[RFE] Add a "Combat Technique" mechanic to buff/deepen melee classes
Instead of nerfing the wizard/archer classes, how about deepening the melees?
Uh, okay, I'm likely to get grilled for this since the idea is sketchy and has some obvious pitfalls but maybe it can inspire somebody to build on it. Here goes:
I always thought wizards are much more powerful because they can focus damage on more than one foe at once, that's what most of the magic comes down to.
How about buffing melee classes by giving them their own sort of AoE capabilities?
- Add a new type of 'spellbook': "combat treatise" ...uh no, wait... this is too similar. Let's try this:
Add the possibility for melee classes to chat to wandering Battle Sages (an entirely new type of monster found essentially everywhere) of same alignment to learn new techniques. This could be based on str/dx (i.e. warrior attributes) (and maybe PE?) rather than learning.
After teaching you a new technique the Sage disappears permanently. The compensation they require and minimal stat requirements (if any) can be made into a balancing mechanism. Wandering Sages are unlikely to chat to wizards, too skinny and frail.
- "techniques" are special moves, usually with some AoE component/CC component. Examples:
Skewer: Requires spear, can attack up to 3-4 monsters in a straight line (opening move)
Wide slash: Attacks 3 squares adjacent to your character in a given direction. (opening move)
Whirlwind: Attacks all 8 foes (opening move)
Shoulder ram: Pushes foes back (I can see how this will be a can of worms to implement when monsters push against each other (opening move)
Stunning Strike: Requires blunt weapon, higher chance of stun. (finisher)
Seek vein: Increased chance to apply bleeding to a given monster (finisher)
Frightful speed: Chance to inflict fear
Opening moves are AoE/crowd control attacks, finishers contain a special addition to a normal attack.
Both opening moves and finishers can be used as individually, but at later stages (level 25?) you could meet Battle Masters that allow you to combine techniques into a sort of combo consisting of an opening move and a finisher (like a Vein-Seek Whirlwind, attack 8 foes with increased chance to bleed).
Some parting words:
One thing that's left open is how to balance the use of techniques? A TO-based Stamina stat equivalent to Mana? Or no limits but also making the attacks noticeably weaker? A cooldown? (I hate that last one actually).
These are extremely broad brush strokes, not a precise mechanism I'd like to see in-game exactly as described. It's more about the general idea rather than details like "skill X can't give +4"
Yes, I know the implementation complexity is probably frightening :)
Just had to get this out of my system for better or worse. Carry on now :)