AQW Gameplay Revamp Ideas
SPACE BAR- THE DEFENSIVE MANEUVER
Instead of being for the jump emote, pressing the space bar now causes your character to perform a defensive maneuver dependent on their class. Some of these defensive maneuvers would involve the use of WASD keys in conjunction with the space bar. They would either run off of mana or use a self-regenerating stamina bar located below your mana.
Roll- Your character rolls in a direction specified by pressing a directional key before space bar. During the roll animation, you are very briefly invincible. This window of invincibility must be timed carefully and recklessly rolling can leave you highly open to attack. Classes such as Rogue, Pirate, and Horc Evader would get this kind of maneuver. Not pressing a directional key would cause your character to automatically roll forwards in whatever direction youíre currently facing. Diagonal rolls can be executed by holding down 2 directional keys at once before pressing space. In total, your character can roll in 8 directions.
Block- Either though physical or magical means, your character blocks the incoming attack with a precise and well timed hit of the space bar. The timing for blocking should be difficult to consistently execute. Classes such as Mage, Ninja, Necromancer would have this kind of maneuver.
Hop- Similar to the roll but covers less distance and uses up less mana/stamina. As a trade off, they do not have the invincibility frames the roll has. Hops can only be executed in 4 directions (up, down, left, right) as opposed to rollís 8. When pressed without a directional key, unlike the roll, your character automatically hops backwards. Classes such as Warrior would have this kind of maneuver.
Shield- Your character assumes a defensive position by holding down the space bar. While shielding, they would either move extremely slowly or be unable to move at all. However, they take significantly less damage from attacks. They also cannot attack or use any skills until they release the space bar. Meant for tank classes. When shielding, aggro on the player also increases.
ELEMENTS & DESIGN SCROLLS
An elemental system of fire, water, wind, earth, light, dark, chaos, and neutral is implemented to weapons, armor, helms, capes, and monsters. Neutral means non-elemental and is not weak or strong against anything.
Light and Dark are only weak to each other. Chaos is strong against light and dark, but weak to itself.
Most monsters will take 25% more damage from an element they are weak to and 25% less damage against ones they are resistant to.
Armors will have one elemental strength and one elemental weakness. Since there are 3 pieces of wearable items (helms, armor, capes) a player has some choice in how they want their elemental strengths/weaknesses. Most players will likely have a full set of one certain element against a certain boss. Careful choices should be made against monsters that can utilize multiple elements.
To keep allowing players to make their appearance whatever they choose, design scrolls are used. Once a weapon/armor is obtained, a design scroll can be made of it. Design scrolls show up under your items tab. When equipped onto another weapon/armor, their appearance can be altered but keeps its original stats and elemental attributes. Design scrolls will be able to be crafted at the long disused Armory shop in Battleon.
BOSSES WITH MOVEMENT PATTERNS
Besides the promise of monster skills being added for the rewrite, some bosses could be designed to have movement patterns and attacks. They would move around the screen and players must figure out their pattern and attack when the opportunity arises. When a boss does certain attacks, a red shape appears on the ground, indicating it is where they are about to strike. This gives a player the chance to move out of harmís way. Defensive maneuvers would aid players in this task by giving them an easier way of defending against such attacks.
In addition, certain bosses could have a rage mode when their HP is reduced by a certain amount. Their attacks become more fierce and their patterns change somewhat to keep players on their toes.
A well designed dynamic boss in conjunction with the defensive maneuver system, in combination with satisfying items to farm, could keep players satiated long after the release is out.
These type of bosses should be given additional time to develop, at least 2 weeks and should not be expected on a weekly basis.
Necklaces could gain more prominence outside of PvP by granting benefits not found in weapons and armor, such as attack and defense boosts. Their individual effects could be utilized to set players apart from one another. They would have their own strengths and drawbacks (nothing is 100% beneficial). Certain necklaces could also give you an extra skill in your 6th slot if you donít have anything equipped on it. For example, a skill that greatly increases the damage of your water elemental weapon but prevents you from using your other skills.