User:Mooter/concepts

Well being in Game Dev i always have silly ideas poppin in m head, so ima type down some on the wiki so they stay somewhere

Mechanic Concepts

 * All classes have 1 key mechanic that helps make them unique to other classes.
 * Hex = "on-trigger" negative effect that alters the target's spells/attack.
 * Curse = "on-cast" negative effect that alters the target directly (stat changes, effectiveness etc)

Class Concepts
Trick Master: Type: Melee Play Style: Uses "on trigger" hexes to shutdown a target. Mechanic: More you attack faster/more effective hexes become and vice versa. Witch Doctor: Type: Caster Play Style: Supportive spells/heals (decent heals, focuses more on temp buffs and curses) Mechanic: Only class with curses and the ability to remove curses. Blood Thirster: Type: Melee Play Style: "heavy glass cannon" melee unit. Mechanic: Blood Thirster thrives on blood, lower the BTs health is the more effecter/strong he becomes. BT can also sacrifice certain amount of health out of combat to prepare himself and doesnt go into a fight being temp useless.

Job Concepts
Cartographer: Minor Job. Maps out areas in very high levels of detail: Notes: Useful for lazy people who just want to know where everything is, this job is however offered to anyone willing to invest the time. Once you detail the ENTIRE MAP BOUNDARIES you never have to go back unless you want to detail it more (Resource spots, hidden paths).
 * Dungeons
 * Hidden Treasure
 * Detailed Mobs
 * Hidden Paths
 * Resources

ETC
N/A