Warrior Ability Suggestions

Discussion in 'Warrior Class' started by Preston, Jun 3, 2016.

  1. Preston

    Preston Administrator Staff Member

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    Hello all,

    At the current moment I am looking to finalize a good majority of spells for each class. However, there's always room for suggestions. Before I post any comprehensive lists of abilities I would like to offer up the chance for ability suggestions. If there's a spell or game mechanic related to the Warrior that you would love to see in the game let me know by posting below.

    All classes will have Offensive Abilities, Passive Abilities, and Active Buff/debuff abilities.

    -Preston
     
    Last edited: Jun 4, 2016
  2. Svendrae

    Svendrae Member

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    What if we make a passive where every 4th or 5th consecutive hit adds a debuff or some kind of extra damage?

    It'd mean that trying to duke it out in a who's who of dps kings would be detrimental to classes that aren't suited for the up in your face brawling.

    Conversely, it'd make the warrior a class that is a brawler by tradition, more dependent on this innate fighting style.

    The downside I can see right off the bat would be that if you are going for an all-in dps build by wearing leather, at some point you'd have to sacrifice a combo finisher to dodge an incoming nuke.

    Even then, I can't foresee this happening more than a couple times in a (PvP) fight which shouldn't be too much of a hassle.
     
  3. Ghanrak

    Ghanrak New Member

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    I'd like to see multiple fighting styles of warriors similar to that of Dungeons and Dragons/Pathfinder. Allow the choice of two-handed weapons, two-weapon fighting, one-handed fighting/free hand fighting, sword and board, unarmed/fist weapons, etc.
    • Two-handed weapons obviously being slow, but powerful. Great hammers to destroy walls or stun enemies, huge swords to rend foes, enormous axes to chop through my rivals.
    • Two-weapon fighting may mix with rogue, as some games (Dragon Age 2 & Inquisition) don't allow non-rogue classes to two-weapon fight, but I would like to have the option to grab a warhammer and a battleaxe to slash and bash my way through a battlefield.
    • One-handed fighting/free hand fighting would be more rapiers/longswords with a swashbuckler feel to them. More dexterous than an armored warrior, so it may fit better as a rogue archetype, but feint, parry, and ripose.
    • Sword and board feels like it would be encroaching on the realm of the tank, but I would like to see shield bashes as well as shield walls. A game without active shield usage always feels me wanting more.
    • Unarmed/Brawling is what I really enjoy seeing in games; not necessarily monks and kung fu, but the general rough and tumble style. Grappling to hamper an opponent's combat efficiency with a weapon too unwieldy in close quarter combat, tripping an opponent who is trying to run away to allow your group catch him, dirty tricks to blind someone temporarily with a pile of dirt or sand. Weapons would include spiked gauntlets, cesti, knuckles. I, personally, am not a fan of claws or katars, but those are options, too.
    I bold Unarmed/Brawling because it's something not a lot of games have. There are a few that do, but none that truly stand out. I want to get in someone's face, knock heads together, and buy them a drink, afterwards.

    Perhaps individual weapons skills may be asking a bit too much, but the general idea behind various fighting styles should stick. I don't want to be forced into using a two-handed weapon solely because it's more powerful than wielding two one-handed weapons; or be forced to use two weapons when I'd rather use my fists. The people I play MMOs with would rather immerse themselves in their characters than be forced into a niche because the class diversity isn't there. Players want to feel connected to the community, and being able to connect themselves to their character is the first step.
     
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  4. Preston

    Preston Administrator Staff Member

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    Hey, to give a little insight how I've been working through the warrior spells. I do agree there shouldn't be a clear, 2 hand weapons are better so everyone has to use them. Also the same for one handed weapons. The plan as of now is a split skill tree (all in one), but one that allows players to go down the two-hand mastery route and gain massive high impact abilities or down the one-hand route where players use speed and quick attacks to rip through enemies. So basically yes, you can wield a mace in one hand and a sword in the other and there will be spells that are accustomed to what you want to do. Or if you see yourself as more of, let's come flying in from the skies, smash down and knock people around you're going to want to pick up a 2 hand weapon.

    Sword and board is a little bit of a tank specialty, but if you find yourself needing a little extra defense you can always pick one up.

    However, I don't know how much of brawling/unarmed system we're going to go for with the warrior. Currently I know there are brass knuckles in the game, but I haven't really built a class around it. Maybe that's something we could revisit down the road when looking to add in additional classes. Sort of a meaty, bold, durable brawler. /edit: The brass knuckles could serve in the role of one handed weapons.

    -Preston
     
    Last edited: Jun 19, 2016
  5. Rothius890

    Rothius890 New Member

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    i have yet to actually get in game but a nice warrior ability would be a gap closer is possible to keep get up in someone face like a ranger/wizard type of deal
    Another idea being a defensive ability where if they have a large 2 h specifically the can kind of plant it in the ground and use it as a makeshift shield. not as effective as a tanks shield but maybe to mitigate some frontal damage but not allowing the player to move till he picks up his weapon? just spit balling.
    although a feature i would really like to see is something that's not as much of a skill as it is a animation if I'm using a 2 handed weapon i kind of want it to drag behind me to give the look of "holy shit this weapon is heavy" rather then just swinging around this heavy ass weapon like its paper. and again just ideas i am not sure how possible these are
     
  6. Preston

    Preston Administrator Staff Member

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    All ideas are possible, just figuring out which ones are going to work best is the key :) We have very rough animations in the game at the moment. When we get around to doing an overhaul on combat we'll look into different animations for each class. The warrior will have the ability to charge people and leap to target location.

    -Preston
     
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  7. Rothius890

    Rothius890 New Member

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    how about a combat regeneration ability so they don't HAVE to have a healer there so lets say a % health regenerated when low on hp kind of as a buffer or maybe an ability to disable your opponent making them slower kind of like cutting the heel of a giant troll (very simplistic example) so he cant run after you as fast allowing for an escape (or potential capture) or even a head crack ability using the blunt side of a weapon on the opponents head putting them in a daze like state
     
  8. Preston

    Preston Administrator Staff Member

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    There will be alternative healing sources in the game for each class. But not something so sustainable that in a raid they wouldn't need a healer.

    -Preston
     
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  9. Rothius890

    Rothius890 New Member

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    well no i did not intent for them to not need one in something as large scale as that but i do know of people that always play solo as they dont have a bunch of friends to group up with and raid together was more meant to be something to help solo play but not cast aside healers for the nitty gritty
     
  10. Preston

    Preston Administrator Staff Member

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    We definitely want plays to be able to play solo. There will be items outside of spells that can also help out in regards to solo play. We got your back.

    -Preston
     
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  11. Rothius890

    Rothius890 New Member

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  12. Ghanrak

    Ghanrak New Member

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    It seems all the abilities currently do not do anything other than normal damage. I assume that means they are simply placeholders. Based on my experience, I do have some suggestions.
    Abilities exist:

    • Rage should not degrade in combat. The rate it drains is far too drastic. When wielding a two-handed weapon, it is impossible to generate enough rage to use anything ability other than auto-attack.
    • Auto-attack: this skill should be automatic. It is even in the name.
    • Decisive Blow: Consumes all rage and deals damage based on rage consumed, but prevents rage generation for 6 seconds. 45-60s cooldown (CD).
    • Scathe: Glancing blow intended to bleed a target. X% weapon damage every second for 15 seconds. Small (5-10) rage cost. 0-15s CD.
    • Wreckful Assault: Multiple attack combo that deals increasing damage. Attacks one time per second starting with +0% bonus damage. Increases by +X% every second for 5-10 seconds. Channeled. Moderate (10-25) rage cost. 30-45s CD. [In PVP, the idea is to force the use of CC to get yourself or the ally affected away from the warrior.]
    • Weapon Throw: Similar functionality. Perhaps snare/slow the target, if it connects. Small, if any, rage cost. 0s CD; if aimed, else CD length twice as long as duration.
    • Charge: Same functionality, just improved execution of its intent. No rage cost, potentially generates. 5-20s CD.
    Additional Offensive Abilities:
    • Stunning Blow: Stuns a target for X second. Moderate rage cost. 45-60s CD
    • Hamstring: If not weapon throw, then this; snare/slow the target. Small rage cost. CD twice as long as duration.
    • Whirlwind: 360ยบ attack dealing X% weapon damage to all adjacent foes. Moderate rage cost. 10-20s CD.
    • Crash Down: Slam into the ground with force dealing X% to those within Y distance, stunning/disorienting those affected. No rage cost. 60-120s CD. Must have more than 2 yards between you and the ground. [Basically to jump from battlements/cliffs into battles to ambush or break sieges.]
    • Crushing Blow: Deals X% weapon damage. Moderate rage cost. 5-10s. [Simply a rage dump ability.]
    Active Buffs/Cooldowns:
    • Enrage: Increase rage generation by X%, or simply generate X amount of rage. [Potential burst cooldown.]
    • Blood Boil: Burn through hit points to fuel your rage. [This would be difficult to balance. The higher the integer value of the warrior's hit points, the more rage he could generate with less and less risk as he gears. However, if it's percentage based, the more hit points he has, the more difficult it becomes to heal him for less geared players. This makes it incredibly stressful on either the healer, or something that could be left on indefinitely with negligible damage due to gear.]
    • Berserk: Increases damage by 10%, but increases damage taken by 10%. [Risk vs. Reward ability. The damage increase could increase to +20% damage, and incur a -10% penalty for the same duration after the effects. This would give warriors a burst cooldown, but leave them weakened afterwards.
    Passive abilities:
    • Generate rage based on damage taken. Every 1% damage taken, generate 2% rage.
    • Blowing Off Steam/Blind With Rage: Upon reaching 100% rage, you generate no more rage and your abilities have no cooldown until you have used all of your rage. [This could be an interesting buffs because it would give the warrior a choice to either burn his rage with abilities, or decide to fill his bar to launch a burst of attacks.]
    • Inspiring Presence: Increase the damage of party members by X%.
    • Weapon Specialist: Polearms and swords have increased critical hit chance, maces and knuckles have increased damage, axes have increased critical hit damage. [De-incentivizes pure Warriors from using magic wands, staves, and daggers.]
    • Strength Training: Increases total strength by 5%. [Increases the incentive to be in melee and leave the ranged combat to the wizards, archers, and the like.]
     
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  13. Preston

    Preston Administrator Staff Member

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    Hey Ghanrak,

    You've hit on a lot of abilities that will more or less make it into the warriors kit in one form or another. Very well thought out and presented list :). Currently the rage generation in game is very weak, it's something that will definitely be balanced when we do our combat overhaul.

    There will definitely be a spell or 2 in the warriors kit for combo attacks like this. Especially if you build towards a more weapon in both hands approach.

    A good favorite, but i'm going to make it more steep. The risk will be huge, but so will the reward.

    -Preston
     
  14. Rothius890

    Rothius890 New Member

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    i know it is the wrong area for this but the rage generation on attacks needs to be increased i cant use some abilities because i just simply dont gain enough rage
     
  15. Preston

    Preston Administrator Staff Member

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    Yep, we are aware of this :). We'll get this lowered sometime shortly (no exact date) so players can make better use of rage resource abilities.

    -Preston
     
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  16. GunnerCade

    GunnerCade New Member

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    i just joined in, happy to be here. I was noticing the rage thing as well. Initially trying out the 2H axe the rage was essentially unusable as has been mentioned above. With a 1H and shield while it did degrade faster than I felt was appropriate, I at least did get to use some abilities.
     

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