New Combat Style: Weapon Oriented.
I had an idea which i wanted to share with everyone, a suggestion for a new Combat Style/ School.
Currently all styles are focused on hand to hand combat, with as secondary option either a Sword or Brawling Gloves.
The new school should be the other way around, focused on weapon management as main combat style, while hand to hand combat is the secondary option. This weapon will be summoned like any other weapon using shards, with the option to re-summon it using its cooldown, but for a higher shard price.
(2 shards as normal price, max available shards when broken while the cooldown hasn't reset yet)
The weapon of choice would be a new one, the Naginata.
the idea i run with is a weapon with exceptional range, decent speed and moderate damage. The drawbacks would be that it has no real defensive ability (defense is based on spacing), and that blocking with the naginata will cause it to break very fast.
The special ability of this style could be one of the following:
Improved mobility: While locked on the fighter retains a higher mobility than all other fighters. Moving the mouse/ right analog stick while locked on will result in a dodge to the selected side.
Offensive Gain: Taking into account that this class uses a weapon (which has to be summoned using shards), i say landing a successful hit will contribute towards your shard gain (like how normally defending would). The right analog stick/ mouse will keep its dodge property.
Always Armed: When you lose your weapon (by dropping it) you can re-summon a new one for the price it would normally cost you when your weapon was destroyed. This will allow the fighter to keep themselves armed, as long as they have the shards available.
For stat focus: It should have a decent focus on Will and Endurance, Will for Summoning the weapons and Endurance for the mobility.
Please let me know what you people think of this suggestion.
Currently all styles are focused on hand to hand combat, with as secondary option either a Sword or Brawling Gloves.
The new school should be the other way around, focused on weapon management as main combat style, while hand to hand combat is the secondary option. This weapon will be summoned like any other weapon using shards, with the option to re-summon it using its cooldown, but for a higher shard price.
(2 shards as normal price, max available shards when broken while the cooldown hasn't reset yet)
The weapon of choice would be a new one, the Naginata.
the idea i run with is a weapon with exceptional range, decent speed and moderate damage. The drawbacks would be that it has no real defensive ability (defense is based on spacing), and that blocking with the naginata will cause it to break very fast.
The special ability of this style could be one of the following:
Improved mobility: While locked on the fighter retains a higher mobility than all other fighters. Moving the mouse/ right analog stick while locked on will result in a dodge to the selected side.
Offensive Gain: Taking into account that this class uses a weapon (which has to be summoned using shards), i say landing a successful hit will contribute towards your shard gain (like how normally defending would). The right analog stick/ mouse will keep its dodge property.
Always Armed: When you lose your weapon (by dropping it) you can re-summon a new one for the price it would normally cost you when your weapon was destroyed. This will allow the fighter to keep themselves armed, as long as they have the shards available.
For stat focus: It should have a decent focus on Will and Endurance, Will for Summoning the weapons and Endurance for the mobility.
Please let me know what you people think of this suggestion.
Comments
Weapons have the advantage of reach and cut damage (which partly goes through blocks) so having a class starting a fight with an equipped weapon seems unfair. But this can also work against this class since weapon are dropped after getting hit a few times in succession, so your opponent can pick up your weapon instead.
I dont know if you mean something else but "Improved mobility" sounds pretty much like windfall.
"Offensive Gain" seems like an interesting idea for an offense oriented class but this might just be abused by spamming "cheap" attacks followed by spells (like heal or stun) instead of re-arming yourself.
Giving a class another stat focus instead of strength, dexterity or just a mix between them seems like a good idea that can be used for other classes that might come in the future, like a tank (vitality and/or endurance) or caster (will) class.
All in all there are some good ideas that can be used for future classes but I am afraid that all the points you mentioned together would make a quite broken class.
The improved mobility i had in mind shouldn't be like windfall. Just a pure movement based option with zero dodge frames/ effects. Maybe instead of Dodge i should have used the Term Dash. ill check if i can revise that in my first post.
I also understand your concern about the offensive gain perk, with the large amount of options for quick attacks.
Maybe restrict it to hits made with weapons? That way you always have to refer to weapons if you wish to use your Style's ability, rather than use it for cheap gains.
The idea of more classes seems fun. I personally love using weapons in this game as it is almost a style on its own, and i love the Naginata from other Games (For Honor).
I would cheer for having more weapons in this game, and especially a style focused around it. But anything that is broken (be it Over powered or underpowered) should be looked at before implementing.
Thank you for sharing your idea with us. The idea of new weapon oriented combat style is very interesting and we truly appreciate the time you took to think out and share your feedback with us.
We cannot guarantee that your idea will be used, but would like to encourage you to share any other suggestions or feedback you may have in the future.