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  1. #1
    Player
    Zkieve's Avatar
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    Mar 2011
    Posts
    731
    Character
    Skieve Shadowfang
    World
    Spriggan
    Main Class
    Miner Lv 80

    [Suggestion] Remaking the battle system.

    How to make combat more fun and engaging.

    Hello , first of all let me say some of my ideas might be imposible to do at this point, but never the less its how i think the combat would actually stand up over the rest of mmos and make the game core fun.

    Targeting.

    Targeting has always be a shore in all mmos.The need to have a <t> to execute simple actions like swing your weapon is something we can get rid off and have instead a collision system such as how Area of Effect skills currently works.

    By example, in order to use an aoe such as ;
    Circle blade.

    You dont need to have a target.All the skills , including normal attacks would have a "area of range" in front of you.Missing would be actually missing. Because you didnt aim well your weapon .We can have monsters (or players) have also an evade skill for when you actually "evade" one attack.Currently you can miss, or the monster evades your atack , so this could be implemented.
    AKA; Player Acurr VS Enemy Eva.
    If you fail to have the target in your range "you miss"
    If enemy eva greater than your acurr"The enemy evade"

    For ease of play we could leave the "lock on" feature. That way we can "aim" directly at one enemy if we wished it so.

    Lets go deeper into this type of battle system.The above would work great for melee.But what about archer or mages ?

    Archer Should have line showing the trajectory of his arrows.Every type of arrow have a different area of effect( and damage type ).

    Mages offensive spells should work similar to archer.The spells have a range and you chooce were you whant it to land.Similar to how AM area of effect works right now.

    Defensive spells should all be aoe similar to area of range of melee atacks.A option to have "land marks" in were do you whant to cast would be perfect.

    Somethin like ,
    Select spell--> select area of effect--> cast.
    or
    Select area of effect lock on.Cast-->cast--cast.
    Could have an area of effect for both defensive (nuke/debufs) and defensive spells (heals/ buffs)

    Class uniqueness

    Now that we are done with the <t> comand, we can remake the classes for a huge an unique style on each , not based on skills/abilities.But rather on (how i tought game would be before i played)this 4 factors.


    POSITION.
    MOVEMENT.
    RANGE.
    TIMING


    Gladiator.

    Gladiator is the closest class to what i speak off atm.Guard works well , but there are a few things i would change in order to make gladiator even more unique and fun.
    -Add more "after block" abilities
    -Add more offensive shield abilities.
    -While attacking disable block completely.(while still block "on" when the attack have ended)
    -Put a Status effect after a block.
    -Increase wield times.

    Gladiator should play with and for his shield.Currently is the tank. So the whole focus of the job should be on how well can he handle his shield and the mobs attention.

    Marauder

    Marauder should be completely related to steadfast.
    Steadfast should have 3 levels of strength , increasing dmg output expectationaly with each level (and/or aoe range).
    Steadfast should be a "charge" skill.Stackable 3 times.You could have a "powerbar" that is filling up , while you can still execute other actions or instead have this bar be "used " by some atacks that stack with the power up by standingstill or "powering up".

    Pugilist

    A jump back(out of range) move.
    High counter rate.
    Stances, enough said.

    Lancer

    Lancer long reach should be really long(more than now).
    Truly the ability to attack from a safe distance, right now is barely noticed.
    Also it could atack diferent "parts" of the enemy with 1 hit.If close enough , you could hit the head and the back of the enemy with 1 attack, or the left and the right side.

    Archer.

    Archer should focus on different type of arrows.
    Each arrow would have a different range,damage type and especial effect.

    MAGES

    mages would be different enough already for their game play as i described above, so i really cant think of anything else that would make them really different from the melee.
    Now into con vs thm

    Conjurer

    Conjurer Spells should focus more than now on elemental base.
    Conjurer ability to "mark" a spot to nuke/debuf/heal

    Thaumaturge

    Push back moves.
    Thaumaturge spells wouldnt be area based like con , but instead would all be coned.
    Ability to change the wide of your cone attacks.A toggle option for it.


    BATTLE REGIMEN

    Battle regimen are atacks combined by members of the party to create diferent effects and increase on damage.Currently the system is pretty boring.My idea(others have suggested this as well) its to follow the same type of system another great game from SE had.(no shame to adopt systems from 1 of the best game of all times)
    Chrono Trigger.

    Dual-triple techs have been always the best way to cooperate between party members.Skillchaines worked well in ffxi so lets try somethin diferent here.

    Player A.
    Stacks Circle Blade.
    Player B
    Stacks Brandish.
    Player C
    Stacks Fire II

    Execute BR-

    Fire Thyphon executed.
    Player A + B do a wide swing in front of the enemy with fire elemental damage spread by Player C.


    New skills added from combining different type of skills, with very flashy animations included.Personally i would love this type of BR.


    This post got longer than i thought, again some of this might be impossible to introduce at this point , but personally , i think it would make an awesome battle system and would enhance class uniqueness to a whole new level.
    (0)
    Last edited by Zkieve; 03-12-2011 at 06:09 AM.