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Combat: Fast, brutal.


CyberNinja1234

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I have looked through many combat mechanic changes but have been unable to find one that really worked for me.

What I am looking for (if someone is interested)

I have a lot of ideas so if someone does this they might want to pick and choose.

 

Faster combat (I can get this already)

Lower health (starting health of around 50)

Lower cooldowns (for rogue/warriors)

Weaker abilities, about half effectiveness (for rogues/warriors)

Longer cooldowns for mages high tier abilities (inferno and such)

Longer charge up for mages (high tier)

Lower mana cost (for low tier mage abilities)

Higher mana cost (high tier mage abilites)

Damage of spells dont need to be modified (low tier seems fine, high tier is overkill but harder to use do to charge up and cooldown)

Health poultice heal over time

Mana potions regen over time

weaker armor (50-75% effectiveness to original)

mana/stamina regains overtime slightly faster

Mana/stamina total amount halfed/quartered. (abilities cost would need to not exceed it, however.)

Higher crit chance

Higher dodge/block/parry chance (I think those are the types, not sure about parry though)

Less attribute points and lower attribute requirements

Each atttribute point is more powerful (now gain 10 hp per constitution)

More skill points (you will see why)

Weapon specialization skills (axe mastery)

Armor specialization (optional)

Skills for lower cooldowns (optional

skills for faster attack (optional)

skills for higher dodge chance (optional

skills for higher crit chance (optional)

skills for higher crit damage (optional)

skills for natural armor (optional, even though this is all technically optional)

skills to increase item effectiveness (potions/bombs)

More ability points

Ability section: Passives to increase other abilities effectiveness

Expanded specialization trees.

Passive skills to make warrior duel wielding and rogue duel wielding different (rogue = more debuffs warrior = more damage?)

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