Sasho
04-18-2017, 05:21 PM
I'm writing this because I see a lot of posts about making more tanking abilities. I think this could branch into all combat skills to allow them to be more versatile.
What are thoughts about implementing player Rage meters? Like mobs, we build up the meters by taking damage, and when it's full we can activate custom abilities to be used offensively or defensively. Characters who use shield could use it to ignore physical damage for a short time. Battle chemists could start "fuming" so potently it causes all mobs around them to move at slower % speed. Bards could play a tune so catchy all mobs start dancing for a few seconds, mesmerized/stunned by the power of music.
Rage could have risk too - as it does in real life when we lose our temper. We could fail our rage ability and instead leave ourselves vulnerable. We might bang ourselves on the head with a shield and become stunned. A battle chemists fumes could make himself and fellow players around him miss a % of their attacks. A bard could strike a bad chord and boost the damage % of the enemies.
To be really extensive, rage abilities could mix so that every 2 skills equipped make their own unique concoction. This could bring some skills like Necromancy and Animal Handling (which we don't see often in places like Fort Galzuk or Lab) into late game content because of how their rage abilities blend with other skills. I'd love to see a Wolf/Necro be able to active a rage ability that spawns undead wolves to attach each mob within 5 meters. For all I care there could even be a casting cost to rage abilities like inks, fetish bags, spore bombs, etc. I don't want it to be free, I just want it to be there because it would add so much more to the diversity of combat.
What are thoughts about implementing player Rage meters? Like mobs, we build up the meters by taking damage, and when it's full we can activate custom abilities to be used offensively or defensively. Characters who use shield could use it to ignore physical damage for a short time. Battle chemists could start "fuming" so potently it causes all mobs around them to move at slower % speed. Bards could play a tune so catchy all mobs start dancing for a few seconds, mesmerized/stunned by the power of music.
Rage could have risk too - as it does in real life when we lose our temper. We could fail our rage ability and instead leave ourselves vulnerable. We might bang ourselves on the head with a shield and become stunned. A battle chemists fumes could make himself and fellow players around him miss a % of their attacks. A bard could strike a bad chord and boost the damage % of the enemies.
To be really extensive, rage abilities could mix so that every 2 skills equipped make their own unique concoction. This could bring some skills like Necromancy and Animal Handling (which we don't see often in places like Fort Galzuk or Lab) into late game content because of how their rage abilities blend with other skills. I'd love to see a Wolf/Necro be able to active a rage ability that spawns undead wolves to attach each mob within 5 meters. For all I care there could even be a casting cost to rage abilities like inks, fetish bags, spore bombs, etc. I don't want it to be free, I just want it to be there because it would add so much more to the diversity of combat.