Board Ideas.old [context]
Sender Psaurin
Date Tue Jul 14 16:33:26 2015
To all
Subject Long Note QQ
Dislodge Weapon / Recover So I was thinking how annoying it is when you kill enemies that were just about to die with a 2 round skill, like circle, and have to suffer through the wait on a mob that was hardly a threat to a fraction of your hitpoints. Thought, can we just do away with that? It's a thought. Probably a lot of nuances to it and parts that rub me the wrong way. Better thought is a new skill that allows you to Recover from this down time. A skilled fighter should know once his enemy is finished, it's finished, and redirect his focus toward his next move. This skill allows you to bypass standard recoil and just dislodge your weapon so you can act again sooner. Yatta, yatta mindset, yatta. Practical uses: it will promote more active gameplay, including rooming since after one target is dead you can swiftly move on to the next. Not only will this make you a bit more efficient, it won't feel so pathetic taking a couple seconds to clear a room full of mobs far lower than your level just because the game demands it be that way. I'm pretty sure Merlyn is capable of slaughtering a room full of Lets in a couple seconds, bouncing from one to the next with the minuscule, yet precise proportion of his might needed to lay to rest each one. Instead, if he engages a room without 1HKO openers then it's a bazillion damage to you, a trillion for you, let your ancestors feel this, your future spawn that, dead.....dead.....dead......dead. No! Let 1 is DEAD!! Recover Let 3 is DEAD!! Recover Let 3 is DEAD!! Recover, deadcetera, deadcetera. Now, for this to be fair I think you'd still have to input following commands to bypass lag. So it'd be DEAD!!, Recover, kill let. Perhaps based on skill %, mastery, and/or Level difference of the victims in question, sometimes you'll get a full recover where you automatically move to your next target, others just opens up your ability to act sooner (less lame in light of triggers), or maybe sometimes cutting your wait in half would be rewarding enough. This would just be more fun imo. Lots of lower-than-thou things are killed quicker/more often now with mobble leveling, normal and daily mini-questing being more about reaching/exiting your destination than the felling mob(s) in question. Then you got all the slaying we need to do for new demand of gold for r10 approaching, and the daunting figures subclasses impose. Yeah, not even something game-breakingly strong for a new skill. Just offers more interaction, joy satisfaction. In fact, if ya'll think it's too weak as proposed, it could offer minor short duration benefits as well. After kills, surges your adrenaline to move faster to your next few rooms, provide a boost to number of round attacks on the subsequent targets, improved parry for a bit. Oh, I also thought it could be based on remaining health respective to damage dealt. This goes along with or in place of level difference between mob and player. So say your circle does blinky damage on something with less than 100 hps less, your lag recovery will be far more likely and/or greater. Why? Well, you didn't need to exert yourself that much, and the damage could actually reflect that. We'd infer that the rogue knew he only need to DISEMBOWEL rather than impose UNBELIEVABLE damage upon ya. So he did. Now he can get more chores done through excellent time management. This would make a BEHEAD on mobs that were closer to death uber effective Recover opportunities. You had a chance to do maximum damage with just a bit of his life left? Congratulations, proceed straight on to Door #2 where your next expedited bloodshed awaits you. A nice little nod to all those lousy decapitations that came obnoxiously too late.