Ways to make unique use of its core mechanics so it's not just a game of "can I remember what I cast last?" Ooh, ooh, pick me!
...Or not. Crud, I forced these thoughts out of my head so I could actually level the damn thing without being disappointed.
The few surviving ideas, left in abstract or blueprint form for now:
- Give some sort of general buff to levels of Black and White magic based on actual value and (im)balance between them. Equal amounts give you "Red" mana or 'aspect', whereas being imbalanced towards either end shifts you 'Dark' or 'Light' aspect.
- Give some sort of more transcient, scaling buff to spending Black or White mana.
- Possibly allow for healing to work as a White-magic-specific spender and similarly provide a 'dark' counterpart. Essentially, allow for Black/White/Both spending. Give unique effects to the Both spenders as well, such as Light reducing hit chance by blinding or causing healing to nearby allies while Dark inflicts something like Evasion down (but useful for variable damage bonus even in a post-Accuracy world) or absorbing up to x amount of the target's damage dealt to a cap of y% per attack and a limit of z duration.
- Allow for effects based on balance/imbalance. Perhaps the opposite accelerates the other's cooldowns caused while more of the same increases its power.
The idea should be to increase portions of unique utility and complexity of play without yet having to create an actual elements system and without increasing RDM's optimal throughput any more than is necessary. It's slightly UP atm, but I'd rather see its viability increased in a way that also makes the gameplay more entertaining, such as I would hope would be the draw of such suggestions as those here.


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