Friday, April 13, 2012

The Archer/Rogue/Ranger's Resource will be? - Page 2

[:1]We will rage. Hard.

Also, do we really need another combo centric resource system? Monk and Barb cover that niche well. WD and Wiz focus on more traditional systems. An Archer really feels like it should be given something unique rather being given a hamburger made out of the other resource systems. Being a physical ranged class is enough of innate hybridization as it is.

I keep obsessing over a movement based resource. But every iteration I can think of is basically Wizard's Arcane Power which regenerates based on either moving or standing still instead of for freebies.

Another idea is similar to perma's intensity in a way - have resource generation for rapid striking. For example, performing multiple attacks in a rapid succession raises the resource, but it is then another variation on Fury/Spirit.

Perhaps there can be something to do with duality of bows in terms of attacking - deliberate attacks that take time to aim (represented by charge meters) vs. rapid fire machinegunning. Some system to create a relationship between them? Picturing an orb that has to compartments to fill. One compartment is filled by standing still and drained by skills and moving, other compartment is filled by moving but is drained by skills and standing still. Each compartment fuels different types of skills. Bleh, too complex and gimmecky. Brain drained, ranting, must sleepsorz. Still, cannot get rid of thinking about somehow incorporating something that inherently sets up a relationship between run and gun - stand and shoot. Someeething with mooooveeeement. BLAAAAARGUH.|||I don't care what it's called; except as that informs us about the function. I'm purely interested in what it does, and how that effects or stems from the char's designed play style.

So how about this: A resource that's based on the char's proximity to the target?

During development, D2 had bows that did not work at melee range, in a rare nod to realism. Every char had a kick ability, which essentially worked like Smite. Knock back the target, then you could shoot them. Kick got removed, and bows worked fine at melee range, in the final game. No doubt since trying to use a bow with realistic limitations wasn't any fun.

Clearly the D3 team won't go with something as punitive as that, but what if their goal with the archer is to really emphasize deadly distant attacks? What if the Archer is all about the ranged; bows would still work at close range, but they'd do less damage, fire slower, and have knock back. Something like that. With more range, you'd fire more quickly and for better damage, and your skills would be more effective.

The playing challenge then would be to use the support skills, pets, etc, to confuse, stun, slow, knockback, and otherwise control your enemies, thus keeping them in your ideal killing range. You're punished for letting enemies get in too close by your skills becoming less effective.

I'm not sure how that concept leads to a resource design goal, though. Perhaps the resource would expend more rapidly at closer range? Change color as you got into the right range for different arrow skills? Turn red inside of too little range, and make any skill you tried to use instead do a big blasting smite type attack, to give you more space to operate?

The other problem is that it would be hard. Characters would be expected to manage crowds and to control enemies constantly, and that's clearly a higher level of player skill than d3 is being designed to require. People who sucked with the archer would get constantly swarmed and would die and fail and have no fun. Even giving the char some really good escape/movement skills wouldn't fix that, since it would still take skill to know when/how to use them. Alas.|||Quote:








So how about this: A resource that's based on the char's proximity to the target?

The other problem is that it would be hard.




It also seems like it could lead to a vicious circle, with the rogue (calling the 5th class that just for the sake of definiteness) losing her skills exactly when she needs some to get out of trouble. Actually, getting stun-locked in D1 was quite a bit like that, but I sort of doubt D3 will be designed in the same way. For example, the Barb sounds like he'll gain fury when he's in trouble and taking damage.|||Bah for all we know they could steal the way a rogue in dnd 4 edition makes the most of their class namely combat advantage.

But i guess that would be a to tactical and to "slow" gameplay for diablo 3|||I wonder how much pvp is considered when making characters. One could look at the skills current characters have, identify a rock paper scissors pattern and try to identify which characters the rogue has to sit between.|||Arrows.

You have a passive flethcing skill on constantly regenerating your arrows. This is very wilderness-like as you scrounge for materials, but you have to imagine your zo--I mean fifth class is out fletching arrows when not killing. Arrows come in quanta, of course.

Any melee builds with this chr do not have resource expenses. Swinging your bow to hit stuff is free of charge!

Then, you can change you orb appearance and function by having barbed arrows, psn arrows, tarred arrows, etc.

Edit: On a more serious note, I change my idea to "Ammunition". So your resource system changes based on your weapon. Great for hybrids. So instead of ticking off arrows each shot, you can have a dagger, java, star, spear, etc resource orb.|||My other idea is to design the resource specifically for a ranged/melee hybrid. Call it a Ranger, and give it a spread of skills between bows and melee weapons, with a few of each being used to build up the resource, and a few of each being used to unload it. For both styles, regular attacks would increase the resource by small amounts. Some examples:

Example 1, Ranged finisher: Uses melee skills that help build the resource, an escape skill or two to move quickly to bow range, then unleashes a powerful shot or two to finish off a group. This build would rely heavily on more armor and health, since it would have to survive the beating long enough to use the resource up.

Example 2, Melee finisher: Uses bow skills to build resource as the enemies are approaching, then unleashes it in a melee flourish to finish them off. This build would need more damage modifiers to try to destroy the enemies with minimal melee encounter time.

Problem I see with these though, is if there are both types of skills for each type (melee and ranged), it would be possible to create a character that only uses melee (which would make it very similar to the Monk).|||If it is an archer class...

In the new WoW expansion, Hunters (an archer class) are being given a new resource system called "Focus" (atm they use mana like most other classes).

I really hope Blizzard don't use "Focus" for it. Not because I care one bit what it's called, but because I can already imagine the whining :x|||I am still really hoping for a Bard. I came up with this resource a while ago, also called concentration. It would work best for a range summoner, not just a bard.

"Different abilities, such as song auras, and charm, would reduce total concentration when active. This is similar to how dragon age handles some spells, reducing maximum mana so the spell is constantly active. The bard could charm several creatures but doing so would reduce concentration, creating a cap for number of minions. Song auras could also reduce concentration so these would have to be weighed against eachother. It may even be possible to sing more than one song at once, given enough concentration. The remaining concentration pool could act like normal mana for regular abilities, such as a magic attack. Possibly including illusion spells?"|||Quote:








In the new WoW expansion, Hunters (an archer class) are being given a new resource system called "Focus" (atm they use mana like most other classes).

I really hope Blizzard don't use "Focus" for it. Not because I care one bit what it's called, but because I can already imagine the whining :x




Hmm, interesting --- even if it is called something different ("intensity," "inner sight," "concentration," "serenity," "chakra" or whatever) I wonder if the D3 mechanic might be similar. I don't play WoW, so I'm not sure how it works for Hunters, but it sounds like you have basic ranged attacks that build up focus (which also regnerates slowly) that can then be used for special attacks. (?) It does make sense to me that archers should build up their resource by firing arrows at stuff.

The biggest question for me (if the 5th class is an archer) is how archers will cope with staying at range or escaping from melee, and that could certainly factor into to how its resource works.

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