Friday, April 13, 2012

The Archer/Rogue/Ranger's Resource will be? - Page 5

[:1]I do think they will stay interesting. Of course, all players will try to make it otherwise....that's our goals, to use our best powers every time whenever we want without limitation. It really comes down to how they balance the game tho, so it's tough to debate. It stands a much better chance with leech gone...that's for sure.|||Leech was broken because it was percentile based, the same reason why the IM spell by Oblivion Knights was broken. Imagine 3-5 % leech being 3-5 hit/manapoints leech.|||If the fifth class is a rogue or a bard i would like to see dual wielding, but maybe requiring a dagger or similar in offhand to diversify weapon types and to separate from barbarians.

I think that the resource systems could be one of the best innovations in this game if applied correctly to an action rpg instead of mmorpg. You could have a battle wizard or a monk or a bard/rogue/ranger/.. and they would all play differently altering strategy and boosting legitimate, not tedious, replay value. However, unique resources may be hard to balance in a game.

The concentration system I was talking in earlier posts from dragon age is also similar to titan quest magic. Buffs and active skills removed from the top of the mana stack reducing only the maximum.|||Quote:








Leech was broken because it was percentile based, the same reason why the IM spell by Oblivion Knights was broken. Imagine 3-5 % leech being 3-5 hit/manapoints leech.




Then the problem would be the mod becomes useless at higher levels, so it's a negative either way.

The solution would be to have the % leech be based on your health or resource, not on how much damage you do, since damage always scaled faster than health/mana in D2.|||Quote:








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

...

With more range, you'd fire more quickly and for better damage, and your skills would be more effective.




Proximity sounds like a natural direction to take a ranged character's resource, and I had a similar thought in the opposite direction.

The closer you were to an enemy, the more damage you did. The counterbalance would be natural - the ranged character is innately fragile, and doesn't have an extremely fast rate of fire. You'd want to balance keeping your distance for protection, but get as close as you dare for damage. You could take some pretty fun risks with this mechanic.

Maybe call the resource Adrenaline?|||The problem with all of these "buffs due to condition x" ideas is that they are not actually resource systems. The end result is that the character just ends up spamming the crap out of their all their abilities without any reservations. Which means they would need to either greatly nerf them or give almost all of them cooldowns.|||Right - you could spam skills if there was simply a coupling between condition and resource.

So to expand on my previous post, Adrenaline could build up with proximity to danger, and get spent with special attacks. Maybe a crude arbitrary algorithm would look like this:

(enemy danger rating) / proximity = Adrenaline per second

...where the enemy danger rating factors in how strong a foe is, and perhaps how much health it has left. This would be cumulative for each enemy on a map, and you could fine tune the algorithm have a cap or diminishing returns to avoid unforeseen abuse.

Then, you simply spend the resource on skills. Rinse, repeat. If you're not near any enemies, you could still fire off normal arrows all day, but to get access to the good skills you'd have to put yourself in harm's way.|||So can anyone from Blizzcon confirm how the resource works? Is it simply mana-style for now?|||Maybe this is a bad idea, maybe not. Personally I like it, so here goes.

What if the demon hunter's resource system was dependent on how you killed? I feel like this could tie directly into the character's lore. The demon hunter uses knowledge of demonic forces, anatomy, habits, etc. and exploits them for furthering their need for vengeance.

I could see the demon hunter having base skills that don't require resources, however, using these skills opens up different paths for further mayhem.

Example: Demon hunter opens fire with a bola shot, generating the resources necessary for unleashing some nasty demon arts ability or generating parts for making a particularly nasty trap fueled by the bits and pieces of the fallen.

In essence, one tree builds up the other two while expending its own resources. Abilities could be thematically grouped into "Traps and Gadgets", "Ranged DPS", and "Demonic Arts". This would add depth to the character, encourage diversity of skill usage, and create an interesting feel to the DH at the same time. I can see a DH alternating between traps for control and light damage and ranged dps for taking down the crowd, using one resource to fuel the requirements of the other, occasionally making a mess with some nasty demon essence fueled skill.

Personally, I always loved Necromancers simply because I exploded a demon to kill other demons. It was a chain reaction of mayhem. The demon hunter would particular revel in such an activity. I think the two would get along quite well.

I have no idea what you'd call this though, and it could be a bit too complicated depending on the pace, given that it is an ARPG. However, if it was pulled off, in my opinion it sells the entire background of the character by embedding it directly into the class. It just feels right.|||Skills A build up resources for Skills B is already a Monk shtick.

No comments:

Post a Comment