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Smarter status effects

7 replies [Last post]
Sat, 05/10/2014 - 14:51
Xpekt's picture
Xpekt

Currently we have a system of random chances to get status upon impact, this can range from a player to get a status effect onto him/her in one shot or it could take multiple 5 - 10 (If target doesn't die) and so it can be a little frustrating at times shooting a person seven times with a storm driver and not get a single status but the other one can simply get it the first time..

This creates an element of luck which in a heated battle can be frustrating

but alas I have come up with a nifty solution

Status stacking...

Status stacking you say ?

Well basically what this will do is it will give a person the status upon hitting the required number of shots.

But how does it work?

Say you have a storm driver and as soon as you hit your target a mark will appear on him alongside multiple other faded marks.. upon hitting and lighting up all the marks the target will be given a status.

But how will this work for someone with a high resistance ??

The amount of marks to be stacked will increase!

What about bombers what will happen to them ??
Bombs will stack their marks instantly since they will only have one mark to fill

What about the chaos players and other negative status armours ???
Well those people will receive less marks and in turn get the status will less attacks.

What about those brandish charge attacks ??
Well those charges will have only one mark to fill since they are a charge attack alongside any other charge attack one might currently use and get a guaranteed status i.e bombs alchs .

Well if you made it thus far congratz feel free to leave your feedback down below

Sun, 05/11/2014 - 00:59
#1
Dibsville's picture
Dibsville
-1

-1. It changes too many game mechanics and in all honestly ruins a lot of tough-situation luck where you need that one shot to proc, rather than needing to stack them.

EDIT: Edited out some stupid sarcastic stuff that didn't contribute to the thread - sorry about that!

Sat, 05/10/2014 - 15:09
#2
Fehzor's picture
Fehzor

I agree with you, though I'm not sure if the developers are capable of implementing and changing it to be this, especially with status effects that already "work".

My thought was that you could have levels of status buildup, and that it would time down as you went along with few exceptions. So all statuses would be at low, and would then go from there up. Protection would decrease the maximum status you could receive as well as the interval at which you were statused. This idea is very similar to yours.

Sat, 05/10/2014 - 15:40
#3
Xpekt's picture
Xpekt
@Dibsville

Well while that is true being random as it is sometimes just doesn't fit well into pvp context having a stacking ability makes it more skill based
besides the base stacks would maybe be 3 shots at default resistance, 4 at max ,and 2 at negative resistance.

Also if you can land one shot chances are you can land a subsequent shot to lock your target since when you land a shot you temporarly immobilze a target and cancel his/her attack.

Sat, 05/10/2014 - 15:32
#4
Xpekt's picture
Xpekt
@Fehzor

Interesting concept while this might apply to poison and fire statuses where the more you hit a target the higher the status effect , say from one stack effects are moderate and once you gain more stacks the damage output and general effectiveness will increase

i think something like freeze and shock would have to be applied once at the final stack or else it would be quite op as bombers with freeze can freeze a target for a huge amount of time like this since he/she can keep stacking the effect.

So for status effects that deal damage over time or weaken the target stacks/marks upon stacking the first stack would increase in effectiveness per attack received whilst immobilize statuses will immobilize a target upon reaching the stacks required.

Sun, 05/11/2014 - 00:43
#5
Fehzor's picture
Fehzor

I think it could work with freeze/shock, and even curse/stun.

The "low" stage of freeze could be a slowing effect, kind of like stun + ice clinging to the knight. Also keep in mind that "strong freeze" could just be something like attack speed decreased as well as not being able to move, + friends must chip away more to unfreeze you. For monsters, I don't see how this is so different from how we can currently keep stacking the effect.

As for shock, I imagine it as being a sort of buildup, where the first stages don't really do much just like fire. Then it would be like it currently is, and when you get too much of it, you'd surge for a bit, still able to walk and then shoot out some electricity and damage team mates in an area. This would reduce you back to about 50%.

Stun would have a short first stage, where the monster has a small chance of not attacking, and reacts slower on occasion. Then it would be like it is, and then it would make it very hard for mobs/the knight to move around and do anything.

Curse would just slowly make more and more weapons cursed.

Sun, 05/11/2014 - 04:57
#6
Xpekt's picture
Xpekt
Interesting concepts

Honestly that would be quite effective, but how would stacking on say haze bombs work ?

Would they just stack once at the level they are now or just continue to max out ?

And what about something like a big angry bomb will it instantly stun or apply increasing stuns?

Perhaps bomb would have only one stack to fill i.e they stack once and apply the effect as they do now but don't stack.

Sun, 05/11/2014 - 15:41
#7
Fehzor's picture
Fehzor

I thought about that. If we made each one give an interval of stun, then we could get something like-

Haze bomb: .03 per tick
Big angry bomb: .7 per blast
Voltedge Charge: .35 per hit

To make enemies explode in a rage of electrical signals, you'd need to inflict somewhere around .75 shock. The haze bombs would have to take quite a while to accomplish this, as you'd really be getting only like .02 due to how shock would wear off. So in order to make them explode, you'd need like 32-33 ticks of constant infliction, which wouldn't be impossible, but would still warrant using several of the bomb. Whenever they did explode, it would set them back a good .4 shock, to .35. This would be around the time shock would wear off, and would make it hard to continuously abuse the haze bombs.

Voltedge would be the same way, but would require you to get in a good 4 hits or so, and big angry bomb would take around 2 bombs to get to strong... provided you can hit them twice in a row with it.

This is just a theoretical model that I thought of. I don't think the devs should waste time actually making it, in case any are reading. It'd be cool, but time consuming to make and unnecessary when we have an existing + working status system that could simply be tweaked.

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