Project: Gorgon is a 3D fantasy MMORPG (massively-multiplayer online role-playing game) that features an immersive experience that allows the player to forge their own path through exploration and discovery. We won't be guiding you through a world on rails, and as a result there are many hidden secrets awaiting discovery. Project: Gorgon also features an ambitious skill based leveling system that bucks the current trend of pre-determined classes, thus allowing the player to combine skills in order to create a truly unique playing experience.
The Project: Gorgon development team is led by industry veteran Eric Heimburg. Eric has over a decade of experience working as a Senior and Lead Engineer, Developer, Designer and Producer on successful games such as Asheron’s Call 1 and 2, Star Trek Online and other successful Massively Multiplayer Online Games.
So why not just make them toggles? We could conceivably do that now (with a few days of coding) : just press the Wave you want, and you get that one at max potency forever. Switch to a different Wave and you get the new one at max potency but the old one ends.
One problem here is the Power cost (and action cost): if you only have to use it one time, out of combat, who cares about the cost? The ability doesn't need to be thought about at all. And we partially balance gear based on things like power cost, casting time, and reset time... so most of the treasure effects would get weaker as a result. In many cases, too weak to be useful.
Cost mhm then maybe when toggle skill (wave) it will have constant effect of deceasing mentalist (player) Max power by % or fixed (like 30% or -150 max energy when wave is acttive) and there may be added extra cost when switching wave in combat