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Immunity to flinch for plate set

11 replies [Last post]
Sat, 11/22/2014 - 20:33
Trats-Romra's picture
Trats-Romra

I tried to point out the idea of giving hazard immunity to Plate sets, but I was convinced that immunity to flinch would be better. So I changed the topic.

The following pieces of gear would receive:
-Plate Helm: Charge reset immunity
-Plate Armor: Flinch immunity
-Ancient Plate Helm: Charge reset immunity and Increased time of invincity frames (I guess... 2-3 seconds?)
-Ancient Plate Armor: Flinch immunity and Faster Shield Regeneration

I tried to keep part of my original idea on Ancient Plate, because it have MSD along with ASD. But Fangel came up with better ideas.

If it was implemented, problably we could call Ancient Plate Set as the ultimate tank set.

EDIT: I'm open to ideas.

Sat, 11/22/2014 - 21:41
#1
Keepscaite's picture
Keepscaite
Actually...

A better excuse to make it "unstoppable" would be to make it 'immune' to flinching. Sure, the guy would still take damage, and get the ASD penalty, but now that his combos are unstoppable, it makes for a fair trade.

And... hazard immunity should only work for the Ancient Plate set. Because otherwise, nobody ever uses that set.

Sun, 11/23/2014 - 18:11
#2
Trats-Romra's picture
Trats-Romra
Immunity to flinch

Immunity to flinching is another option. But I think that the idea of a heavy armor is take less damage, specially from little things like brambles, spikes and snow blocks.
Maybe Ancient Plate set would receive immunity to hazards, traps, spikes and brambles, except to rockets, missiles and explosive blocks, since it have MSD, immunity will compensate the difficulty to move from a place to another. The other Plate sets would reduce damage of "environmental factors"* to 1/2 bar and cut special effects by half, except (again) to rockets, missiles and explosive blocks. So, "basic" Plate sets can receive little damaged from the ambient and have some strategic advantage over some situations yet and Ancient Plate set would be the superior unstoppable armor.

Sorry for taking so long to reply.

Immunity to flinch would be good specially for PvP, but I don't see the same on PvE. I didn't beat everything on game, so I don't see a lot of moments that a immunity to flinch would be better than immunity to environmental factors.

*environmental factors = hazards, traps, missiles, spikes, brambles etc.

Sun, 11/23/2014 - 22:25
#3
Gunnerific's picture
Gunnerific
idk

If you weigh so much that you can't swing a Cutter properly, wouldn't stepping on spikes be more painful?

I'm with the no flintching, maybe toss in a reduce knockback. Just keep the damage dealt.

Wed, 11/26/2014 - 06:38
#4
Blandaxt's picture
Blandaxt
Imagine..

@Keepscaite: Nice idea, i love it. But i think plate set should have something like 1/2 or 1/4 less damage when facing hazards like brambles and spikes. The effect can only be used when wearing both pieces of the plate armor same with ancient set (is how i would design it in my opinion).

Imagine you are wearing plate set and using a troika and facing 5 to 7 grievers that does stun or shock. Even devilites cause flinching and if they deal a status and you have plate set equipped and brought only swords and bring a heavy slow swinging weapon like the troika, then your doomed. Dooomed! i say....

Wed, 11/26/2014 - 11:22
#5
Fangel's picture
Fangel
Agreed with the flinching bit.

A flinch immunity would be much better than a hazard immunity, as hazards are supposed to be hazardous. You're not supposed to cross them without taking damage. Traps inflict certain damage types anyways, so we can already defend against them.

Flinch immunity would help in general, especially with slow swords and fast enemies. It would also make bombing a dream as you would never lose your composure. Perhaps having charge attack be unable to interrupted and thus reset would help with the plate lines...
Flinch and charge reset immunity alone would compensate for the ASD.

Fri, 11/28/2014 - 16:04
#6
Trats-Romra's picture
Trats-Romra
Ok, I agree

Immunity to flinching would be better, since we already protect from hazards, due to armors and angelic aura, and flinch would give some survivability against fast enemies.

I'll change the topic on this way:
-Plate Helm: Charge reset immunity
-Plate Armor: Flinch immunity
-Ancient Plate Helm: Charge reset immunity and reduction special status timer caused by hazards
-Ancient Plate Armor: Flinch immunity and reduction of damage from spikes and brambles

Plate sets have just ASD, but Ancient Plate set have ASD and MSD. I think it need some sort of reduction of damage from hazards, unless you have a better idea.

Fri, 11/28/2014 - 04:45
#7
Blandaxt's picture
Blandaxt
can't think

Can't think of anything else to boost the ancient set besides something like an aggro attract when using shield bash lol. Something that attracts all monsters focus on the player using shield bash and wearing plate set. This ability only works on monsters that have health below 70% - 85% and does not work on bosses and heavy enemies like trojans, deadnaught, lumber, and giant linchen colonies (Basically means they have to get hit at least one time before you can aggro them). This ability can be useful for tankers to attract attention away from their teammates and be great to use to train newbies in the game in tier 1 (i doubt anyone will bring plate set to vana or to sl.). In order to use ability though, the player needs to be wearing plate set with the ancient plate shield.

Fri, 11/28/2014 - 15:01
#8
Fangel's picture
Fangel
We don't need to throw too much at ancient plate

Reducing statuses from hazards is really not needed. As I stated before, that's what other defensive gears are for, and even then you shouldn't be crossing the hazards. If you find yourself on a fire hazard, you should be wearing fire resistant gear, preferably with elemental resistance. If you're crossing spikes, you should have piercing resistance.

And shankles/drones have their own damage types as is. Again, that's what defense is for.
Ancient plate could have a longer invincibility frames duration, and perhaps have faster shield regeneration times. That means getting hit (thus using defense) is helping you, and taking hits with your shield isn't as harmful.

Also Trats, you mentioned the ancient plate helmet twice in your last post. Might want to change that second helm to be armor. ;)

Fri, 11/28/2014 - 15:58
#9
Trats-Romra's picture
Trats-Romra

@Fangel
Hum... Ok, I agree. I can't give status resistance or defense as special abilities. They are already implemented on other sets. Changing the topic.
Thanks for pointing out my mistakes.

@Blandaxt
The ability would work with any armor, because while there are armor that tank more damage, there are others that cause more damage. For example, you could attract monsters with Wolver set or Demo set and cause damage with a Brandish or a VT, respectively. I think it should work on this way:
1-Shield Bash
2-On final of the shield bash, the knight cause the first hit and the second hit is a AoE that reduce the health of the enemies(except boss and heavy enemies) to 85%.
3-The knight click on the shield and it make a sound of a provocative laugh.(I don't know other way that would mean attracting the aggro)
4-The knight have the aggro of the nearest enemies with health below 70% - 85%
While it can be defensive on any set, to take enemies away from others, it can be used offensively, attracting aggro to a haze bomb, a vortex, a brandish or heavy swords.

I think shield bash could be called shield abiltiy. So Three Rings could give any special ability to shields that they would like, making shields more interesting.

Sat, 11/29/2014 - 14:53
#10
Blandaxt's picture
Blandaxt
i agree!

I agree with the shield ability theory so that OOO can give shield abilities to specific shields. We would not need more buttons to be set up sense the shield bash button already takes care of the activation mechanism.

Also i like number 4 of your suggestion. I was suggesting this ability for mostly compound level when facing the swarm of monsters so that there can be one player that can direct the flow of attack to him while others focus on either escaping or killing the little vermin's.

Sat, 11/29/2014 - 18:47
#11
Trats-Romra's picture
Trats-Romra

Guys, I will leave the forums for around 1 month. You can continue to bump this thread if you want, but I won't post any reply. Thanks for your support.

@Blandaxt
I was suggesting this ability for mostly compound level when facing the swarm of monsters so that there can be one player that can direct the flow of attack to him while others focus on either escaping or killing the little vermin's.
I see. It would be really useful there. If a bomber could attract the aggro of minis and bomb them, it would be wonderful.

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