This idea is shamelessly stolen from a strategic game called Disciples III: reincarnation but i think it would fit perfectly into Gems of Wars.
Totems would be new collectible item type similar in function to banners (one totem selectable per team).
There can be up to two totems active at any given time (one equipped by your team and another one equipped by enemy team). If both players have equipped same kind of totem their effects stack.
Totems are passive battle mutators similar to creature traits, but unlike banners or traits their effects equally affect both you and your enemy.
Important Notice:
If the totem description says âall creaturesâ or âevery creatureâ it means âboth allied and enemy creaturesâ.
Totem effects always work on both players so they always harm or help both you and your enemy in equal way.
Few examples of hypothetical totems in GoW:
Totem of regeneration
At the beginning of each playerâs turn every wounded creature recovers 1 life
Totem of miracles
At the beginning of first turn all creatures gain random enchantment (such as Enchant or Barrier)
Whenever any player summons a creature, that summoned creature also gains random enchantment
Totem of silent death
Whenever any creature casts a spell there is 20% chance to silence all creatures and summon Bonestorm
Interesting idea. Iâd like to see more totem idea from you but i have nothing to disagree with with what you suggest. It would probably be a fun addition.
Totem of thievery
Whenever you kill enemy creature you steal 10 gold from the gold collected by enemy player in current battle.
(if you lose a creature this work the other way around)
Totem of raging storms
Whenever a player summons storm create 6 gems of same type
Please note that you always need to look at situation when 2 players equips same totem.
For example when both players have equipped âTotem of raging stormsâ there will be 12 gems created after casting storm
Nice ideas, weâve touched on some similar before.
A few things to think about (devs have posed similar concerns before):
creating more complexity for players especially newer ones to deal with; may need to be gated to a higher level, or introduced slowly
how are they visible in the already cluttered battle screen? and how would that work on different devices, and especially on small mobile screens? they have to be visible, given their pervasive effect: itâs already a pain that the banner canât be seen or looked up during battle
need to think how they are obtained, and how would that monetise - if people wonât spend in-game or real currency on it, it is far less likely to make it into the game
any such effects need managing carefully for balance and potentially broken combos
Donât get me wrong, I do like the idea
Similar ideas for pervasive new ârulesâ or effects in the battle have also been suggested as:
mini-games with (maybe even stronger) game-changing effects in place
creating more complexity for players especially newer ones to deal with; may need to be gated to a higher level, or introduced slowly
need to think how they are obtained, and how would that monetise - if people wonât spend in-game or real currency on it, it is far less likely to make it into the game
Totems could be obtained:
as quest reward similar as War and Peace hero weapon
bought in shop like event weapons (for a glory during the event, for a money after event)
permanently available in shop for a diamonds or real money like a hero armor
how are they visible in the already cluttered battle screen? and how would that work on different devices, and especially on small mobile screens? they have to be visible, given their pervasive effect: itâs already a pain that the banner canât be seen or looked up during battle
Same way as creature traits. Just add additional card on creature preview with totems affecting selected creature.
Here is my quick mock-up:
EDIT: Team banner could be shown as 3rd item on this mockup