Create repeatable quests to spend Mystic Runes or Mystic Orbs and get rewards. Simplest would be Marks of Ascension (rate here could be lower than vendor price to get them). Or they could be used for custom reputation quests for different factions. Because for example when you get all Mystic Extract Essences you need Mystic Runes become close to useless, so having another way to dispose them would be great
Best posts made by Alex33
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Mystic Runes and Mystic Orbs as repeatable quest items
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Make all Ascension custom currencies convenient
Right now only Mystic Extract Essenses are tied to realm, other are still tied to character. I suggest to make all custom currencies tied to realm as well, among them are: Marks of Ascension, Mystic Runes, Mystic Orbs, etc. In my opinion this can make game more enjoyable for players that have multiple characters they like to play. It shouldn't cost too much effort to make a change in comparison to gameplay experience improvement it will give.
Latest posts made by Alex33
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Make all Ascension custom currencies convenient
Right now only Mystic Extract Essenses are tied to realm, other are still tied to character. I suggest to make all custom currencies tied to realm as well, among them are: Marks of Ascension, Mystic Runes, Mystic Orbs, etc. In my opinion this can make game more enjoyable for players that have multiple characters they like to play. It shouldn't cost too much effort to make a change in comparison to gameplay experience improvement it will give.
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Mystic Runes and Mystic Orbs as repeatable quest items
Create repeatable quests to spend Mystic Runes or Mystic Orbs and get rewards. Simplest would be Marks of Ascension (rate here could be lower than vendor price to get them). Or they could be used for custom reputation quests for different factions. Because for example when you get all Mystic Extract Essences you need Mystic Runes become close to useless, so having another way to dispose them would be great
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Add filter to mystic enchants tab
Replace mystic enchantment tab view dropdown list with filter, similart to what vanity tab have
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Dispell Mechanics
I suggest to take into account Ascension specific aspects of magical effects possible combinations and improve Dispell Mechanics.
It's not a secret for anybody, that in Warcraft universe magical spells and effects play a large role. Both in Warcraft, and in World of Warcraft, good magical effect can change the tide of battle. But also there were always a place to fight it with a good dispell. Right now dispells are mostly used only in healing context, but they also were intended to be used in offence as well as in defence.
There are multiple ways to improve situation: simplest would be of course to make talent investment completely remove cooldown from Purge / Spellsteal. Mass Dispell cooldown is understandable, since it can dispell more powerful effects. But still it can be supplied with something like Mass Dispell (Quick) - version of spell that have much shorter cooldown, but doesn't dispell powerful effects. But this also would make a little difference. Since talents and enchants combinations allow to apply large amount of stacked magical effects on target, in a short time. So more fundamental change would be either making it implicitly present in dispells (option that I think would be best) or explicitly available through talents/enchants, to increase depth of dispell (numbe of stacks dispelled by single removing effect). For example, Purge (rank 1) removes 1 magic effect. By default it would mean 1 stack of stacked magic effects. I suggest to make it remove either all stacks of this effect (purging this magic effect completely) or up to 5 stacks for effects that can be stacked more than 5 times. Offensive dispells play huge role in support/heal control. Properly working, they would force healers out of stacking HoT spells into using casting/channelling spells more consistently, which would make it more challangeable for defensive team and more managable/controllable for offensive team, forcing defensive team to pay more attention into protecting their healers and making healers less independant from their team. As healing spells meant to be more powerfull than damaging spells, making healers be able to overheal damage in 1-to-1 proportions, offensive dispells meant to be more powerfull than buffing/debuffing capacity, making dispellers be able to overdispell buffers/debuffers in 1-to-1 proportions.
Other way, proabably less favorable is to make dispell not to dispell 1 effect, but rather 1 stack of each effect. This is more Warcraft-like behavior, rather than WoW behaviour, but also can be important part of reviving offensive dispell. In this case, all spells could have some basic dispell resistance (like 20% or something), that would be improved upon by talents/enchants. This would balance out all-by-one approach for dispell mechanic.
And last suggested approach is to make dispell at least prioritize effects by power/level/utility or some other good criteria. This wouldn't solve problem with stacked magic effects, but would already be a nice improvement to offensive dispell mechanics.