Next up on the design docket is a discussion of the design and development of Gems. Most notably, the visit our site thought process behind the most recently-introduced gems is researched. As you might recall, nine new gems were inserted "including four Skill gems that concentrated on Necromancy", one of the signature features in War for the Atlas. Senior Game Designer Rory discusses moving from a general discussion of abilities that would be added and how stone could fit into that design matrix.
For example, carrying the base skill of Detonate Dead and changing it with the accession of a gem was something the team. Obviously, some skills worked better than many others in this respect, but, as Rory states, all that is part and parcel of game development. .We had also prototyped a ability codenamed "Infernal Sweep" that was a fiery area of effect sweep attack that exploded nearby corpses.
Early testing revealed it felt awful to use, having to swing twice to first kill some enemies then again to detonate their bodies to get larger area damage. The skill was spectacular, but did not play well unless it had been fostered in the starting place and damage to the point where it both invalidated the functions of Sweep and Infernal Blow. This skill went back to the drawing board and we will probably see it again in future with additional mechanics or without the reliance on corpses.
The article further goes into RS gold specifics about Support Gems and how layout iterates in concept to completed job. You can check it out here.Similar to stone, a range of "elder uniques" were added in War for the Atlas that can only drop from The Elder himself. Game Designer Hrishi took some time to Go over the RS gold Cyclopean Coil, Blasphemer's Grasp, Nebuloch, Hopeshredder, Shimmeron, Impresence along with Watcher's Eye.