Hopeful Guy -> RE: =DF= DragonFable 14.1.0 Discussion & Feedback (9/2/2017 12:36:52)
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OK, so I've had time to play with this update (and level to 85 in the process, woohoo), and I think it's a really fun one. Not necessarily because of the changes themselves, but because of the potential they bring for really (and I mean REALLY) cool mechanics. First of all, the glancing blow modifier. It's at 20% by default. There isn't an obvious reason why it's 20%, it just is at the moment. But that gives us a lot of potential for cool gimmicks with classes and gear. First of all, the default level for M/P/M is 5 and the default for B/P/D is 10 at the moment. Let's take stealthy classes like Rogue, Cryptic and Ninja. Thematically, they sacrifice heavy armour for speed and agility. It makes sense, therefore, that they would take more damage from a glancing blow (because they're less heavily armoured) but they'd be more likely to dodge an attack in the first place. Something like the modifier being 50% (so even glancing blows hurt) but the classes starting with 20 M/P/M and 15 B/P/D makes some sense to me. The opposite kind of class is the heavily armoured one, things like Warrior, Paladin, DL and Guardian (also GPS- imagine trying to dodge an attack with that. :P). They have heavy armour, so it makes sense thematically that glancing blows wouldn't do much to them, and even direct hits would cause less damage. As a result, those classes could start out with 5 M/P/M and 5 B/P/D, but have a glancing modifier of 10% and +10 All by default (obviously, these figures would need to be considered for balance purposes, this is just an example). Then magical classes I guess thematically would get hurt more because they don't really have much armor at all? I don't know how this would work. Possibly keep everything as it is for them. This can be extended to gear and 'fiesta' items. I'm talking about stuff like heavy, full visor helmets which give you +All and reduce your glancing blow modifier, but give you negative M/P/M, kind of like a reversed Hidebehind. +20 All, +30 END and halving the modifier, but then also giving you -15 M/P/M to compensate would make things interesting. At the moment gear feels kind of standardised, but stuff like that would cause fun. Alternatively, you can go for a lighter piece of headwear which gives you more M/P/M and D/P/B but -END and All, and adds 20% to the glancing modifier. It would certainly be a change-up, although you'd have to prevent things from getting to unhittable levels. Also, passive effects would work really well with the Crit modifier and glancing blow modifier. Imagine some kind of 'Contempt' passive on DoomKnight, which adds 5% to your glancing blow modifier and gives you -5 M/P/M, -5 All and -5 B/P/D per turn, but increases your Crit by 5, gives you 5% boost and +0.05 to your Crit modifier per turn for 5 turns. It fits in with the theme of the class (the whole 'I don't fear you, come at me and I will destroy you'), and is pretty cool. Or DL just getting +1 All, +5 B/P/D and -1% Glancing Blows every 5 turns in exchange for sacrificing 1 Crit, 1% boost and 0.01 to the Crit modifier, capping after 50 turns. Would make the class so tanky against the hard hitting bosses, but might leave you exposed to those that heal quickly or go berserk. Obviously, I've just made a bunch of examples of stuff that probably will be difficult to implement or just outright bad ideas. But you see the point. There's so much room to play with stuff, which is why I really like this update's potential.
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