Melee Enhancement Suggestions

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rhino
Posts: 27
Joined: Tue Sep 21, 2004 2:26 am

Melee Enhancement Suggestions

Post by rhino »

Ok, i focus on Melee and have some suggestions and ideas how to make Melee more interesting and again (more) playable for solo players AND group players. Also i describe some urgent needed reasons for different play styles (close combat for example)

I post this in an extra thread, because i expect additional ideas, and because i want to hear if these are good or bad ideas. You will notice some things, that are also used in other games, but i think in some cases its not needed to reinvent the wheel :)

Im not a native english speaker, so don't condemn me for mistakes (but tell me, that i can fix them) :) Just writing here because i think its easier to understand for the french developers.


1. Aim

    give us a way to aquire knowledge about mobs. Certain body parts should have vulnerabilites and/or less armor, so that there is reason for aimed Hits. This should be equal at Mobs with the same name, so for example a Hard Kipee is always vulnerable at the body, but a Vigorous Kipee is more (also always) vulnerable at the head. The damage increase should be significant, i think at least 25% more damage.
    This way, Melees can enhance their effectivness against mobs by knowing how to encounter them, not by just triggering a standart action for each and everything.

    Aim should be significantly more succefull if the Melee is using the Close Combat skill. The damage, if successfull, should be higher as a 2H hit without AIM can be (equal weapon, equal skill, equal action without aim), but lower than a 2H Hit when using Aim

    Aim special effects like stun, slow, etc. should be significantly stronger and more succesfull.

    Aims should be more accurate if the melee stands closer to the body part, for example: head - front attack, body - side attack, lower legs - attack from behind.


2. Follow ups

    There should be more Follow ups for Melees. So, for example, after a succefull melee stun (not magic stun), a special action with "after Stun" credit can be triggered. Or after a successful "after Parry" an "after Parry Followup" can be triggerd

    prerequesites should also be needed for other bricks than credits. For Example: a Close Combat Specialist gets a Special Side Attack that only works if the mob is gone mad. Maby this brick can only aquired after visiting an old Tryker who lives somewhere in the Roots :)

    Some bricks can only be used after certain circumstances like for example: hidden attack - daytime has to be night, sand throw - area has to be desert, enemy slips - season has to be winter, stamina burn - the melee has to be full of stamina, etc.


3. Positionals

    it should matter where a Melee stands, relativ to the mob.

    standing behind or asside a mob could increase acccuracy and/or damage of hits. This is especially a reason to play pure Damage Dealer Melee with low armor but high damage output.


4. Attack Modifiers

    using certain bricks in actions should have a chance that drawbacks occour for the melee. For Example: lower parry rate, stumbling that results in a longer time till next hit, self hit, hit on a teammate, hit on another monster, loosing weapon etc.


5 Defensive/Offensive Abilities

    Bricks should be available that are usable exclusive, and can increase the defensive and offensive Abilitys of a Tank or Damage Dealer for a short time, when using actions that include these bricks.

    i see no reason why someone who is parrying is not able to dodge and verse vica. For sure dodge should be reduced if the player is wearing a heavy armor, or parry should be reduced if the player is using no or a very small weapon, but it shouldnt be exclusive.


6. Taunt

    should be a also a melee brick that slightly increase the taunt amount of an action, should cost credit for sure

    some Mobs (the intelligent ones) should be better tauntable by power based Taunts, others (non intelligent ones) better by action based taunts (damage included)

    could be monster type based, represents some kind of knowledge about how to taunt different types of entities.
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