Quote:
Originally Posted by August
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Ritual Magic - WoW did this somewhat with summoning stones and cauldrons, although it was to weaken the basic ability such that a singular player couldn't do something like that rather than to create a greater effect. I'm heavily in favor of using natural features and geometric positions to affect the tide of battle. Kind of like a 'line of sight' that could move. Shield classes forming a phalanx and the dragon breath brushes off against it and creates a 'safe' zone behind the tanks, etc. Similarly, positioning of mages/wizards when forming the ritual could give it different powers or lend to a greater effect. Imagine needing to immobilize a creature but a singular root wouldn't work - you needed a channeled spell that required input from 4 locations around the monster - 4 players surrounding it channeling it to prevent the movement. Add detriment to that channeled effect (health loss, mana loss, stacking upkeep, etc) lends to some cool strategy ideas.
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I like your positioning concept quite a bit, particularly the part about casters taking damage and getting depleted while trying to hold position. I didn't know about cauldron's before this, but I like that idea, and I've always thought totems were one of the coolest new things in WoW.
I'm not a fan of WoW summoning stones, however. I think they trivialize an already easy to navigate world. We've gotten very jaded to these powerful magics like teleportation, flying, and invisibility. Those all enable crazy powerful tactics. This seems like more leakage from ease of coding showing up in game play. What I want most of all are difficulty, balance, and consistency in the world.