Post by Azherae on 2021-06-09 20:27:20
I'm the worst person to ask if that way of doing things is too specific, because I've already done it. I do it for the tabletop game I design, and I've already done it for the Ashes Augment system, just as you have. To me, it just 'happens in my head' on its own.
Since you already did it too, I believe you can see what I meant about the number of skills that can exist for a class. Just multiply by two, your lists of Archetype Mechanics, and that's approximately the number of unique skills an archetype has.
Good news though, is that you don't actually need to push the skills back to their minimalistic versions for the pre-augment abilities. The ones that look like you need to do this, are usually for Fighter and Ranger, but each of these classes has an Augment (based on their class names set) that can just cover all those spaces while still being an ability, and an automatic slot augment for the Archetype when they use the corresponding ability.
Either way, @maouw , my point is that you and I are seeing the same fractal, so we won't really be able to judge if what we're seeing is too specific or complex until someone else tells us, and I'm sure we could just trade examples all day until we've 'designed all the Archetypes'.
The thing is, that might not get us to the number of skills that @Littlekenny21 was discussing, you and I end up at the same numbers, if we are specifically not counting the 'stand there and buff self/group for Utility' skills.
The question is going to be about the 'padding' skills, where the skills are similar, and only get 'flavor' across the Archetypes, but the 'simple abilities are also fine' is the vote so far, and I think that is what you're saying you're okay with too.
Edit: Oh hey new top of page already. Here's the Current Compilation.
1. Sideways and forward animations for the Q/LMB to add variety and evasion ability, along with chase options, while either neutral Q/LMB or S+Q/LMB prevents any forward movement while attacking.
2. A Brace option that reduces damage and blocks CC unless the enemy has 'Overwhelm' on their ability. Some stamina cost here.
3. Possibly a small stamina cost for some versions of those directional Q abilities so we can have movement but not eternally.
4. Gated strings with different attack animations (we already have a combo attack like this, but some posters have asked for more variety)
5. Limitations on the usability of certain skills when the enemy is out of its attack cone, regardless of your Tab Target.
6. 'Sticky reticle' behaviour to enhance targeting, possibly assisting with the Tab Targeting itself, but not requiring it, to make the transitions between Tab and Action easier
7. Ability to dodge twice before Dodge Cooldown fully triggers (Dodge retains a stamina cost). E.g. Dodge once and it 'recharges your first dodge' but you have another you can always use. Dodge twice and now you can't dodge again until recharged.
8. Some telegraphs of the attack vector or cone of abilities (especially those that can be varied through augments)
9. A stamina cost tied to jumping (perhaps only when weapons drawn). Note, not universal, this has a dissenter in this thread, and others that don't want it without some equivalent of #1.
This thread seems to have become long enough (and the Compilation detailed enough) that it may lose some of its tendency to attract feedback.
I was hoping that last week's build would have some Combat Revamp or Split Body stuff in it so that we could focus feedback on that, and this thread could basically be replaced with the currently-shorter Split Body Pitfalls one (with transfer of the Compilation itself). But I don't want to push things like that without others having reference to the actual feeling of the changes, and I don't know if those will be in this week's spot test either. So if this thread winds down (not saying it has to), that's probably why.
Since you already did it too, I believe you can see what I meant about the number of skills that can exist for a class. Just multiply by two, your lists of Archetype Mechanics, and that's approximately the number of unique skills an archetype has.
Good news though, is that you don't actually need to push the skills back to their minimalistic versions for the pre-augment abilities. The ones that look like you need to do this, are usually for Fighter and Ranger, but each of these classes has an Augment (based on their class names set) that can just cover all those spaces while still being an ability, and an automatic slot augment for the Archetype when they use the corresponding ability.
Either way, @maouw , my point is that you and I are seeing the same fractal, so we won't really be able to judge if what we're seeing is too specific or complex until someone else tells us, and I'm sure we could just trade examples all day until we've 'designed all the Archetypes'.
The thing is, that might not get us to the number of skills that @Littlekenny21 was discussing, you and I end up at the same numbers, if we are specifically not counting the 'stand there and buff self/group for Utility' skills.
The question is going to be about the 'padding' skills, where the skills are similar, and only get 'flavor' across the Archetypes, but the 'simple abilities are also fine' is the vote so far, and I think that is what you're saying you're okay with too.
Edit: Oh hey new top of page already. Here's the Current Compilation.
1. Sideways and forward animations for the Q/LMB to add variety and evasion ability, along with chase options, while either neutral Q/LMB or S+Q/LMB prevents any forward movement while attacking.
2. A Brace option that reduces damage and blocks CC unless the enemy has 'Overwhelm' on their ability. Some stamina cost here.
3. Possibly a small stamina cost for some versions of those directional Q abilities so we can have movement but not eternally.
4. Gated strings with different attack animations (we already have a combo attack like this, but some posters have asked for more variety)
5. Limitations on the usability of certain skills when the enemy is out of its attack cone, regardless of your Tab Target.
6. 'Sticky reticle' behaviour to enhance targeting, possibly assisting with the Tab Targeting itself, but not requiring it, to make the transitions between Tab and Action easier
7. Ability to dodge twice before Dodge Cooldown fully triggers (Dodge retains a stamina cost). E.g. Dodge once and it 'recharges your first dodge' but you have another you can always use. Dodge twice and now you can't dodge again until recharged.
8. Some telegraphs of the attack vector or cone of abilities (especially those that can be varied through augments)
9. A stamina cost tied to jumping (perhaps only when weapons drawn). Note, not universal, this has a dissenter in this thread, and others that don't want it without some equivalent of #1.
This thread seems to have become long enough (and the Compilation detailed enough) that it may lose some of its tendency to attract feedback.
I was hoping that last week's build would have some Combat Revamp or Split Body stuff in it so that we could focus feedback on that, and this thread could basically be replaced with the currently-shorter Split Body Pitfalls one (with transfer of the Compilation itself). But I don't want to push things like that without others having reference to the actual feeling of the changes, and I don't know if those will be in this week's spot test either. So if this thread winds down (not saying it has to), that's probably why.