Absolver Suggestions

Hi my names Vatra, Currently im playing Absolver on the ps4 .
My time on Absolver all be it short comparative to most long term players , I have some suggestions ~

Kahlt Method

For anyone thats new , Kahlt is the easiest category of fight style according to the difficulty setting you choose at the begging at the start of the game . This is only partly true , whilst it is the easiest style to coordinate and use intuitively , it has some apparent downsides , Comparatively to Windfall and Forsaken , Kahlt has one major downside , lets say you dodge a basic attack or parry it with windfall , the person whos attack has been Parried or Dodged is now almost stunned , with the parry causing the worst effect allowing for the player who parried to counter , the windfall player can easily counter with the delay on attacks that is apparent or continue dodging until the right moment .

Kahlt however you cannot do this , you simply absorb and if your timing is right you could do this indefinitely until your stamina runs out , however like most players you cant take all hits forever , lets say you took 4 hits in a row , then missed your 5th , the damage you absorbed is now actual damage and you are now 5 hits down from one hit . Now this inherently spells out imbalance to the other classes who get an inherent advantage from using the class ability correctly but no major debuff from not using it correctly.

My suggestions on how to fix this .
The logic behind it would be to add a random chance that absorbed damage and health isnt lost after suffering a hit , this chance could be improved by upgrading "will" .
The other suggestion similar to the last one is adding a stun effect to the absorb ability , almost like hitting a brick wall . But as we cant have walking tanks in Absolver , the stun effect could be a random chance and the chance improved again via upgrading the "will" ability

Stagger Style aka Drunken Style
Now , this style to be frank is pointless , its basically windfall with a twist (Literally) . The whole idea of defeating a marked one in my eyes is to have a challenge (all be it very easy to defeat them) and then to progress knowing you can defeat said marked ones set of attacks , but the reward for defeating a special boss (Jinn mesca) is basically a rip off Windfall with a twist and a smack in the middle and some basic charge and retreating attacks (that do barely any damage) seems pointless .
Drunken style is designed so you the player you are versing underestimates your abilities but is promptly disappointed when you approach them with speed and exact strikes that cause them to loose , the way Stagger style is , you actually are estimating your opponent to be terrible as the ability they use is very easy to counter .

My suggestions for Stagger style:
Id like to see stagger style be a faint based class (I think faint is the term used for faking an attack then using another) ,It would force players to ultimately be more on their toes with the class they have , the faint ability could use a large shroud of smoke to distract players more , as stagger style is based of mystery and the shroud of illusion that surrounds the ability of the person.

Spam decks and Perfect hits

Now to everyone in the community that has ever complained about spam decks and people who 'spam' have not clearly heard of the block feature , it is really easy to find , use it for any of your combat trials against someone who knows how to hit fast.

Spam decks are not bad to be fair , they take a risk of versing anyone who knows how to dodge or parry and or absorb and have low damage , they basically run a giant risk of instant death if they do not know how to take a counter attack and recover with perfect hits.

Perfect hits are rather vague in my eyes, the bar down the bottom implies intuitively to hit the attack button when it is on the arrow but does not imply before it (Like the game allows you to do) , this seems like a gameplay issue that can be easily fixed by adding a second bar that shows the zone you click in , this may make it easier , which you can fix by making the zone drastically smaller the higher the level you get (60 being the cap and not into prestiges)

School Suggestions and furthermore guilds

Now everyone here loves a good school , the main school everyone is used to is Rakkio's school for Stagger style , but it does not have a direct place of meeting beyond Rakkio himself , A cool idea I had for schools is almost Dojo's or equivalent small training yards you can have students in , the cosmetic stuff for the school yards could be simplistic at best , like expanding player vs player areas or even adding bales of hay or rocks . The 'school yard' as I will refer to it could be a place to have improvised 1v1's or more and allow for players to improve school XP drastically by versing players deemed a higher rank then them in the school .

School Masters , now the Mentor , Disciple and Student structure of school is good , at the same time i'd like to see an additional level above Disciple , School Master , it could allow for one or two trusted people to be able to manage the schools deck or rewards at the approval of the Mentor and furthermore improve the overall player to player interactivity on absolver as it allows for people to make choices on what the decks flow should be like.

Guilds could be an interesting idea that could play out well if the fan base increases , the guilds could raid each other , 10v10 maybe and could be almost game mode based , so king of the hill or capture the flag could be easy to implement. The rewards could be as simple as guild XP that allow for you to unlock cosmetics for the guild or increasing player counts thus making your guild super strong.

Story suggestions

The story in Absolver is cool , I like the Marked ones and the 3 Main bosses and I couldnt forget our resident drunk Jinn mesca , but I feel as tho the setting for Absolver , the old damaged setting that has no real explanation could be really adapted on with an expansion the back story of Absolver itself.

My idea at first was simple , The marked ones , and the Bosses are almost gate keepers to the Tower of Adal , a former city booming with people,trade etc . That changed when a neighbouring nation attacked under orders from the king/leader of the nation. Once the battle was over the New nation ordered the Marked ones and the Bosses to protect and defend against anyone who dares to attack and try take over the tower and surrounding lands , thus the Marked ones and Risryn are yes mentors of the prospects around them but also the defenders against the Absolvers .

The story expansion could lead to you as a character traveling to a not so ruined city that has not 6 marked ones , 24 marked ones with 4 expansive districts in the nation that lead to the final Boss area that has 3 stages , the first two being sentinels that protect the final boss and the final boss being the leader of the nation , that so happens to be the master of all four styles and knows not all moves in the local area , but knows all moves and can interchange them as he/she fights .




I hope the suggestions are ok , I love this game and really want to see it be as amazing as possible
Regards ~ Vatra

Comments

  • Hello Vatra,

    Thank you so much for your suggestions. Your ideas and suggestions of ways to improve balance, community, and story are all very interesting.

    Your ideas seem very thought out and we truly appreciate the time you took to share them with us. While we cannot guarantee these ideas will be used, we encourage you to please share any other ideas you may have.
  • Hello Vatra,

    Thank you so much for your suggestions. Your ideas and suggestions of ways to improve balance, community, and story are all very interesting.

    Your ideas seem very thought out and we truly appreciate the time you took to share them with us. While we cannot guarantee these ideas will be used, we encourage you to please share any other ideas you may have.

    No problem , I will be doing a post in a few days I think about some new style ideas ~
  • edited November 2017
    In regards to the Kahlt ideas. Random chance is a bad idea in a skill based fighter, but making Will effect how much health is taken away on a successful Absorb would work fine (base would be something like 70% damage, whilst the soft cap of will would put it around 40% or 30%). Endurance effecting the stamina regen would be a nice touch too (something like +1 stamina per END with a base of 15 regen). That way you could build for a tankier Kahlt, or a more aggressive Kahlt.
  • podem adicionar uma nova mascara a mascara hollow do ichigo que e do anime bleach
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