I want class sets to return in a visual sense. I don’t enjoy looking like every other (insert armor type).
As for set bonuses, I want a mix of legiondary effects, azurite traits and essences.
I just don’t want them tied to gear. Instead I would prefer you unlock them through content (via boss kills, achievements, PvP kills (not rating)).
I want them to act as glyphs in your spell book, where you can drag them from a list you have earned and drop them on the abilities in your spell book. You can only have one applied to the spell at any given time, and maybe cap how many you can have active at one time. You can increase this, say... halfway through each tier to help with progression of slower guilds and speed up the higher guilds through farm content.
Few examples:
At x stacks, you gain 5% more damage on your next non-instant cast pyroblast. With x being 1-6.
At x stacks your next hard cast pyroblast creates an explosion, hitting each mob standing in your fire patch (I forget the spells name, please forgive me) for x amount of damage. Each cast of fireball grants 1 stack.
Each cast of fireball that hits a target in your fire patch (apologies again) you gain 1 stack of firestorm. At 5 stacks, a fiery meteor falls from the sky centered on your fire patch.
Hell hath no Fury: At 10 stacks, the fury warrior descended into a maddening rage, ignoring 20% of the targets armor for 8 seconds. After 8 seconds the warrior regains their bearing, and the effects subside. Each melee attack by the warrior has a chance to increase the stack by .20% (I’m not great with numbers, others are).
Mad Alchemist: Every 20 applications of poison, the rogue pulls a poison vial from their pocket and smashes it to the ground, infecting all enemies within 10 feet of impact.
Object of your desire: Your poisons do not spread to other mobs, but hit 4 times harder on the lone target. You can only poison one target at a time.
Imminent demise: Your enemies realize they have been poisoned, increasing their heart rates. Your poisons now damage 3 times faster, increased by haste.
These are just a few ideas. But they should revolve around core abilities and not really utility ones. They should be balanced within each other, meaning single target ones should be near in line with each other. Same with aoe options.
This gives choice to the player, as it changes the way the player chooses to play, how they build their character etc. Take the rogue options for poisons. They could go heavy haste in aoe situations, or heavy crit for single target. Or they could go for consistent gains with the guaranteed poison vial each 20 poison applications. Again, someone out there is both more creative than I, and better at number tuning.
But my idea I think can stand on its own. Allow choice through altering existing spells, they enhancements themselves are content. But make them targetable. You kill x boss, you gain the augment on the loot table. You kill 1k players in PvP, you get another option. 5k, 10k, 15k. You complete a +5 and + 10, two more options. Complete 50, 100, 150, 200 WQs you get a few more.
My main interest is having options that I choose to alter my gameplay, my rotation. You could even add seasonal ones that are fun and meant to be stupid batshit crazy for holiday periods.
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Additional post:
Imagine an augment available only during Valentine’s Day that allows you to charm a non boss NPC to follow you for the next two minutes and do your bidding.
Imagine an augment to your filler spell that turns it into a snowball that knocks your target back 10 feet on impact available only during Xmas.
Imagine a 4th of July (or the Independence Day of another region) where an augment is available that has the chance of your filler spell creating a fireworks blast at your targets location that causes them to all be dazed in a 10 foot radius.
Not all content must be serious progressive tools. These augments could make some very interesting situations during the small periods they are made available.