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Melee Enhancement Suggestions

Posted: Sat Nov 06, 2004 5:38 pm
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.