New Styles Suggestions / Weapons
Good Morning or Evening my names Vatra .
I currently play on the Ps4 ( Ign: Jihadbomb373)
Windfall
Windfall is a class designed to be quick agile and emphasised on dodging attacks based on the direction the attack is thrown at .
Windfalls class has an emphasis on Dexterity , Endurance and mobility being its main attributes that highly effect its overall playability .
Shadow Style
Having looked through the general idea of windfall , shadow style seems very nicely fitting into its sub category. Shadow style in essence is windfall based movements , dodging in different directions , but the dodge effect is different , it has a shadow cloud that hides the position of the players direction allowing them to easily go from one side to another almost blinking to a new location thus allowing them to attack .
Balancing this class is simple , the overall damage of the style should go down drastically (6-10% less to windfall) as well as Health for this class (also 5-10%) this will allow for the players against this to easily be able to bring down a Shadow style users health quicker and suffer less damage. The Shadow style should also have increased movement , the emphasis on this class is to make it almost like a ninja , not quite but close , its aimed to add randomisation to the fights and confuse players but at the same time be risky to use as you have low health and damage and using armour puts you at a disadvantage as it lowers your mobility down drastically thus defeating the purpose of the entire style.
Kahlt
Kahlt is a class designed to be a tank class with an emphasis on Health and Strength and is aimed to emphasise timing the absorb ability to the attacks strike time. Kahlt is about timing correctly and using counter attacks for optimal damage against an opponent.
Berserker Style
Berserker is aimed at turning the Kahlt style into a more offensive class , the Berserker in essence is a high damage high health class that has emphasis on using high damage yield attacks at the cost of large amounts of stamina to use in defensive capabilities. The class would rely on the Kahlt's tanking health (Increasing its overall health 5-10% above Kahlt) at the cost of loss of endurance (reducing recovery rate by 15%) , this would really go on the idea the best defence is a good offence.
The classes ability could be a charging long lasting(5 second) absorb ability that is aimed at fast attacks and heavy damage , but at the ultimate cost of really low stamina thus the counter attack would hurt badly.
Now I hear what you are saying , "But people can just block the incoming attacks" , this is why I the Berserkers class has one special attribute built into the will section , every point you spend in will as a berserker increases your chance by lets say 1-3% to do an attack but it breaks the opponents block thus causing them to be off balance and dealing massive damage .
Forsaken
Forsaken is a class designed to parry based on the direction the attack is coming from and counter attack enemies , with its main emphasis being Strength,Dexterity and Health (Forsaken being a balance between Windfall and Kahlt).
Lazarus Style
This name being a continuation of lore from 'forsaken' to Lazarus , who was forsaken but now reborn is based off Wingchun , which is aimed at redirection of attacks to cause off balance and allow for counter attacks.
Similar to Forsaken , Lazarus style will be direction based , however the main goal of Lazarus style is to not stop the attack but more so change its direction , the main idea is that lets say an enemy throws a punch , you being the god you are at reaction times quickly use your ability perfectly and the punch is then deflected off , however the enemy isn't in the same stance as before and they are two rotations (counter clockwise) and basically set in the wrong way. The redirect ability ill refer to it by will not only change the way the enemy is facing , but to remove any imbalances in the class making it weaker , the enemy will stumble afterwards as they are 'confused' thus allowing for a counter attack.
Balancing this class would be hard , but a decreased mobility gives the people on the receiving end of this class a fighting chance as lets say the stumble animation is finished and they can attack again due to the fact the player couldn't reach them to counter , I think adding a mobility restraint would make this class fit in quite well.
Stagger style
Stagger style is aimed at being similar to windfall with an emphasis on psychological warfare as the style is 'drunk' thus the character movements are drunk making the enemy underestimate them , the class is also aimed at offensive capabilities with defensive properties . Strength,Mobility and Endurance being the main attributes that will effect the playability of the style.
Rope-vine Style
This style being a continuation of stagger style is a grapple based style , with the ability being an offensive grapple or a defensive grapple based on the direction an attack will come in. This style will have its limitations without the game having an increased fighting moves that emphasise counter attacks after grapple , however the grapple ability can be offensive and defensive as it plays on the reach of the grapple , lets say an enemy throws a punch , the player can do the correct direction and grapple the enemy , taking damage but throwing the enemy away and causing them to stumble , this can be done offensively with no attack.
This style can be balanced simply by making the ability use a heap of endurance , it being a defensive and offensive type
will force the player to be smart about how they attack or defend using the ability .
Shadow style could be similar , 200+ Wins in combat trials using Windfall , however the NPC that gives you it will be located in the Docks (at the end of one of the Wooden docks) or ontop of one of the roofs , this npc would also need to be located and the player would join the school they have to unlock the rewards.
Berserker style similar to the the other two will be unlocked after 200+ wins in combat trials and the NPC to unlock this could be located in the Forgotten temple area , at the top of the tower sitting above everything , the player will need to locate this NPC and join the kahlt school to start progressively working towards that 200+ wins as Kahlt.
Weapons.
Here are some Weapon ideas I had , I will do a simple format of weapon, Pros, Cons
Dagger, Quick and Agile , Low Damage Durability, Short reach
Long Sword, High damage -Durability-Long reach , Very slow
Spear, Long reach -Quick, Low damage and Easily Dodged/Countered
Axe, High Damage- and high durability , Slow and Easily Dodged/Countered
Shoe Blades- Basically war gloves but blades on your feet , Limited by the attacks you can use.
Long range weapons(Bow and arrows , crossbows)
This being a new type of weapon into absolver(Non melee) it gets its own section.
As you cant have too much variation in how you hit or shoot someone (Combat deck) the long range weapons would replace one of your Special slots (Health, Shockwave , Gravity etc) and can be only used after your shards have refilled . The skill required to use this should be automatic (to remove aiming) but the arrows should aim to attack one of the four quadrants (For parrying and dodging the incoming attacks)
I currently play on the Ps4 ( Ign: Jihadbomb373)
Windfall
Windfall is a class designed to be quick agile and emphasised on dodging attacks based on the direction the attack is thrown at .
Windfalls class has an emphasis on Dexterity , Endurance and mobility being its main attributes that highly effect its overall playability .
Shadow Style
Having looked through the general idea of windfall , shadow style seems very nicely fitting into its sub category. Shadow style in essence is windfall based movements , dodging in different directions , but the dodge effect is different , it has a shadow cloud that hides the position of the players direction allowing them to easily go from one side to another almost blinking to a new location thus allowing them to attack .
Balancing this class is simple , the overall damage of the style should go down drastically (6-10% less to windfall) as well as Health for this class (also 5-10%) this will allow for the players against this to easily be able to bring down a Shadow style users health quicker and suffer less damage. The Shadow style should also have increased movement , the emphasis on this class is to make it almost like a ninja , not quite but close , its aimed to add randomisation to the fights and confuse players but at the same time be risky to use as you have low health and damage and using armour puts you at a disadvantage as it lowers your mobility down drastically thus defeating the purpose of the entire style.
Kahlt
Kahlt is a class designed to be a tank class with an emphasis on Health and Strength and is aimed to emphasise timing the absorb ability to the attacks strike time. Kahlt is about timing correctly and using counter attacks for optimal damage against an opponent.
Berserker Style
Berserker is aimed at turning the Kahlt style into a more offensive class , the Berserker in essence is a high damage high health class that has emphasis on using high damage yield attacks at the cost of large amounts of stamina to use in defensive capabilities. The class would rely on the Kahlt's tanking health (Increasing its overall health 5-10% above Kahlt) at the cost of loss of endurance (reducing recovery rate by 15%) , this would really go on the idea the best defence is a good offence.
The classes ability could be a charging long lasting(5 second) absorb ability that is aimed at fast attacks and heavy damage , but at the ultimate cost of really low stamina thus the counter attack would hurt badly.
Now I hear what you are saying , "But people can just block the incoming attacks" , this is why I the Berserkers class has one special attribute built into the will section , every point you spend in will as a berserker increases your chance by lets say 1-3% to do an attack but it breaks the opponents block thus causing them to be off balance and dealing massive damage .
Forsaken
Forsaken is a class designed to parry based on the direction the attack is coming from and counter attack enemies , with its main emphasis being Strength,Dexterity and Health (Forsaken being a balance between Windfall and Kahlt).
Lazarus Style
This name being a continuation of lore from 'forsaken' to Lazarus , who was forsaken but now reborn is based off Wingchun , which is aimed at redirection of attacks to cause off balance and allow for counter attacks.
Similar to Forsaken , Lazarus style will be direction based , however the main goal of Lazarus style is to not stop the attack but more so change its direction , the main idea is that lets say an enemy throws a punch , you being the god you are at reaction times quickly use your ability perfectly and the punch is then deflected off , however the enemy isn't in the same stance as before and they are two rotations (counter clockwise) and basically set in the wrong way. The redirect ability ill refer to it by will not only change the way the enemy is facing , but to remove any imbalances in the class making it weaker , the enemy will stumble afterwards as they are 'confused' thus allowing for a counter attack.
Balancing this class would be hard , but a decreased mobility gives the people on the receiving end of this class a fighting chance as lets say the stumble animation is finished and they can attack again due to the fact the player couldn't reach them to counter , I think adding a mobility restraint would make this class fit in quite well.
Stagger style
Stagger style is aimed at being similar to windfall with an emphasis on psychological warfare as the style is 'drunk' thus the character movements are drunk making the enemy underestimate them , the class is also aimed at offensive capabilities with defensive properties . Strength,Mobility and Endurance being the main attributes that will effect the playability of the style.
Rope-vine Style
This style being a continuation of stagger style is a grapple based style , with the ability being an offensive grapple or a defensive grapple based on the direction an attack will come in. This style will have its limitations without the game having an increased fighting moves that emphasise counter attacks after grapple , however the grapple ability can be offensive and defensive as it plays on the reach of the grapple , lets say an enemy throws a punch , the player can do the correct direction and grapple the enemy , taking damage but throwing the enemy away and causing them to stumble , this can be done offensively with no attack.
This style can be balanced simply by making the ability use a heap of endurance , it being a defensive and offensive type
will force the player to be smart about how they attack or defend using the ability .
Implementation of these styles
These styles could be really easy to implement ,my first idea was the Ropevine style could be a reward at the end of Rakkio's school , it would need to be a challenge of 200+ wins in Combat trials using stagger style to unlock it as a useable style .Shadow style could be similar , 200+ Wins in combat trials using Windfall , however the NPC that gives you it will be located in the Docks (at the end of one of the Wooden docks) or ontop of one of the roofs , this npc would also need to be located and the player would join the school they have to unlock the rewards.
Berserker style similar to the the other two will be unlocked after 200+ wins in combat trials and the NPC to unlock this could be located in the Forgotten temple area , at the top of the tower sitting above everything , the player will need to locate this NPC and join the kahlt school to start progressively working towards that 200+ wins as Kahlt.
Weapons.
Here are some Weapon ideas I had , I will do a simple format of weapon, Pros, Cons
Dagger, Quick and Agile , Low Damage Durability, Short reach
Long Sword, High damage -Durability-Long reach , Very slow
Spear, Long reach -Quick, Low damage and Easily Dodged/Countered
Axe, High Damage- and high durability , Slow and Easily Dodged/Countered
Shoe Blades- Basically war gloves but blades on your feet , Limited by the attacks you can use.
Long range weapons(Bow and arrows , crossbows)
This being a new type of weapon into absolver(Non melee) it gets its own section.
As you cant have too much variation in how you hit or shoot someone (Combat deck) the long range weapons would replace one of your Special slots (Health, Shockwave , Gravity etc) and can be only used after your shards have refilled . The skill required to use this should be automatic (to remove aiming) but the arrows should aim to attack one of the four quadrants (For parrying and dodging the incoming attacks)
Comments
You've given some pretty cool ideas to expand it as well, so thank you! I can't promise that they'll be implemented, but I'll be bringing your ideas to the team. Thanks again!