Thread:PrimusMobileVzla/@comment-26815373-20160223062444/@comment-7709681-20160223182151

The things I liked from Dawngate that were unique:
 * The Perk System: Their equivalent to Runes and Masteries. Were an empty page that could be build with Sparks and Spiritstones.
 * Sparks were spheres that granted statistic and had to be infused into Spiritstones to work. Higher quality Sparks granted either higher stats or multiple stats. Where from three colors: Blue, Green and Red.
 * Spiritstones were pieces that could be fitted into the empty page to create a layout. They had colored sockets in which Sparks could be infused and, if all sockets were filled with their respective colors, would grant passives, either statistical or abilities.
 * They were relatively expensive, but could also be earned in matches.
 * The Karma System: Their equivalent of the Honor System, but better. It was divided in three rounds
 * Honor Round: At the end of each match, players would be granted a limited amount of time to commend (or not) other players. No-one could comment nor leave the rounds, so there was no "Honor me pls" or early disconnects.
 * Score Round: Players were granted points for their performance in-game and how many commends they received, plus bonuses from being the team's MVP or the highest commended player.
 * Reward Round: Depending of their score, players would surpass reward milestones that would grant them higher rewards, where granted more rewards in lower milestones. Rewards could be IP, Sparks, Spiritstones, Shapers and Skins.
 * Once all rounds ended, players could comment and report. Reported players would temporally be dropped in low-priority queues and have point reduction in subsequent matches.
 * Role Selection: Selecting a Role had significance, because it would grant statistic bonuses for their role.
 * Gladiator: Double gold on last-hits, with melee Shapers accumulating 50% of the bounty in case of failing to last-hit, stacking 3 times, consumed at a successful last-hit.
 * Tactician: Bonus gold from allies' last-hits and on-assists, and bonus gold upon autoattacking enemy Shapers. The latter effect had a 5s CD on Ranged attacks/abilities.
 * Hunter: 10% Increased damage vs. neutral monsters, restores health on monster last-hits equal to 2.5% of the Monster's health, and a chance to gain bonus gold on their last-hit.
 * Predator: Bonus gold and experience from takedowns, and bonus gold from last-hitting Spirit Well's Workers.
 * The Spirit Well: A neutral camp that could be captured by killing its Workers. Upon capture, the conquering team would gain vision of the area, gold for the Shapers that conquered and gold regen. for the team.
 * Turrets could be restored as long as the Inhibitor wasn't destroyed, then the Inhibitor would need to restores itself before restoring Turrets.
 * The Guardians of the Gates: Instead of a Nexus, the Locuses (i.e.:Team bases) would have a final/raid boss. They were untargetable until any of the Inhibitors was destroyed, and would attack any enemy unit nearby regardless. They had five Cores, each granted them a shield equal to 50% of their health and a bonus ability each, destroying a Core would block that core's ability and 1/5 of the shield.
 * Spells: Rather than selected prior to the match, players could get their equivalent to Summoner Spells for free, up to three (Puchaseable at level 1, 10 and 20. They level spells up to 18, then two for stats) and could be unlearned by spending gold. There was a total of 12, 3 offensive, 5 defensive and 4 utilitarian.
 * Statistics: They were more streamlined and simple, and actually akin to DotA(2).
 * Health, HP regen., Armor, Magic Resist and defense penetration behave the same. There was no defense reduction.
 * All Shapers were manaless, most were resourceless and a few had a resource to gate them, as were more powerful.
 * Power: The equivalent to Bonus AD and AP. Abilities scaled with Power, and Shapers had a Power conversion ratio that would determinate their Bonus AD. (E.g.: A Shaper with a 0.7 Ratio would get 70% of their Power as Bonus AD).
 * Mastery: Working as a damage amplifier, each point would grant 1% Crit. Chance and 0.5% damage increase on abilities.
 * Lifedrain: The equivalent to Lifesteal and Spell Vamp. Would restore health equal to a percentage of the damage dealt from any source excluding items.
 * Haste: The equivalent to AS, MS and CDR. Each point of Hasted granted 0.4 flat MS, and each Shaper had a AS and CDR conversion ratio, therefore each had their own AS and CDR cap.
 * All players began incorporated with a Ward Trinket, and there were no Pink Wards (Although you could get the means to reveal invisible units through other means).
 * Items: All items in the game builded from the basic ones, so build paths were alot smoother and approachable. Upgrating into new items increased and/or granted new stats, upgrated the basic item's passive and grant new ones.
 * Life: Bonus HP, HP regen and passively granted a chance to restore health.
 * Resilience: Armor and passively granted flat physical damage reduction, doubled on melee Shapers. Instances of the same passive would stack additively with diminished value.
 * Will: Magic resists and passively granted flat magic damage reduction, doubled on melee Shapers. Instances of the same passive would stack additively with diminished value.
 * Power: Granted Power.
 * Time: Granted Haste.
 * Hunger: Granted Lifedrain.