Thank you Mike for the reveal on the Nov 26 stream! It was super fun working through this with the team.
My main goal was to create something that gives reasons to consider and keep multiple active skills on the skill bar. At least two of those reasons that I’m excited for: explosions and fancy eyewear. And to help it compete in the helm slot (where you can craft +levels on non-uniques), it got a couple hefty other stats.
The haiku is a nod to a variety of dichotomies and beings in the lore. I’m definitely looking forward to the story getting fleshed out even more, and how “cycles” will fit in to expand it further. And hopefully I can regularly find my own unique while I play through it.
It seems to me that this item will be much more effective on Sorka than SpellBlade.
hmm, I wonder if it will be possible to implement FireBrand with this object.
He has an increasing mana cost on an increasing basis, that is, with his help, we can first stack the prisms, then use them.
Another piece of the multi-skill trigger was to find a means of making it available to many builds and classes, and we landed on mana cost. We also went with the elemental theme to focus the power, though that did mean narrowing the build options.
Aside from helping with bosses, I’ve thought about pumping up a movement skill to be the 40 mana trigger. Work through a few packs to gather shards, then either explosively dive a bigger one, or jump somewhere nearby to let the shards spread out ahead of me. I’ve been assuming the shard movement would be pretty fast; hopefully that’s the case.
That wasn’t a specific goal or intent, just one of my initial thoughts after seeing the final version. I can’t say I’m fully aware of which skills can be made that expensive. I could see this combo with other items that increase skill costs, or provide a high cost skill of their own.
I had asked if 40+ cost was common and they said it is the typical high-cost mark. So, in conversation about multi-skill-trigger options that didn’t lock it to a specific class or skill, we landed on a low-cost/high-cost rotation concept. That just happens to be the number.
I was indeed somewhat vague and open overall, as I didn’t want to be presumptuous, and constantly kept in mind that the game is still in beta. I suspect all the numbers will be targets for adjustment like anything else, and we’ve got a lot of content to come, which I suspect will include further interactions with many uniques.
More than anything, I just wanted to support the game, so I pressed the biggest button they had for it. I would have been perfectly content with just the tshirt.