Remorse
Member
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I am posting this feature In the balance thread to see if people think it will help with balance. Meditations tackles at lessening or solving the following problems: -Starting advantage -Blocks -Stuns -lagged skipped turns! -Extreme power builds -Buff the use of shields, but not tanks -Gives an advantage to those who take time off attacking to setup up strategy, because currently turns are too valuable to afford not to attack. -Lower level advantage/disadvantage. What does it do? Meditation is a fallible bar like rage but instead of an Armour ignoring attack you instead get a bonus Non-attack into a turn which would normally be just an attack. For example: Player A smokes player B, Payer B already has a full mediation bar so in that turn players B uses defense matrix, THEN auxiliary in the same turn. (for example) (NOTE: must start with a complete non attack skill or otherwise classified as turn which would NOT give rage (healing, boosters sheilds etc.) then must be followed with an attack skill or a skill which gives rage) How to fill the meditation bar? The meditation bar has a total of 100 points to fill. -If you dont start, in other words are second ( or in 2v2 both the team members on the side that starts second) then you automatically get 20 plus the amount of support you have more then your opponent/opponent's average support, divided by the average level difference (if your a higher level) or times the level difference (if your a lower level) (note: having less support does not deduct off the minimum of 20 meditation for going second but being a higher level may make the minimum below 20) (varies) Example: Your level 30 and your opponent is level 32, you have 20 support and your opponent has 30, you start second and therefore get 20 meditation, you have less support therefore do not get the bonus for having higher support, your are a lower level by 2 and therefore get 40 (20 from going second bonus TIMES 2 for being 2 levels below) meditation. Note: If you are 5 levels lower and are second it may mean you get full meditation in the first round which will help the lower level verse higher levels. -If you use a turn which DOES NOT GIVE RAGE, then it will in fact give mediation by 1/4 of a meditation bar per non rage giving turn.(25 points) -When you are attacked, a small 10% of the total damage of the attack is given to meditation.( excludes defenses) for example if a player uses a attack which deals 50 damage even though it may only hit 25 on you it excludes defenses thus, 5 points of meditation are rewarded. -When you are blocked, even though you get rage you also get 25 points to meditation. -When you are stunned you also get 25 point to meditation. -If you skip a turn accidentally eg. due to lagg, then you get a complete full mediation bar (100 points) The result? Starting advantage: Players who start can use whatever, but instead of being totally forced to player defensive it is likely the second player will meditate early giving them the opportunity to sheild/heal and attack in the same turn thus gaining on lost ground. Blocks: Often very game changing because they are basically lost turns, with meditation you cant get your attack turns back but at least you can heal etc. to make up for lost ground. Stuns: Same as blocks, meditation helps make up for lost ground. Countering extreme power builds: These power builds will likely give their opponents meditation a lot and early because bonuses are given based on total attack power and it is likely the opponent will need to recover with shields/healing etc. which are much more easy to pull of and not lose ground with meditation thus making these builds counter-able. Buff of shields: Shielding is highly underpowered now with the new bots and this will hopefully make it more worthwhile to take turns to shield etc. Lagg and skipped turns: With this feature it allows players who may have accidentally lost a turn to regain it to a degree in the seance they get a full meditation bar to use allowing them to get a free nonattack turn. Advantage to the non attack based builds: They are in obvious need of help because they are not classed as tanks nor extreme damage dealers which leads to extreme complications because turns are too precious to use shielding, healing, energy draining these days to do it a lot, thus many creative builds have been destroyed and hopefully this could revive them. More variety!: With this it is possible many new interesting builds will arise for example the old field commander build would be a lot more useful and could be used in very tactical deadly combos combined with meditation. and rage! Lower level advantage/disadvantage: Since meditation is also factored into level difference, which can give the opponent a full meditation bar if they are 5 levels lower in the first turn, allowing lower levels to stand a chance agiant higher level especially when the higher level starts. Side notes: -Meditation IS stack-able with rage, so if you get both full rage bar and a full meditate bar in the same turn you could heal then use a rage attack for example. -Bar should be placed above or below rage bar (close to it) -If you get a full mediation bar but do not want to use it simply use any attack (rage giving skill) at it will be postponed like how rage is postponed when a Non-attack skill is used. Hope you like my idea, Thanks for reading Remorse Less.
< Message edited by Remorse -- 1/7/2013 5:45:26 >
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