All of my RAGE
Posted: Thu May 19, 2016 5:20 am
I didn't want to keep a poll on the Zerker post so let's keep this separate.
One thing I have an issue with currently is zerkers. Them having 3x attack and harder to hit doesn't really bode well with proper AGI and high damage characters. I also want them to be a decent addition in any PVP or PVE side as all classes should be, not just PVE.
*rage* was one of the last additions to ROK. By no means do we have to use it, or we can change the way zerkers work. (Most of the other classes I feel work fine and won't be changed so much for now.) I will just get to it and describe what we can do.
1. Keep the current system, which involves 3 successful hits and then you are in rage mode until you miss and:
-1a. 25%-50% more damage while raged, and 20% more dodge.
-1b. 25%-50% more damage while raged, and increase armor by 50% while raged (I.E: you will take less damage, but you won't dodge any differently.)
-1c. 25%-50% more damage while raged, no change to armor/dodge.
-1d. No attack bonus, but you gain armor or dodge while raging.
Please remembers zerkers base damage is damin high. 1.5x on a zerker is going to be plenty of damage, trust me. We can also lessen the successful hits to 2 to get into rage mode as well if it needs to be easier. Additionally, there might be some 'two hand weapons' in the future. (not dual wielding.)
The above system feels like it's always going to be way more useful in PVE because of how zerkers work, but we can still add it no worries if people feel like they like that. I'll try to balance it as best I can.
Please note, I do NOT want to impose any negative effects while being in rage. NEGATIVE EFFECTS should not be random, they should be controlled. Going into rage on your last attack and having less dodge would be highly annoying, and pretty dumb in my books of making a workable class.
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2. New system, the 'rage' bar. It takes over the MP bar, and instead, starts at 0. When you attack, you gain 'rage' (up to a maximum, lets say 20 rage points). You might have 2-3 special rage attacks and each attack will typically take up 5 rage points. Rage goes down as you move around (-1 per movement), or over time (Every 10 seconds?). The above would make the class semi-active, meaning you can build your rage up and launch a few harder attacks, or do it as soon as you get the rage points.
This is where negatives effects can actually play if you use rage points. For example, going into rage could cause negative effects for 5 seconds (lets say -20% less armor), so it would be better to build up your rage points instead of using it soon as you have. It makes the class a little bit strategic played.
As I said, they should have lets say 1-3 different rage attacks or buffs that can be used. Let's say a few simple examples would be 1.5x damage, 50% more armor, or a way to temporarily lower a players armor for 15-20 seconds (which would include a normal 1.0 damage hit.)
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The rage system is already in place, but I am undecided if I will remove the coding yet. It's not a big deal to me either or. I'll go with the most popular.
One thing I have an issue with currently is zerkers. Them having 3x attack and harder to hit doesn't really bode well with proper AGI and high damage characters. I also want them to be a decent addition in any PVP or PVE side as all classes should be, not just PVE.
*rage* was one of the last additions to ROK. By no means do we have to use it, or we can change the way zerkers work. (Most of the other classes I feel work fine and won't be changed so much for now.) I will just get to it and describe what we can do.
1. Keep the current system, which involves 3 successful hits and then you are in rage mode until you miss and:
-1a. 25%-50% more damage while raged, and 20% more dodge.
-1b. 25%-50% more damage while raged, and increase armor by 50% while raged (I.E: you will take less damage, but you won't dodge any differently.)
-1c. 25%-50% more damage while raged, no change to armor/dodge.
-1d. No attack bonus, but you gain armor or dodge while raging.
Please remembers zerkers base damage is damin high. 1.5x on a zerker is going to be plenty of damage, trust me. We can also lessen the successful hits to 2 to get into rage mode as well if it needs to be easier. Additionally, there might be some 'two hand weapons' in the future. (not dual wielding.)
The above system feels like it's always going to be way more useful in PVE because of how zerkers work, but we can still add it no worries if people feel like they like that. I'll try to balance it as best I can.
Please note, I do NOT want to impose any negative effects while being in rage. NEGATIVE EFFECTS should not be random, they should be controlled. Going into rage on your last attack and having less dodge would be highly annoying, and pretty dumb in my books of making a workable class.
-----------
2. New system, the 'rage' bar. It takes over the MP bar, and instead, starts at 0. When you attack, you gain 'rage' (up to a maximum, lets say 20 rage points). You might have 2-3 special rage attacks and each attack will typically take up 5 rage points. Rage goes down as you move around (-1 per movement), or over time (Every 10 seconds?). The above would make the class semi-active, meaning you can build your rage up and launch a few harder attacks, or do it as soon as you get the rage points.
This is where negatives effects can actually play if you use rage points. For example, going into rage could cause negative effects for 5 seconds (lets say -20% less armor), so it would be better to build up your rage points instead of using it soon as you have. It makes the class a little bit strategic played.
As I said, they should have lets say 1-3 different rage attacks or buffs that can be used. Let's say a few simple examples would be 1.5x damage, 50% more armor, or a way to temporarily lower a players armor for 15-20 seconds (which would include a normal 1.0 damage hit.)
----
The rage system is already in place, but I am undecided if I will remove the coding yet. It's not a big deal to me either or. I'll go with the most popular.