________________________________________________ With the high amount of Enchantments available for each build and equipment, it can be really difficult and mostly annoying and time consuming to get what you specifically want. Because of that, this content update introduces new items called Dices. Each type of enchantment will have its respective Dice Group, for example: • Glove Enchantments will be affected by
Spoiler
Dice of Flesh for Attacks;
Dice of Mind for Spells; • Boots Enchantments will be affected by
Spoiler
Dice of Pride for Defensive Modifiers;
Dice of Wrath, for Damage Modifiers; Dice of Greed for Leech and Misc Modifiers; • Helm Enchantments will be affected by
Spoiler
Dice of Mages for Spells and Curses;
Dice of Leaders for Auras and Buffs; Dice of Warriors for Melee Attacks and Warcries; Dice of Summoners for Minions and Totems; Dice of Hunters for Bow Attacks and Traps; The Dices WON'T give you specifically the Enchantment you want. But it will restrict the Enchantment rolls to its respective group. If you use a Dice of Flesh on your Gloves for example, the item will be locked to only roll Words, Decrees or Edicts of Attacks. If you use a Dice of Summoners on your Helm, it will only receive Totem and Minion Skill Gems Enchantments. And so on. To get those Dices, you'll need to look for them in the Labyrinth, Argus and Izaro himself may drop a few of them, you can also find some on Silver Chests, Secret Rooms and even by killing Rare monsters inside the Labyrinth. Upon using a Dice on an item, you can't use it again on the same item until you Enchant it, then on your next run, you can try again with the same method if you want. • Checkpoint System: Everytime you enter on Aspirant's Trial you will find an Emperor's Hourglass. By activating it, a timer starts, then you have 3 minutes to get to the next Hourglass. If you die before reaching the next Hourglass, you'll still return to the first Hourglass you activated, but now, it will be destroyed and CANNOT be activated a second time. But the time will still be running, so you can try to reach the second one, but now, you'll have to be more careful. Then if you die AGAIN you're out of the Labyrinth. If you successfully reach the second Hourglass, you'll have 2 checkpoints to return in case if you die, being the most recently Hourglass activated first and so on until you have no Hourglasses left, and have to reset the Labyrinth. _________________________________________________________________________________ Finally ! The Artifacts! Every time you kill an Enemy or Redeem a Material from the wilderness, it has a very low chance to drop a Cursed Artifact. Those artifacts can be cleansed to unlock its various bonus and effects, and will affect the user if they're in the Inventory or in the Artifact Box. To be cleansed, the Artifact MUST be on the character's inventory or even if you try to complete its Cleansing Quest the item won't be cleansed at all. The 'Quests' will be more like riddles, very similar to vendor recipes, but out from the vendor screen. After Cleansed, the item may roll various unique benefits to the user, but will always also roll a negative effect. This negative effect will have a modifier that increases its intensity accordingly to how many Cursed Artifacts you're carrying. Such intensity can be weakened by placing the Artifact on the Artifact Box. The Artifact Box is given to you by Yeena on Act II, after completing the Golden Hand Quest, and cannot be traded. You'll still get the drawback, but the modifier that increases its effect 'per Cursed Artifact' will be negated. There's a limit of how many artifacts you can use inside the Box though. Some Artifacts can't be obtained by killing enemies, but found buried on the ground or in the walls or trees, even under water. Those will work like switches on the Labyrinth, they'll be invisible and very discrete, until you place your cursor over them to be visually found by the player. As you can see by the gif, that very lucky Witch just found an Artifact that prevent its Cold Damage from being reflected. But, that's not the only effect this Artifact has. In fact, all the Artifacts has at least 4 Modifiers to be rolled. So on the next time this Witch find this same Artifact, it might roll something like: 'Cold Resistance from nearby Enemies are Ignored.' You can also notice that while in your inventory, the Artifact will glow a purple color, and when cleansed, it glows a blueish color. This Glow will increase in frequency while you're next to the quest or close to complete its quest. There will even be Artifacts with "Levels of Cleansing" you can notice on the Description of the item a "Curse Durability". The Quest of the Merveil's Wedding Band only requires you to say her name on the chat, but other Artifacts has some other steps to be cleansed, and if you cleanse more than 50% you'll start to see some positive modifiers. In the Market, this will be a factor to be considered while pricing some Artifacts, since you'll see some 100% Cleansed Artifacts and some with just a few benefits. _________________________________________________________________________________ • Legacy Underline All Legacy Mods, or Items will have its Name or Modifier properties underlined to highlight them out from the others.
Spoiler
• Off-Screen Drops Item Filter or Default game option to show items dropped off-screen. The name will appear on the edge of the screen, and getting into place as you get close to them.
Spoiler
• Press Alt to show Affix Tiers When you press Alt to show the Item Level, it now also shows the Tiers and values of Affixes and Prefixes of an item.
Spoiler
• Vendor History Shows the items you recently have sold (by accident or not.) to a vendor, and makes it possible to buy it back.
Spoiler
• Favorite Items Marks or Unmarks an Item. Favorited Items can't be sold to NPCs or Dropped on the ground. It also works well as a way to highlight Legacy items.
Spoiler
• Auto-sort PLEASE.
Spoiler
_________________________________________________________________________________ Well guys, I know it has been a HUGE wall of text, but I'm glad for those who spent time reading this, and I want to thank you for the attention to even look to this thread. I'm a huge fan of Path of Exile and I'm very pleased to be able to even try to improve the game in some way. I hope GGG find something useful in this whole mess I've created xD. I would like to thank my friends illthani, Drgman and Thorzueiro. Some of them helped me with some of the suggestions, the Hourglass is a 3D Model made in 3DS Max by Thorzueiro, and I applied it to the game footage in After Effects =). And illthani helped me with the Artifact system. Well, that's all. Please tell me what you guys think about the stuff, and let's hope GGG find something useful and make it live into the game! If you're interested in more of my ideas, here you can find some more!
Spoiler
Thanks a bunch everyone, and have a nice day you all !! Dream with me ! Last edited by Hilldrake#6698 on Jun 13, 2016, 9:11:03 AM Last bumped on Mar 11, 2017, 12:38:15 PM
This thread has been automatically archived. Replies are disabled.
|
|
Again, an amazing idea backed by a ton of effort. Good job my man. My biggest concern is sheathing and if it'll add to the game or not. It's hard to know without any actual testing, sadly. There will be a way to fix it somehow though. The keystones are AMAZING, although it'd be nice to know at least somewhat of a location on the passive tree just to clear things up, and maybe brainstorm about other decent locations that make sense. Overall, great work. Keep it up!
|
|
" Thanks a lot my man! I'm glad you liked it. I'll probably do some min-maxing with the thread tho. I'll be updating it from time to time =) so i'm definetely going to update the keystone images with their locations. Thanks again for your patience reading through this road of text XD Dream with me !
|
|
Really interesting concept. I like the basis, but I'm afraid some of it is really reaching; sheaths and socket types for example create a large variance between gameplay of the haves and have nots. Some might consider this a good thing, but it can just as easily be considered a bad.
I'm also not sure I agree with going all the way up to L100. I understand what you're going for, but I feel as though it reinforces the mandate that players actually get to L100 (when most builds are considered "complete" well before that), which is more detrimental to Leagues and Hardcore in general (but not to say impossible). It also threatens to make L100 players the richest players simply due to exclusivity of content thanks to their time sink, when they're already rewarded with extra skill points. Keep in mind that more expensive isn't always good, as available currency goes hand in hand with time and level; that is to say that the highest level/most progressed characters are usually the richest to begin with. In essence, you end up limiting your market, because the majority of those players who have enough money to buy the most expensive thing are probably going to be the ones able to make them to begin with. Lastly, I'm sure many of these bonuses are a WIP, but I'm confused in particular by Legacy of Hephaestus; it seems more like something I'd rather not have. Reliable stunning is all well and good, but why would I ever want up to 50% reduced armor as a melee character!? Understandably you seem to have tried to create an a pro/con system with them, but that doesn't really work when there's only one option. Obviously you could just not take it, but then it becomes a pretty underwhelming "reward". In short, the theme is great. I love the way you present your ideas, the attention to detail, and I like how you tried to "fix" certain issues within the game. However, I feel as though many parts of it are too expansive and too exclusive to gain real traction. Last edited by Archimtiros#3795 on Jun 8, 2016, 9:32:03 PM
|
|
" Thanks for your feedback my friend! Just a little correction there, you can't get a profession by simply being at level 100, you need to do it at level 45. So you have to re-level a character unfortunately. It is made like that to avoid the problem you stated in your comment. The 100 characters you have will receive the respective keystones though. And don't get me wrong, i agree with you in various points, but this is just a suggestion, so GGG will probably take 1% or even 10% of the whole concept and change it to fit the game better =) But i'm happy with your in-depth analysis of my idea, and thanks for considering the effort i had to make this happen lol, again, thanks to be polite and rational about your analysis. hugs! Dream with me !
|
|
Looks really good.
|
|
So much effort went into this and it is very well presented.
Even if GGG doesn't want to take any of this into consideration, it deserves a lot of community attention. Specially the QoL section. That off-screen dropping thing is absurdly needed. +1 EXP past level 97 is an illusion, exile. Last edited by Ridelith#2682 on Jun 8, 2016, 11:28:42 PM
|
|
what the hell did I just read.
| |
Orb currency is not crafting. You can't even use exalts to make items (rarity) and trying to get mods that you desire for a build is very difficult - to the point of invalidating a full set of rares as a top tier gear choice.. Alchemy and Chaos orbs are just new items in disguise.
A system like this is truly what we need. It's pretty well thought out. While there's a lot extra that's probably shooting for the stars, you have some pretty good core concepts. Overall, nice job, maximum effort. Hopefully GGG will notice... |
|
WOW, I'm amazed!
Here is my opinion. Profession System, too strong and time consuming. But I like the idea. Sheating... Not what I would want out of a game like PoE. Socketed Support Gems, very interesting for build diversity! Rapid and Charges Assault, YES! Thats such an awesome idea! Basically rewrites the whole combat system. Lab Improvements, so pleased with your ideas on that. Artifacts, great idea to have items hidden in the game. QoL Changes, to all of them! YES YES YES! Give that to mee!!! In GGG we trust.
|
|