Ability mechanics
Posted: Mon Aug 11, 2014 12:55 am
Firing this up while waiting (or something) for some kind of description to that design philosophy question in the resource management thread. Given that Anima wants the ideas now so he can try to make them work rather than hack them in later
This is about creating new mechanics that you would like the game to use. If you believe it's not already supported in SotW, make your voice heard!
Now, what I would really like to see is a better crowd control system. Currently in SotW the only way to disable a target is to paralyze it. But paralyzed targets can still be hit, which I think makes for a rather repetitive combo. You render the target helpless and you pummel it down. Now this has its place, I believe it should be a legit tactic to lock down your target so it can't use its abilities in self-defense, but it means paralysis needs to have a bearably short duration so you can't just disable the whole enemy team. What I want to see is abilities that disable a target without allowing you to nuke the living shit out of it.
Needs to be mentioned that paralysis itself is apparently not in Loren 2 ATM, but I'm guessing something similar will be available through abilities? "Causes extra long stagger" or whatever
Anyway, the list of new disable types I'd like to see are...
1) Longer-duration paralysis that breaks or loses a lot of duration if the target takes damage. Should already be derivable from Bramble Coat.
Disorienting Blow
Disables the target for a long duration. Damage dealt will end the effect.
2) Same as above, but it makes the target immune to damage too.
Banish
Disables the target for a long duration, for which it is also immune to damage.
3) A "channeled" crowd control which loses duration if the caster (not the target) takes damage. Here with even more twists:
Hypnosis
Paralyzes both the caster and its target for a medium duration, lowering the defense value of both. Striking the caster will reduce the duration.
To counter these, a greater access to dispels. Nothing new design-wise though.
I also think it'd be cool if we could have abilities like...
Lightning Strikes Twice
The next action taken by each party member will incur 0 delay.
Improvised Cremation
Renders a fallen enemy unable to be resurrected.
Unholy Blow
Damages the target and reduces the effectiveness of healing spells used upon it.
Leaf Barrier
Absorbs X damage taken by the target.
Nature's Kiss
Each time the target takes damage, it is healed for X.
The names are just there to spice the spells up, lore-wise I'm sure we could make most of the ability types work for any class. Anyway... above all, this is the thread for abilities you think it'd be cool to have.
This is about creating new mechanics that you would like the game to use. If you believe it's not already supported in SotW, make your voice heard!
Now, what I would really like to see is a better crowd control system. Currently in SotW the only way to disable a target is to paralyze it. But paralyzed targets can still be hit, which I think makes for a rather repetitive combo. You render the target helpless and you pummel it down. Now this has its place, I believe it should be a legit tactic to lock down your target so it can't use its abilities in self-defense, but it means paralysis needs to have a bearably short duration so you can't just disable the whole enemy team. What I want to see is abilities that disable a target without allowing you to nuke the living shit out of it.
Needs to be mentioned that paralysis itself is apparently not in Loren 2 ATM, but I'm guessing something similar will be available through abilities? "Causes extra long stagger" or whatever
Anyway, the list of new disable types I'd like to see are...
1) Longer-duration paralysis that breaks or loses a lot of duration if the target takes damage. Should already be derivable from Bramble Coat.
Disorienting Blow
Disables the target for a long duration. Damage dealt will end the effect.
2) Same as above, but it makes the target immune to damage too.
Banish
Disables the target for a long duration, for which it is also immune to damage.
3) A "channeled" crowd control which loses duration if the caster (not the target) takes damage. Here with even more twists:
Hypnosis
Paralyzes both the caster and its target for a medium duration, lowering the defense value of both. Striking the caster will reduce the duration.
To counter these, a greater access to dispels. Nothing new design-wise though.
I also think it'd be cool if we could have abilities like...
Lightning Strikes Twice
The next action taken by each party member will incur 0 delay.
Improvised Cremation
Renders a fallen enemy unable to be resurrected.
Unholy Blow
Damages the target and reduces the effectiveness of healing spells used upon it.
Leaf Barrier
Absorbs X damage taken by the target.
Nature's Kiss
Each time the target takes damage, it is healed for X.
The names are just there to spice the spells up, lore-wise I'm sure we could make most of the ability types work for any class. Anyway... above all, this is the thread for abilities you think it'd be cool to have.