Shrine of Exile

I love events like this idea! +1
Open beta is still BETA.
I'll throw in my +1 too.

I definitely think this game could use some random events like this. Great idea!
Nice idea!
The lions sing and the hills take flight.
The moon by day, and the sun by night.
Blind woman, deaf man, jackdaw fool.
Let the Lord of Chaos rule.
Alright so, this is my take on how skill gems would work in this suggestion, i'm trying to keep it fairly simple now, I think this idea is already going to be a fairly complex addition, if they choose it.

Step 1: Place the gems inside the piece of gear, which you're intending to sacrifice.
Step 2: Continue with the regular sacrifice.

Simple, right?

Except, make the overall gem quality add to the overall quality of the item, this includes;
1: Gem level. (Make it more useful to buy pre-leveled gems off players, or add another purpose to those gems you leveled & decided you don't want anymore.)
2: Gem quality.
3: Gem color. (I'd love to see this play a part.)

Now, what adding the gem could bring to the fight & why we should do it.
1: Starting off with color, make that add different elements to the attacks used (in addition to the base attacks from the item), I'm thinking something along the lines of;
Color = Additional damage type
Red = Fire
Blue = Cold
Green = Physical
White = Chaos (With a max level of 1, I would say to give this the max bonus for level.)

2: Next, we'll go to the level of the gem, each level of the gem adds something like 5-10? dps (of that type) to every attack made by that boss.

3: Last but not least, quality, I would say to make this add a solid bonus to Armor, like 5-10 for now, per % of quality. Or, just increased defense against that type, armor/resists.

/END

I can't make too many notes on how it'd all be calculated, I'm terrible @ math & am not familiar with the inner workings of the game mechanics.

However what I'm envisioning is, a random boss fight with difficulty determined by many small bonuses, taken from every aspect of the item being sacrificed.

With the reward for that fight, being based on the overall quality as well, for example;
1% rarity & 1% quantity, per overall quality point of the item/socketed gems, or something along those lines.

That same rule would apply for the difficulty of the beast as well, I would love to see the top end items, decked out to the max, require an extremely pro player or a team to kill.

As for the numbers and how it all comes together, I intend to leave that matter to those with a better understanding of how to implement it. :x

Questions/comments are appreciated, i'll update the first post with a condensed version later if this post is met with approval. If not, then I suppose it's back to the drawing board. :p
Lost in a wonderful world of VGM covers.
+1 tell me GGG has seen this!
Mr. Garden Man fight against plants.
I like this idea but...

I don't think it should spawn a chest, rather I think it should imbue and return the original item placed on the alter with a single additional unique attribute!

By unique I mean really unique, like exclusive only to 'sacrificed' items. Effects and/or conditions that could not come from any other type of item.

Naturally this mythical attribute would be as you specified - proportional to the net value of the initial item.

I had this cool idea awhile back for a unique ability:

Bleed Out: punctures the target with a wound that is unable to heal and never stops bleeding.

Attributes along those lines.
"
TheFifeNation wrote:
+1 tell me GGG has seen this!


Yes, Chris made a post a few pages in, so they're aware of it.

"
neotoy wrote:
I like this idea but...

I don't think it should spawn a chest, rather I think it should imbue and return the original item placed on the alter with a single additional unique attribute!

By unique I mean really unique, like exclusive only to 'sacrificed' items. Effects and/or conditions that could not come from any other type of item.

Naturally this mythical attribute would be as you specified - proportional to the net value of the initial item.

I had this cool idea awhile back for a unique ability:

Bleed Out: punctures the target with a wound that is unable to heal and never stops bleeding.

Attributes along those lines.


That seems like it should be a completely seperate suggestion, it doesn't have much to do with this one other than to piggyback on the shrine concept, other than that it'd change this suggestion completely.

+ I'm personally against any further puncture-type abilities being added, that's probably my #1 cause of death, such a disappointing one too. >.>

Anyways, edited the first post with the skill gem addition, thanks all for the continuing support.
Lost in a wonderful world of VGM covers.
Last edited by Wickedry#6274 on Aug 23, 2012, 9:57:52 AM
Time for another bump.
Lost in a wonderful world of VGM covers.
I really like this idea. It is something that most games dont really have and is a great "random" event!

I would suggest that it should be a small type of "arena" that would appear in the map and not just some random thing that spawns anywhere. This would let it be more of an epic boss type fight.

I like the idea of sacrificing loot for a chance at greater loot, it plays into the currency mechanics well.

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