Vypie
Member
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@David I'm not sure it would be that hard to differentiate between enemy NPCs and players. Right now, you cannot heal an enemy unit, or attack a friendly unit. Think of it as trying to click both skill buttons at the same time, when targeting something. Only one would activate, right? There should be a way to apply that same principle. But yeah, PvP could get tricky, with players changing from enemies to friends, and vice versa. Regarding balance, something is only OP if you let it be. Adjustments are always needed. Hybrid skills like these should not perform 100% in both roles. Because these roles are two different CORE jobs, the power should be toned down. But if we leave it like that, a group of two 'hybrid' users would under-perform in comparison to a group of one pure healer and one pure damage dealer. To solve this, I gave a possible solution for making a hybrid ability worth it when you do a 'hybrid' job. But anyways, I didn't really mean it should be THE way healing should be done, but it's an idea of something different. :) And I'm thinking... maybe it does fit a class? You can use your holy powers to purge, or to heal. The light can also be used to burn. Any class that could control life-force would work well, too. Of course, there should also be [healing/utility] skills that grant a buff to the recipient. A friendly target, or even yourself. This could range from damage/defense buffs, or other more complex effects. ________________ I'm all for the idea of having leech. It's something I really like. But maybe, it could be a passive stat instead of a skill? Just like crit% or dodge%, you could have a number showing how much % of damage you can leech. I would love to see a tank using leech to sustain itself, rather than high defenses. ________________ I agree with the combos, like you suggested. And we already have an example with the rogue, so we know it could work. The more poison stacks, the higher the damage of backstab. However, I don't agree with one thing. In my opinion, skills should be able to be used by their players to their full extent. Having part of the skill rely on other players means that most of the time, you will be using a half-working skill that feels broken, incomplete, and kinda useless. ...It feels like a punishment for when you are playing solo, rather than a positive incentive to play with others. You should always be able to play with 100% of your skills. But having combos with other players is still fun, so I suggest that as a group, it could be even more easy to activate those combos. For example, imagine you have a skill that dazes an enemy for a short period, and a skill that deals more damage if the enemy is dazed. This means you can use this combo by yourself. But in a group, other classes could also have skills that cause 'daze', so you would be able to make use of this combo a lot more often, without needing to wait for your own "daze" skill to cool down.
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