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  1. #1
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    Join Date
    Aug 2013
    Location
    Ul'dah
    Posts
    668

    Open World Dungeons for DotL/DotH classes

    I had a weird dream where crafters and gatherers fought side by side with many adventurers. Sadly, this is far from being a dream. The only offensive skill these classes have is "auto-attack", which is funny and it breaks the moldy pattern of staying in x town, craft endlessly or simply go to x area, farm some materials and return to your outpost.

    Classes like Blacksmith, Alchemist, and Goldsmith have so much potential for being "battle" classes since several games in the past have been able to integrate them to the battlefield. For example, in Ragnarok Online, Blacksmiths had offensive skills like Hammer Fall while Alchemists had Acid Demonstration. Also, Merchants (which reminds me of Goldsmiths) have a cool skill called Mammonite (bet your money if you want higher damage) that was fun to use in certain situations.

    If the main issue is "We don't want these classes to outbalance our traditional ones", then make the skills situational. They can only be used in certain dungeons or areas so that other classes won't feel affected or threatened by having to level x DotH/DotL classes just for the sake of these skills. There can be specific dungeons where gatherers and crafters can use their might and bravery to solve puzzles, attack certain "potential" mobs in order to obtain materials, etc. Don't know how to create new mechanics for these classes?

    1.Dungeon Mechanics
    -Accessible. (Everyone can access it, no DF!)
    -No timers.
    -Bosses/mini-bosses respawn in a certain time frame.
    -Rare Drops. (These drops can have a lock or can drop during certain hours.)
    -New mobs with DotH/DotL mechanics.
    -Crafting/Gathering areas. (For example, fishermen can commence a boss battle by fishing mini-bosses or certain crafting skills can trigger a boss fight)
    -4-man parties/8-man parties

    2.Battle Mechanics

    Craftsmanship ~ Gathering
    It can be used to raise any DotH damage output.
    It can be used to increase attack speed.
    It can be used to maximize "defense."

    Control ~ Perception
    -Raise CP/GP (CP/GP dependency for skills)
    -Crit chance by using certain combos
    -Can fuel Limit Breaks. Once you (LB caster) use LB, it hits zero. You can replenish CP/GP by using certain actions.

    3.Modes

    Creative Mode
    -Your usual crafter/gatherer. Can be used in open dungeons to gather/craft something.

    Exploring Mode

    -This is where the fun begins. Your skills have the ability to aid you in battle. Developers can change the description of several skills if they want to make them useful in these DoL/DoH dungeons.

    4.Skills (Examples)

    Blacksmith
    Forge
    Raises craftsmanship by 20 for 30 seconds. (Situational skill for raising damage output)

    Hammer Swing
    Deals fire damage to nearby enemies, inflicting them with burn status for 10 seconds.

    Alchemist
    Envenomate
    Throws a single potion at your enemies, inflicting poisonous damage every 3 seconds for 30 seconds.

    Mix
    Combines two offensive potions or two defensive potions depending on previous actions. (A mini-game is in order here as in slots or random sub-mechanics)


    But wait, we don't have Limit Breaks! Not to worry, here's some ideas/examples:

    5.Limit Breaks (examples)

    Blacksmith- Vulcan's Hammer [single damage]
    Throws a forged hammer, dealing single damage to one enemy. This hammer was forged by Vulcan, god of fires and volcanoes.

    Alchemist- Grand Mixture [AoE Buff]
    Combines two items in order to create a new one, helping his/her allies in battle.

    Goldsmith- Gold Rush [Debuff]
    Exhausts an enemy to the point it runs out of stamina. Reduces speed significantly as the enemy can't keep up with the adrenaline.

    Botanist - Forces of Nature [AoE skill]
    Summons a great storm, dealing elemental AoE damage.


    Always open to suggestions. I thought it was fun to share this since it will be nice to have this feature in game. I don't know why certain people think these classes are useless or non-profitable, but I think this will be a classy feature that will become unique later on.
    (1)
    Last edited by Arkghyom; 04-04-2014 at 01:21 AM.