View Full Version : Melee and arch improvments
patrick666
01-12-2010, 03:47 PM
Ok i just thought ill write some ideas keep in mind my engrish isent that good :)
Ok well ill just explain about how i play this game . ok i dont like magic never had but i somehow need to have some importent skills in magic even if i just use melee and arch to get buffs healing etc...So im basicly forced to skill up magic wich is ok..
But since melee and arch dosent have as much spells etc to play around whit as magic dose i think they should start think about skills for melee and arch so u have more skills to play around whit .. ok ill just type down some skills that might make melee more fun
skill that stun for x sec
skill that disable targets casting for x sec
skill that gives u strength or vitality for x amount of time DOSE not stack whit magic buffs its just there so ppl that dont like magic can still buff them self etc whit out skilling magic..
Skill that mybe reduce armor x amount
Ok this is just some ideas i mean aslong as arch and melee get more stuff to play around and so u DONT have to skill up magic to do well i know u dont HAVE to but u understand what i mean
And ye i realy think that arch and melee should get more stuff would make the game even better....and im sure they are working on it or atleest hope so
[PvP]
01-12-2010, 03:52 PM
:lmao:
i think you want to play world of warcraft my friend.
:bang:
patrick666
01-12-2010, 04:00 PM
meh im not here to defend my ideas its ideas after all.
i have played wow i came to this game instead dont realy see your point here
theubner
01-12-2010, 04:26 PM
Well - some more melee-skills might be nice but the examples you came up with are surely no good idea. WoW-style skills that stun the target and stuff like this are VERY unpopular among PvP-gamers as loosing control over your char has nothing to do with skill (which is one of the reasons why WoW-PvP is so fucked up -> I who haz more stunz is the one who winz!).
patrick666
01-12-2010, 04:29 PM
Well - some more melee-skills might be nice but the examples you came up with are surely no good idea. WoW-style skills that stun the target and stuff like this are VERY unpopular among PvP-gamers as loosing control over your char has nothing to do with skill (which is one of the reasons why WoW-PvP is so fucked up -> I who haz more stunz is the one who winz!).
Fair enough ye i just said some examples but ye more skills would be nice
SeverinCompte
01-12-2010, 04:35 PM
a slight snare would be nice. long cooldown.
Lord Zeb
01-12-2010, 04:52 PM
No Stuns. Crowd control is easy to become overpowering, but some measures could, and probably will, be put in.
For example, putting in a ½-second immobility (but not total Stun, just unable to move around, can still attack/shoot/cast/use potions or whatever) on Seize attacks could be good, fixing that now fairly worthless special attack. (Included in Poll: Combat Scene Workover (http://forums.darkfallonline.com/showthread.php?t=218214), for those who wish to check on fixes to the combat system.)
But, Skills that give Attribute or similar boosts could also be good to add, in the way they added Rage the last Expansion.
Visperas
01-12-2010, 05:35 PM
Some combat skills i can think of:
Falling attack: If you fall from a high place you can charge an attack that makes extra damage.
Through armour: Reduces your overall damage but ignores or reduces armor resistance.
Reverse shooting: You can shoot an arrow in the opposite direction you're running.
That's all for the moment, I'll edit if i need to. It also be good to know how many damage does the power attack. Anybody knows?
Sarphus
01-12-2010, 07:16 PM
You can have your skills to disable my spellcasting as long as you give me a spell that disables melee and archery.
Until then, you're just asking for more broken stuff.
If you can't use melee effectively, you're doing something wrong. It's very powerful.
Kraznor
01-12-2010, 07:26 PM
Crowd control of any sort = the side with more people wins.
Fuck cc
patrick666
01-12-2010, 07:57 PM
You can have your skills to disable my spellcasting as long as you give me a spell that disables melee and archery.
Until then, you're just asking for more broken stuff.
If you can't use melee effectively, you're doing something wrong. It's very powerful.
lol it was just a idea .. my point is in the end that melee and arch should get more skills to play around whit not just 2 skills to use while magic get 100's of spells to play around whit.. u see what i mean?
Chuck Zitto
01-12-2010, 08:32 PM
Things are fairly balanced now theres just a couple bugs still left to work out. Armor encumbrance penalties need to be adjusted and there needs to be more mines or golems to get the rare ore for high end armor which makes all the difference if you really want to use arch/melee. Also knockback on spells needs to be corrected so that a spell like begone knocks u back like intended instead of fireball and magma storm.
patrick666
01-12-2010, 08:39 PM
Things are fairly balanced now theres just a couple bugs still left to work out. Armor encumbrance penalties need to be adjusted and there needs to be more mines or golems to get the rare ore for high end armor which makes all the difference if you really want to use arch/melee. Also knockback on spells needs to be corrected so that a spell like begone knocks u back like intended instead of fireball and magma storm.
ye i dont think its un balanced atm its not what i said i just think that it would be more fun to play as melee or arch where u dont have to skill up magic to get what ever buffs or what ever... im just saying that it would make arch or melee more fun to play whit if there was more skills to use :)
Captain Kirk
01-12-2010, 08:43 PM
Crowd control of any sort = the side with more people wins.
Fuck cc
Snare is one thing but CC can be different.
Come hither is a CC and very cool spell that is very usefull, confusion is also a kind of CC. Begone/shrapnel/stormblast are also Crowd controls and serves their purpose.
There is allrdy 1 snare ingame and thats wall of force.
patrick666
01-12-2010, 08:48 PM
Snare is one thing but CC can be different.
Come hither is a CC and very cool spell that is very usefull, confusion is also a kind of CC. Begone/shrapnel/stormblast are also Crowd controls and serves their purpose.
There is allrdy 1 snare ingame and thats wall of force.
sounds like they are all in magic wich makes me have to skill up magic even when i dont want to. wich makes my point in this whole post
Captain Kirk
01-12-2010, 08:53 PM
sounds like they are all in magic wich makes me have to skill up magic even when i dont want to. wich makes my point in this whole post
which I totally agree with.
I still think the melee/archery buffs should be moved to mastery as skills you can buff without a staff. No reason for a mage to have them and if you want both magic and the melee/archery buffs you should lose all your magic addons... Just like you lose magic when you go for destroyer/magekiller!
stupid that only melee/archery get penalties and limitations and magic pretty much get no penalties and can put up lots of different addons on different spells and archers are pretty much forced to take up aquaticshot...
Rekshop
01-12-2010, 09:26 PM
They should make it so you can spec into melee and make it viable but have skills that don't crowd control your opponent. Here's a couple good examples. (I'm going to steal a couple abilities from Accursed, a HoN hero...)
-ability that heals you for a short period of time, say 10 sec +/- 3sec for 100% of incoming damage. Cooldown timer = 5 min+/-2min.
-shield buff that absorbs 60 dmg+/-20dmg then explodes in an AOE around you for same damage. Cooldown timer = 3min+/-1min.
-melee really needs a jumping overhead attack that adds 10%+/-5% dmg to normal attacks. This would be a vertical swipe not a cleave to make it harder to land.
Bloodgloom
01-12-2010, 09:28 PM
CC is bad and makes games lame.
Stun is a terrible idea.
Snare/root is also a bad idea.
Some sort of charging attack and a working Sieze (Weapon) would be really nice additions to melee.
patrick666
01-12-2010, 09:34 PM
CC is bad and makes games lame.
Stun is a terrible idea.
Snare/root is also a bad idea.
Some sort of charging attack and a working Sieze (Weapon) would be really nice additions to melee.
ye thats fine that its a bad idea etc i just want more stuff and buffs as being melee or arch where im not forced on skilling magic to do that.. etc
DeManiac
01-13-2010, 04:01 AM
Archery modifications
Bows should have different "Strength" values, having below set value, would increase the cost of holding an arrow before releasing it.
Knocking and Drawing should be separated
Archery should get a skill or an alternative to knock the arrows and unknock them using an alternative attack button.
For example, you knock arrows using Right mouse button, and Pull the string using Left mouse button.
Knocking more then one arrow
A passive archery skill named barrage should be learned at 25 archery, with each 25 skill of this one, you are able to knock one more arrow to the string.
Resulting in 5 arrows at 100.
Each arrow increases the area at which your arrows damage, giving it a slight aoe.
The travel distance is severely reduced by each arrow added.
Being able to not shoot drawn arrows.
If you have one or more arrows pulled back, pressing Right mouse button / alternative attack, would make you retrieve the arrows.
Piercing Shot
Pierces the target and hurts those behind, doing less damage then a normal shot.
Melee modifications
Shield + Polearm
Being able to equip a Shield and use a Polearm at the same time.
Attack changes to a stabbing motion(such as the powerattack and having the same small hit area.), but the same weapon is used, with the same damage and attackspeed.
Shield attack
Shield Slam added, as an alternative attack while wearing a shield, replacing other alternative attacks of weapons, only usable after blocking an attack with a shield. Requires at set amount of Block/Parry skill.
Shield + Weapon in combined in keybind.
Equipping of shield remade, you should be able to place a shield and weapon equip-able together with it, in the same keybind, button whatever.
Specializations
Tweaking of Side-step specialization, should be more effective, faster, and further distance to the sides, using it together with a forward motion would cause something else then this reticules jump it does now.
And Mage-Killer, Hunter, Destroyer and whatever the last one is, in One category, not allowing you to have both Destroyer and Mage-Killer.
Or, Able to take all of the specializations, but having each "penalty" in add to eachother in other ways then just mana, so that stacking a few would feel more like a penalty then just a, hey let's do this.
It's a reason people chose not to take Destroyer, Mage-Killer,Hunter and the other, they don't want to give up Magic, once you have one of em, why not take the other? Makes no sense.
Either make all stack or prevent you from having both.
Mage-Hunter and the melee equivalent should always be active, you have already taken the penalty for it, or, the health part should be removed, since it's going on and off at all times, change it to a health regen bonus or something.
Melee abilities combined using shared ability hotkey.
All skills that possibly could be tied together, such as the skills, whirlwind, knockback, seize and powerattack, should all be combined in one hotkey, not the same skill, each one would be listed at their respective weapon type, but a combined button for them, AND combined cooldown, not just a "global cooldown" but a total combined one, changing weapon should be done to achieve an advantage in protection comparison, not to be able to use skills more often.
Individual Ability specializations to melee
Individual specializations added to each of the melee skills in the same way as spells have their individual, you would be able to increase the hit area, reduce the cooldown, increase the potency of the effect caused.
Adding one of the, would lower the other.
Wider arc, well then it's longer cooldown and less potency.
And so on.
Dual-wield and Pummel
Dual wield of one-handed weapons and daggers, Using Main and Secondary attack.
While only having one equipped, a pummel should be in place of the off-hand weapon, dealing low damage, but instantly ending any spell currently being cast.
In the same way as having no weapon, would be double pummel attacks.
And not having a rank 0 "starting weapon".
patrick666
01-13-2010, 05:31 PM
Archery modifications
Bows should have different "Strength" values, having below set value, would increase the cost of holding an arrow before releasing it.
Knocking and Drawing should be separated
Archery should get a skill or an alternative to knock the arrows and unknock them using an alternative attack button.
For example, you knock arrows using Right mouse button, and Pull the string using Left mouse button.
Knocking more then one arrow
A passive archery skill named barrage should be learned at 25 archery, with each 25 skill of this one, you are able to knock one more arrow to the string.
Resulting in 5 arrows at 100.
Each arrow increases the area at which your arrows damage, giving it a slight aoe.
The travel distance is severely reduced by each arrow added.
Being able to not shoot drawn arrows.
If you have one or more arrows pulled back, pressing Right mouse button / alternative attack, would make you retrieve the arrows.
Piercing Shot
Pierces the target and hurts those behind, doing less damage then a normal shot.
Melee modifications
Shield + Polearm
Being able to equip a Shield and use a Polearm at the same time.
Attack changes to a stabbing motion(such as the powerattack and having the same small hit area.), but the same weapon is used, with the same damage and attackspeed.
Shield attack
Shield Slam added, as an alternative attack while wearing a shield, replacing other alternative attacks of weapons, only usable after blocking an attack with a shield. Requires at set amount of Block/Parry skill.
Shield + Weapon in combined in keybind.
Equipping of shield remade, you should be able to place a shield and weapon equip-able together with it, in the same keybind, button whatever.
Specializations
Tweaking of Side-step specialization, should be more effective, faster, and further distance to the sides, using it together with a forward motion would cause something else then this reticules jump it does now.
And Mage-Killer, Hunter, Destroyer and whatever the last one is, in One category, not allowing you to have both Destroyer and Mage-Killer.
Or, Able to take all of the specializations, but having each "penalty" in add to eachother in other ways then just mana, so that stacking a few would feel more like a penalty then just a, hey let's do this.
It's a reason people chose not to take Destroyer, Mage-Killer,Hunter and the other, they don't want to give up Magic, once you have one of em, why not take the other? Makes no sense.
Either make all stack or prevent you from having both.
Mage-Hunter and the melee equivalent should always be active, you have already taken the penalty for it, or, the health part should be removed, since it's going on and off at all times, change it to a health regen bonus or something.
Melee abilities combined using shared ability hotkey.
All skills that possibly could be tied together, such as the skills, whirlwind, knockback, seize and powerattack, should all be combined in one hotkey, not the same skill, each one would be listed at their respective weapon type, but a combined button for them, AND combined cooldown, not just a "global cooldown" but a total combined one, changing weapon should be done to achieve an advantage in protection comparison, not to be able to use skills more often.
Individual Ability specializations to melee
Individual specializations added to each of the melee skills in the same way as spells have their individual, you would be able to increase the hit area, reduce the cooldown, increase the potency of the effect caused.
Adding one of the, would lower the other.
Wider arc, well then it's longer cooldown and less potency.
And so on.
Dual-wield and Pummel
Dual wield of one-handed weapons and daggers, Using Main and Secondary attack.
While only having one equipped, a pummel should be in place of the off-hand weapon, dealing low damage, but instantly ending any spell currently being cast.
In the same way as having no weapon, would be double pummel attacks.
And not having a rank 0 "starting weapon".
Some nice ideas there i think ppl should put out what ever ideas they have that might work and hopefully AV is checking it out and mybe they can use some of it in the future
Misser
01-13-2010, 06:00 PM
the dwarf is right. they always are
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