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New mechanics for interesting fun times and thinking in the gameplay.

2 simple concepts:

(1) Charged powers get an increasing amount of Defense Penetration as they are charged up.

(2) AOE powers get Dodge Penetration.


Charged Defense Penetration

Theme: In movies and books we see this all the time, a big heavily armored target, attacks are pinging off of it left and right like nothing, how will we ever defeat this invincible foe? The hero bears down, concentrates super hard, grits their teeth, aims SUPER HARD... and boom the shot penetrates and we win the day for justice and cool people! Also occasionally used by the bad guys to take down normally unflappable heroes.

Mechanics: Simply put, the longer you charge a chargable power, the more defense penetration bonus you get. Powers with longer charge times would get more bonus overall once fully charged. The amount of defense penetration would be highest to lowest in the following order:
  • HIGHEST: Single target powers
  • "tunnel" aoes
  • cone aoes
  • circular and pbaoes


AOE Dodge Penetration

Theme: So here we have this cool guy who is really good at dodging. You're shooting stuff at him and he just keeps hopping out of the way this way and that way up and down and all around... so go "ARGH!" and then you yell "DODGE THIS!" and you carpet bomb the area where he's standing with a whole bunch of stuff at once. Naturally, this makes it more difficult for CoolGuy McQuickFeet to dodge. This is especially true if you're blasting your opponent with a cone of magical force that literally exists in the entirety of the cone at once; the target would have to completely get out of the area of effect... no "cool little neck movement" dodge.

Mechanics: All AOE powers would now get Dodge Penetration; simply put, the target has a lower chance to dodge (and possibly lower avoidance). The size of the area of effect would affect the amount of Dodge Penetration, with larger aoes getting a bit more; channeled aoes would also get a slight bonus to dodge penetration. Also, the amount of Dodge Penetration would be highest to lowest per aoe type in the following order:
  • HIGHEST PEN: Cone
  • targeted circular aoes
  • pbaoes
  • LOWEST: "tunnel" aoes

On the low end it would be fairly insignificant, while on the high end it would be just the right thing to use against a target with high dodge.

Powers that are both charged and aoe would recieve both mechanics.


Making NPCs matter

As an addition to this, NPCs could gain some added buffing in the form of becoming either heavy dodge, or heavy defense types. This way, while players are free to use their powers willy nilly without thinking in whatever way they please and still be able to beat the content, those who pay attention and match the right type of power to the type of enemy they're facing would be more effective.

Comments

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  • edited June 2015
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  • edited June 2015
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  • KagamiTheMagicalCatGerlKagamiTheMagicalCatGerl Posts: 357 Arc User
    gradii wrote: »
    Making dodge less useful would only be a good thing if we got the dodge nerf reversed. Otherwise people will abandon passives like LR altogether if they want an actually defensive passive.

    That suggestion would have worked back when everyone had dodge.

    PvP is irrelevant. This is a change intended for PvE.
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