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More blocking!


JohnC2211

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Not sure if this mod has been done before, I have searched for it so I'm going to assume that I can post it here.

 

I think that a mod which increases the number of times the block animation plays would be good. Perhaps there could be various settings. I for one would like to see something very similar to the Knight of the Old Republic games where the animations hit the blades until the killing blow. Could this be done with DA? Have each attack be blocked until the killing blow? This could turn the Health Bar into a sort of Energy Bar which depletes as you block, and then the killing blow would be the one that connects. This wouldn't change the gameplay mechanics, the health would still work in the same way, it'd just be called energy. Or something. I'm not very good at putting my ideas into words.

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You know i would handle it like this:

only critical hits hit you directly, but even if you block an attack you loose some of your life energy, because even a block takes some stamina out of you, and the chance of getting hit by critical hits is decreased by defense, as in now if you have a big ammount of defense, you just evade attacks, with this mod, you just block an attack, i would define a defense value like this. I´m not good at putting my ideas in words either^^

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A mod where all attacks against a character show the block animation but still drain health, and where the only hits that actually strike the characters body and shed blood are critical hits, and the killing blow would work just fine for me.

They could leave the genuine blocks in there too, so sometimes even though rare as usual you can still take no damage.

 

I hope someone picks this idea up, could be good.

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@magnanimousmudd: that´s exactly what i meant, i think it isn´t realistic if you get hit by a sword a hundred times and still live, there are only three things that need to get changed:

1.: replace normal hits with blocks

2.: decrease the damage suffered from those blocks

3.: increase the damage suffered from direct (critical) hits

 

And if that´s possible this one would be nice, increase the critical hit chance for your char and team mates, and decrease it step by step to the same level of the enemies, depending on what difficulty you´re playing.

This would give the whole game a more tactical side, like when you bash someone to the ground, he only gets critical hits, as he cannot block your attacks.

And instead of the chance of evading attacks depending of the dimension of your defense value, just make these complete blocks, so that you don´t get any damage.

But this one won´t work against beasts like the archdemon or dragons or any other manner of beast, so i would suggest the evading should stay against these.

 

And i know this is might sound like another topic, but it wouldn´t be this different

I´d like to have arrows piercing through your body to hurt you really critically.

My suggestions:

1.: Decrease the accuracy of archers or Increase aiming time

2.: Increase the missile deflection dramatically, especially when wearing a shield or heavy armour (or massive armors even more likely)

3.: increase damage taken by arrows piercing through your body dramatically

 

When i look at those terrific mods, our pro modders constantly make, i think this shouldn´t be that difficult for them.

I really hope one of you reall ymakes this one, it would make the game more realistic and maybe even bioware integrates this one into their next dlc or a new patch. :biggrin:

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Thanks for all the feedback guys, they all seem like really good ideas, and you seem to have managed to decipher my random thoughts! Kudos. Would love to see this implemented. Unfortunately I don't possess the skill with modding to make this myself.
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What would people think to combining this concept with an ultra slow function instead of pause? I find that pause interrupts the flow of battle a lot, whereas if it slowed as you were making tactical decisions it would also prevent the activate single ability problem.

 

As for Archers, their damage function needs an overhaul. On a fully plate armoured warrior it would be hard to land any dangerous hits. However the flatter the trajectory the more energy transfer you would get so the piercing ability would get stronger the closer to the archer the warrior got. Maybe add in an animation for the arrows to hit but get deflected to signify a no damage hit due to armour protection instead of play the miss animation?

 

Damage wise on the higher armours they would receive damage from the piercing attacks if they passed the defense AND armour rolls. However the damage receives a bonus much like a critical. This would mean that, as in real life, lightly armoured foes would be the preference for the archer while the swordsmen would take on the heavy armour.

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