Board |
Ideas.old [context] |
Sender |
Psaurin |
Date |
Tue Jul 14 16:33:26 2015 |
To |
all |
Subject |
Long Note QQ |
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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.
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