Zealot/RP add more interaction with marks and rituals
Posted: Mon May 25, 2020 11:10 am
Personally I feel like the class fantasy of zealot (and runepriest I guess although I don't play it) is lacking, in that the marks and rituals feel tacked on whereas they should be a core mechanic of the class.
First suggestion is have the activated ability of a mark change depending on if the zealot has the harbinger of doom toggled on or off. If on, the abilities stay as they are, as the zealot is in dps mode. When toggled off, change the activated abilities to provide a heal/HoT/shield depending on the mark.
Secondly, all marks effects currently on other players should activate when the Zealot activates their own mark. This way you aren't relying on your teammates to remember to press the skill. This activation should be tied to the Zealots ability cool down timer, not those of your teammates, allowing other players to still activate the skill when they like.
I'd suggest having rituals be more powerful but be channeled. Players bearing your marks would also gain an aura bestowing the benefit of the ritual to players around them, but they would be free to move. Alternatively, add a new ability that allows you to mark another player as a conduit, through which you channel the ritual effect, similar to dark protector.
All of these suggestions don't benefit the zealot when playing solo, so I'm not sure how it could be scaled to also be useful when solo. Maybe when solo you can bear multiple marks, and all activate at once? Maybe when solo, the rituals are just self buffs that bestow a passive effect?
Anyway I think this would make the marks and rituals feel more core to the class and more fun to use effectively.
First suggestion is have the activated ability of a mark change depending on if the zealot has the harbinger of doom toggled on or off. If on, the abilities stay as they are, as the zealot is in dps mode. When toggled off, change the activated abilities to provide a heal/HoT/shield depending on the mark.
Secondly, all marks effects currently on other players should activate when the Zealot activates their own mark. This way you aren't relying on your teammates to remember to press the skill. This activation should be tied to the Zealots ability cool down timer, not those of your teammates, allowing other players to still activate the skill when they like.
I'd suggest having rituals be more powerful but be channeled. Players bearing your marks would also gain an aura bestowing the benefit of the ritual to players around them, but they would be free to move. Alternatively, add a new ability that allows you to mark another player as a conduit, through which you channel the ritual effect, similar to dark protector.
All of these suggestions don't benefit the zealot when playing solo, so I'm not sure how it could be scaled to also be useful when solo. Maybe when solo you can bear multiple marks, and all activate at once? Maybe when solo, the rituals are just self buffs that bestow a passive effect?
Anyway I think this would make the marks and rituals feel more core to the class and more fun to use effectively.