Hey guys! I took a whack at trying to design Chemist as a healer! I'm not a Game Designer by any means and English isn't my first language so sorry for the terrible grammar.
Chemist
- Versatile Healer
- Auto attacks as ranged, wrist crossbows | Think Phantom Blade from Assassin’s Creed Unity.
- Playstyle revolves around dealing damage over time to enemies to harvest ingredients and using these ingredients to enhance potions for "Throw Potion"
- Heavily relies on the chemist’s positioning to make use of their entire kit.
- Playstyle revoles around maintaining auto attacks and dots, while positioning themselves for efficient "Throw Potion". Plays more like a "ranged dps" rather than a "caster".
- All skills except Ressurection has an instant cast time.
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Trait : Corrosive.
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Chemist's auto attacks will have a damage over time component.
All damage over time effects dealt by the chemist will have a chance to drop ingredients.
Rate of the ingredients are random, but the order of the ingredients dropping are fixed as:
Pure -> Patient -> Shell -> Tangible -> Mystical -> Repeat
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Ingredients
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- Ingredients drop in a 10 yalm radius (playable area only) around the boss.
- Chemist will need to pickup these ingredients by touching said ingredients. Ingredients will disappear after 45 seconds.
- If the ingredients are full, the ingredients will stay on the ground even if the Chemist is touching it.
Ingredients are as follows:
Pure Regeant - Boosts Cure and Damage Potency of the Potion.
Patient Regeant - Boosts Regeneration and Damage Over Time potency of the Potion
Shell Regeant - Boosts Shield Potency and Attack debuff rate of the Potion.
Tangible Regeant - Boost Physical Attack and Physical Attack vulnerability of the Potion
Mystical Regeant - Boosts Magical attack and Magical Attack vulnerability of the Potion.
- Chemist can only collect up to 5 charges of each ingredient.
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MIX
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- Ability is an OGCD. Very similar to Dancer's Technical Step.
- Upon executing Mix! All Throw Potion GCDs will be replaced with "Ingredient" Regeants.
- Pressing on a "Ingredient" Regeant will add a charge of the ingredient into the brew.
- Chemist can only use the Ingredient Regeant hotkeys and "Emergency Collect" while in "Mix Mode"
- "Mix!" ends when the Chemist activates Mix again or once Chemist has added 5 ingredients into the brew.
- Chemist can boost the effects of the potion based on the ingredients consumed by mix.
- Ingredients boost different aspects of the base potion.
- Mix! has no recast time, so Chemist can mix another batch whenever he/she wants.
Each charge of a specific ingredient will add an effect to the potion.
Effects are below for a charge:
Pure Regeant - +50 cure potency | +25 damage potency
Patient Regeant - + 15 regen potency | + 10 damage potency
Shell Regeant - + 25 potency | + 0.5% Attack debuff
Tangible Regeant - + 1% Physical Attack buff | + 0.5% Physical Attack Vuln
Mystical Regeant - + 1% Magical Attack buff | + 0.5% Magical Attack Vuln
- A maximum of 5 ingredients can be put into a single batch of potions.
- Use the ingredients to boost and add effects to the base potion.
- Base potion values:
Cure 300 potency / 200 damage
Regen 0 potency / 0 dot /30 seconds
Shield 0 potency / 0 % attack debuff
Phys damage buff 0 % / 0% phys damage vulnerability
Magical damage buff 0% / 0% magical damage vulnerability
- Upon casting mix (instant cast) or adding 5 ingredients, Chemist will have 10 stacks of brewed potion!
- Upon using Throw Potion, Chemist will throw out 1 stack of the brewed potion.
- Mixing a new batch while Chemist has a brewed potion stack will replace the current stack with 10 new stacks of brewed potion!
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THROW POTION
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Throw potion:
This is the primary way the chemist heals and dps.
On the GCD, but each Throw potion has a 15 second recast time each.
Potions being thrown depend on which potions are “loaded”.
TP: At Target-
Throws a potion directly at target. Needs a target.
Potion effects:
- 100% Cure potency | 100% damage potency
- 100% Regen Potency | 100% dot potency
- 100% Shield Potency | 100% Attack debuff
- 100% Phys damage buff | 100% phys damage vulnerability
- 100% Magic damage buff | 100% Magic damage vuln
TP: At Area-
Throws a large potion on the area, giving an area of effect on the given area. Uses an aoe
targetting indicator. Direct cures and direct damage occurs only once.
Buffs and debuffs only take effect if the target is in the area of effect. Leaving the AoE will cancel the buff or debuff.
- 80% Cure potency | 80% Damage potency
- 80% Regen Potency | 80% dot potency
- 80% shield potency | 80% attack debuff
- 80% Phys damage buff | 80% phys damage vuln
- 80% Magic damage buff | 80% magic damage vuln
TP: Intercardinals -
Throws multiple smaller potions in all four intercardinal directions of the Chemist.
Would not need an indicator. 15 yalms raidus. Allies needs to touch the potions in order
to get the benefits of the potions. Enemies needs to touch the potions in order to get the
damage. Effects stack up to a maximum of 10 times.
- Note: Think Ziggs mines from League of Legends
- 5% Cure potency | 5% Damage potency
- 3% Regen Potency | 3% dot potency
- 5% shield potency | 5% attack debuff
- 5% Phys Damage Buff | 5% physical Damage Vuln
- 5% Magic Damage Buff | 5% Magic Damage Vuln
TP: Cardinals-
The same as TP: Intercardinals, but this time, throwing in all four cardinals of the
Chemist. Effects are the same as TP: Intercardinals
TP: Close quarters-
The same as TP: Intercardinals, but this time, throwing in a small close aoe surrounding
the chemist. Effects are the same as TP: Intercardinals. Area similar to “The Ram’s
Voice”
TP: Far Reaching-
The same as TP: Intercardinals, but this time, throwing in a small far aoe surorunding
the chemist. Effects are the same as TP: Intercardinals. Area similar to “The Dragon’s
Voice”
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Utilities
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Ressurection Ability:
- The chemist needs to brew a potion to resurrect the player.
- Channeling. 4 - 12 seconds casting time depending on ingredients consumed.
- Uses a charge from each ingredient. The more ingredients consumed, the faster the cast time.
- If there are less than 3 ingredients, then ressurection will have a 12 second casting time.
Emergency Collect:
- The chemist will draw every ingredient into his/her position within a 15 yalm radius.
- Recast time 90 seconds.
- Instant cast.
- OGCD
Salvage:
- The chemist will have a chance of "salvaging" the current brewed potion stack to return 1 of each ingredient charge.
- Chance of success will lower the more stacks have been used:
1 - 10%
2 - 20%
3 - 30%
4 - 40%
5 - 50%
6 - 60%
7 - 70%
8 - 80%
9 - 90%
10 - 100%
- OGCD
- instant cast time
- No cooldown
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I'd love to know some feedback, especially if this concept can work around in all content, or if it's useless.
I can't really balance stuff, so the numbers are there to get a sense of how powerful should the heal/dps effects are.