We've been going back and forth for some time on how to approach changing physical afflictions. Obviously, reducing it down to 10 external physical afflictions will impact knights and monks to such a degree that they would be indistinguishable from each other. Therefore, we have decided that we need to have 5 levels of physical afflictions and limit what level can be reached by knight or monk skill (i.e., each knight/monk specialization can only reach level 4-5 in certain categories). We've made google docs of the documents so you can review. Please comment on this thread.
Proposal I would be the most extensive overhaul, removing wounding and replacing it with bruising (blunt damage) and bleeding (cutting damage). Bruising and bleeding would function similarly to wounding. Normal bleeding would be removed, though the effects of bleeding levels per body part would have a similar effect. This proposal also includes how the overhaul would impact skillsets with sample knighthood, bonecrusher, kata and shofangi skillsets.
Proposal II is similar to Proposal I, though the major difference is that wounding would be kept more as it is now (rather than splitting between blunt/cutting wounding), and the affliction effects would be independent to the wounding level. (In Proposal I, the affliction (if any) kicks in when you reach the associated level of bruise/bleed, while in Proposal I, the affliction gets applied independently and can be cured independently of the wound level).
Do you prefer Proposal I or Proposal II? Why? Are there aspects you prefer in both? What would a hybrid of the two proposals look like? Is there another way to approach this? If so, provide details!
Comments
The one thing I didn't like about proposal I is that it'd make bodypart damage cumulative. It would create a rather odd effect in that if you're a physical class, you'd only face a maximum of 20% balance time extension if using one-handed weapons, and (I'd assume) 40% balance time extension if using a two-handed weapon. If you're an EQ-using class, however, the ceiling would suddenly become 140% (assuming all limbs critical; yes, this would probably mean you're dead already, but still). Instead, I'd suggest putting the EQ time on head wounds instead, and keeping arm wounds on balance (and halving the balance penalty if you're using two-handed weapons, so you'd still end up at a 20% max). More general balance consumers could perhaps use an average of all arms and legs, but that might just complicate things.
With this understanding, I think I would like Proposal I one more because it appears to be easier from my non-combatant viewpoint to only have to deal with two groups and have the cure remove one level from each group (Bruising/bleeding) rather than have to worry about the two leveling affs plus wounding (and its curing)
EDIT: Also, what's the plan for physical afflictions which are not in the table as warrior/monk specific, but have not been converted as part of the other categories? (i.e. poisons - I can't recall the exact ones, but I have a feeling there are a few that haven't converted across yet x.x)
For maintaining status quo, proposal 2 is probably the best idea. The biggest change in proposal 1 is actually the roll-together of bleeding into a wounding-like mechanic. This will have a huge effect on non-knight/monk classes. Mostly glomdoring classes, of course. Proposal 2 will see almost every knight/monk class rebalanced, but proposal 1 will need to add in the bleeding reliant classes, and any class with bleeding mechanics into the rebalancing process.
In proposal 1, warriors and monks in general become harder to differentiate. Not necessarily a bad thing, of course. But basically, every physical class gets access to all levels of bleed/bruise, and while there is space to differentiate classes based on how fast they can get which bodyparts to which levels.. we have 10 physical classes. Related to this, if non physical classes can give bleeding, they can stack bleed levels to overwhelming numbers very quickly. And another huge problem will be its rolling of afflictions into aff-like effects within the wounding system, basically deleting all the physical afflictions... and while there's no problem with this looking at warriors and monks and their physical attacks alone, there is a huge problem on what to do with poisons. It'll probably be better to keep affs and the wound system separate.
Thirdly, I dislike balance/equilibrium modifiers. They create a fluctuating number that confounds balancing efforts, and makes outliers possible. Anyone in combat knows that differences of 1s or 2s can make a huge difference, and either allowing speeding up or slowing down of abilities by that much will open the way to really egregious cases of shut-down or outlier OPness. Please don't have balance slow-down as any kind of cumulative effect on wounds of any sort or bruising or bleeding levels of any sort.
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Personally, I'm leaning towards proposal 2 myself, because it has little to no effect on non-physical classes. Most specifically, bleeding remains separate and the same as it is now. It certainly is more difficult to understand, and there's one thing from proposal 2 that I think is very relevant to this discussion. And that is wound level thresholds. I agree with Ssaliss in that numeric wounding levels make things very difficult for newcomers. I also agree that it'll be easier to balance if attacks just straight out increased levels by one and curing just straight out decreased them by one.
Another thing I'm taking away from looking at the two proposals is that: both actually have the same amount of afflictions. Proposal 1 has "affliction" like effects on levels 3, 4 5 for each body part and for blunt/cutting as well. That's 6 "afflictions" per bodypart. Which is the same for proposal 2. In that respect, both are pretty much the same.
Given all of the above, here's a preliminary suggestion I'd like to make: a hybrid of proposal 1 and 2 seems the best option to me, with the following important points:
- Keep bleeding mechanics as they are, do not roll them into a wound-like mechanic for warriors. Do not put balance modifiers as effects for wounding.
- Use proposal TWO's separation of wounds and afflictions - do not roll them together.
Using these, here's my suggested table of afflictions:(These are just afflictions I plopped in based off proposal two's list)
(Formatting on the blunt table screwed up, and I can't be bothered trying to fix it. But you get the idea with the cutting table below)
Cutting Afflictions
Head
Chest
Gut
Leg
Arm
Negligible
Light
Afflicts with sliced thigh
Afflicts with sliced bicep
Moderate
Heavy
Afflicts with open chest
Afflicts with severed spine
Afflicts with broken leg
Afflicts with broken arm
Critical
Afflicts with severed nose
Afflicts with collapsed lungs
Afflicts with disembowel
Afflicts with amputated leg
Afflicts with amputated arm
On top of that, I also suggest that curing wise:
- Use proposal ONE's wound-curing system: Each warrior hit gives 1 level to either blunt wound or cutting wound, and each ice apply removes 1 level from both. (Power attacks and special attacks to give additional levels of burst wounds etc)
- Each ice apply also cures an affliction if possible (see below):
- Use a hybrid of proposal TWO and ONE's affliction-curing system: an affliction is only cured WHEN the wound level is below the level it is given.
So if you have level 2 cutting wounds (light) on your head, you will have sliced tongue (applied when the warrior hit your head and reached level 2). You apply ice to head. The game checks your highest level head affliction with your current wound level. If the wound level is lower than what is needed to give the affliction (in this case, it has to be level 1, negligible) then the affliction is cured. If not, no affliction is cured. Wound levels drop 1 level after that check.My suggestion has the following motivations (I'm a monk after all):
- Monks can be made to give no wounding, and only afflictions, allowing ANY of their afflictions to be cured immediately in exchange for not having wounding requirements, and for hitting more bodyparts (giving more afflictions).
- OR monks can be tied to the same wounding-afflicting system, up to the admin to choose which is better. Note that this means tahtetso will be locked out of ALL cutting afflictions, though.
In conclusion, by removing the numerical system for wounds, and changing it to levels, we can drastically lower the confusion of learning wounds. By keeping bleeding separate, we do not need to touch non-physical classes, and by keeping afflictions separate, we also prevent poisons giving physical afflictions from being entirely deleted. We also allow monk differentiation (or not, depending on admin decision). Simplification + keeping the status quo as much as we can.A couple of loose ends remain, since some monk affs currently DO have wound requirements we might want to keep and monk damage also scales with wounds, which will neccesitate looking at monk damage. Furthermore, the choice of afflictions in the above table will need to be combed through carefully to enable warrior strategies while weeding out non-useful afflictions. Warrior stacking comes back in force with this system as well, since it removes diminishing returns on wounds, so we will need to look at that as well.
Changing apply health to cure wounds to apply ice to cure wounds AND afflictions at the same time has a couple of implications to think about:
First of all, warriors lose their implicit attrition pressure. In the old system this happened:
As wounds build, health potions are diverted to curing. Health dips, and because health is so important, wounds are forced to be put on lower priority, diverting health potions back to healing. As wounds build even higher, the priority changes again, forcing potions to cure wounds, and as that happens, health dips again etc. Rinse repeat until both health and wound pressure are at such high levels curing simply cannot keep up.
Now, this is no longer possible if health potions are not used to cure wounds. There is no longer a decision to be made regarding health potions and wounds - just apply ice appropriately everytime, and sip health whenever possible.
At the same time, however, if we go with proposal 1's wound level building (1 level per hit, 5 levels per bodypart) then we have shortened the amount of hits a warrior needs to reach high levels as compared to pre-overhaul. They no longer need to apply health pressure in order to reach higher wound levels, is the take away. (Theoretically, anyway) If this is the design we're going to go with, then the abilities of knighthood skillsets will need to be tweaked to make such a theory possible: knights need to be able to reach higher wound levels without the need to pressure health. The balance time for knighthood abilities and applying ice become very delicate - all the more reason to NOT have any kind of balance lengthening or shortening effects.
Note that this also nerfs bleeding as an effect for knights - in the past, they could use it to supplement their wound building a LOT, since bleeding pressures health AND mana, and thus makes it even harder to choose whether to drink health or apply health for wounds. BM is the bleed-aff class for knighthood, iirc, so tweaking BM abilities will need to be looked into as well, if we're going with the ice applies cure wounds route.
I’ll preface this post by stating my thoughts on current warrior mechanics and balance. As of now, I think certain warrior specializations are in a great state of balance. In fact, of all the archetypes in the game, I feel warriors are very close to being the most balanced at the moment. The only thing that hinders them is the existence of outliers both from an offensive and defensive point of view. This is mostly due to the great variation in armour statistics on the defensive end, as well as variation in weapon statistics (due in large part to expensive artefact runes) and racial statistics and bonuses on the offensive end. If there were greater equalization across the game on these factors, warriors could easily be the most balanced class in the game.
One thing I will state as far as my biases is, that I do not feel simpler is better. Right now, warrior combat is quite nuanced and a good fight allows for the exploration of varying strategies depending on your opponent’s class and curing/defensive strategies. There exists a large skill gap between novice warriors and practiced warriors, and this is owed to the current level of complexity within the system. I believe this is a good thing for the health of combat in the game, and is rewarding to long-term, practiced players. It creates a constant incentive to improve oneself, adding to the longevity of combat enjoyment.
Looking over the proposals, I have a few questions in regards to proposal I. Would we still have wounds-based instakills? Can you explain the roadmap of how a warrior achieves a kill in this system? I’m having difficulty grasping at the general game plan for this proposed system. In addition, I’m worried about the proposed changes to bleeding and the extra layer of curing complexity that it adds. It makes it more work for us to balance across the classes that use bleeding, and I’m afraid of it ever getting too overwhelming too fast.
I’ll state that for warriors, bleeding is fairly ineffective at the moment and virtually never reaches high enough to pressure vitals. Perhaps if we do keep the current system, the doled out values to bleeding can be revisited on a case-by-case basis.
The mechanic where bruising increases balance and equilibrium times is not attractive to me. We had recently called for the improvement of a similar mechanic from numbs given by ninjakari. I’d rather we did not recreate such an unpopular mechanic.
Right now, my leanings are towards proposal II since they are closest to what we have now, and as I’ve already stated, I think our current system is very good. I like certain elements of it, but personally prefer to stick as close to what we have now as possible.
Curing wounds with healing vs Ice
At this moment, I’m not convinced we should make ice the cure for wounds instead of healing. I believe that the current status where one must choose between healing health, mana, ego or wounds is a good mechanic and should be preserved.
In making ice the cure for both afflictions and wounds, we’ll be making it such that more body parts may be wounded at a time than we have now, which would make wound building much, much faster. If wound-based instakills are to remain, they would be much easier to achieve in my eyes. Perhaps under the new system, wound thresholds and afflictions could be newly adjusted to account for this, but we’d need to spend a lot of time re-balancing each specialization.
Decreased Affliction Pool
One of the proposals of the overhaul has been to consolidate afflictions that do similar things and remove afflictions that were seen as ‘filler’ and useless. Given that we have virtually one curing balance to handle most warrior afflictions, removing a number of afflictions will not slow down our ability to outpace curing, but may actually tip it in the other direction. With that in mind, all warrior afflictions in this new system will be assumed to be of some value to the dealer. This creates a problem in a system with much reduced RNG.
The only problem with RNG in the current system is that some of the lower-level afflictions are fairly worthless to the warrior and it could become frustrating under some circumstances to have high wounds and repeatedly roll worthless afflictions. In this new system, if all afflictions retain some value, it is best to keep the RNG very similar to how it is right now.
Taking pureblade as an example, this is how I’d design the wound levels:
Jab Afflictions:
Part
Light
Medium
Heavy
Critical
Head
BleedingAff
BleedingAff
BleedingAff
BleedingAff
Chest
BleedingAff
BleedingAff
CollapseLung
Gut
BleedingAff
OpenGut
Disembowel
Arm
BleedingAff
BleedingAff
CollapseNerve
Leg
BleedingAff
LegTendon
Swing Afflictions:
Part
Light
Medium
Heavy
Critical
Head
BleedingAff
BleedingAff
SlitThroat
Behead
Chest
BleedingAff
OpenChest
Gut
BleedingAff
OpenGut
Disembowel
Arm
BleedingAff
BleedingAff
Collapsenerve
AmputateArm
Leg
BleedingAff
LegTendon
AmputateLeg
As you can see, the tables are very similar to what we have now, but the less used affs have been replaced with bleeding, which is alright. Each warrior spec retains what currently makes it unique in terms of how it deals afflictions. This keeps things in line with the current system we have now, but affs have been removed which were considered largely irrelevant to begin with. As far as my proposal of blunt and cutting affs to keep, here is a rough draft:
Cutting:
Head: BleedingAff, SlitThroat, Behead (Not an aff)
Chest: BleedingAff, OpenChest (May be replaced by BleedingAff), CollapseLung
Gut: BleedingAff, OpenGut (unique to BleedingAff in that it causes sprawling), Disembowel
Arm: BleedingAff, CollapseNerve, AmputateArm
Leg: BleedingAff, LegTendon, AmputatedLeg
Blunt:
Head: Concussion, CrushWindpipe, Brainbash (Not an aff)
Chest: CrushedChest
Gut: SeveredSpine, BurstOrgans
Arms: BrokenArm, MangledArm**
Leg: BrokenLeg, MangledLeg**
*BleedingAff in this proposal replaces affictions like leg/arm arteries and lacerations, slicedforehead
etc. Essentially it can be considered an aff on its own that adds periodic bleeding as long as it remains uncured. Perhaps depending on which spec gave it
or how wounded a part is, the bleeding may increased. So for instance, on diagnose it can look like “bleeding from a laceration on your (head|chest|gut|arm|leg).”
Similarly for blunt-type specs you could have BruiseAff which replaces affs such as BrokenNose and BrokenJaw, which serves only to increase bleeding while present. For instance "bleeding from a bruise on your (head|chest|gut|arm|leg)."
**As there are no regeneration afflictions in this system, mangled limbs would essentially only matter in that they instantly sprawl and when cured will always cure into broken limbs. In this way, their status as an aff that has longer-lasting effects is maintained.
I know this currently would go above the slated 10 affs per cure, but I think it’s highly worth it to make this exception. Reducing affs in this way would not make warriors any less unique than they already are.
In summary:
Reducing the affliction pool to keep only powerful afflictions, thus also keeping the RNG to maintain balance. Dealing out afflictions would work in the exact same way based on wounds as it does now. Wound levels will be adjusted, and many factors regarding how they are sustained and dealt should be standardized.
Healing will be kept as the cure for wounds. Ice will be the sole cure for all physical afflictions and will always cure the highest level affliction on that limb.
These are just my two cents as someone’s who has played nothing but warrior for the past few years and holds it very dear to my heart.
In this regard, I am in favour of drastically cutting down this list even more, and I also think that it would be better to remove the chore that is warrior wounds building and change it into a levels-based system with less hits required to hit important thresholds. I do agree that it simplifies the system a lot, and risks removing the layer of complexity that might have made warrior combat fun. And since I'm not a warrior, I'm also not in a position to say things will be more or less fun with or without the old system of wound building. As it is, though, there are people who are turned off by the complexity of the system, and I think it might be a better idea to make it inclusive for all, and to add strategy and complexity within that limit, than to prioritize complexity over the inclusion of prospective players.
If we must insist on a numeric wound based system, proposal two's system for wound building is actually very similar to the current wound building, and we might want to consider going with proposal two entirely, instead, then. Cutting down on the afflictions to six per bodypart (three for cutting and three for blunt), though, is a fairly good idea, in my opinion. I really don't see why we need so many physical afflictions. I think this might work as well, keeping the healing potion's current heal-health-or-cure-wounds choice is not a bad idea.
I don't see why we can't have regular bleeding stay and have warrior bleeding too.
I support simplifying the existing system and removing outliers, as @Rivius mentioned. Without the ability to simply overwhelm your target with brute force, because you've hit all the (expensive) min/maxing buttons or have stumbled into a perfect scenario, warriors have the most interesting and tactical combat in Lusternia. The need to prioritize curing and react to how the enemy has prioritized their curing (which is lacking in most other areas of the overhaul) means that a (non-outlier) warrior is less of an exercize in button mashing or rigging timers than other classes.
Changes to dmp and armor will help enormously, as will reworking the warrior artifacts to be less onerous to purchase and less outlier-causing. I also think that removing some of the layers of rng associated with warriors will help prevent kills due to pure luck (which DO happen) and the opposite, a well prepped and outmaneuvered enemy getting away because of luck with the rng.
New Ailment
Effect
Replaces
Blunt Trauma, Arms
Broken Arm
Amputated Arm, Cracked Elbow, Twisted Arm, Dislocated Arm,
Broken Wrist, Fractured Arm, Mangled Arm, Pinched Nerve, Numbness, Collapsed
Arm Nerve
Blunt Trauma, Legs
Broken Leg
Amputated Leg, Cracked Kneecap, Twisted Leg, Dislocated
Leg, Crushedfoot, Shatteredankle, Mangled Leg, Pinched Nerve, Numbness,
Collapsed Leg Nerve
Blunt Trauma, Head
Concussion
Shattered Jaw, Broken Jaw, Broken Nose, Broken Skull,
Pinched Nerve, Numbness, Scrambled Brain
Blunt Trauma, Torso
Crushed Chest
Severphrenic, Crushed Chest, Broken Chest, Snapped Rib,
Pinched Nerve, Numbness, Short Breath, Chest Pain
Blunt Trauma, Gut
Ruptured Stomach
Pinched Nerve, Numbness
Open Wound, Arms
Severed Artery, Arms
Sliced Bicep, Pierced Arm, Severed Artery, Lacerated Arm,
Clotted Arm
Open Wound, Legs
Severed Artery, Legs
Sliced Thigh, Pierced Leg, Cut Tendon, Severed Artery,
Lacerated Leg, Clotted Leg
Open Wound, Head
Slit Throat
Sliced Tongue, Bleeding Forehead, Scalped, Crushed
Windpipe, Gashed Cheek, Furrowed Brow, Eye Pecked
Open Wound, Torso
Opened Chest
Punctured Lung, Punctured Chest, Missing Ear , Collapsed
Lung, Sever Spine
Open Wound, Gut
Open Gut
Disembowel, Burst Organs
However, the overarching question is comes down to what our goal is. While people may like the current mechanics, it undoubtedly is more complicated and harder to get into for the average newbie. Do we want to try to open physical classes to be more accessible or keep the status quo?
Also, it is especially not written in stone for either proposal on what the effects are for the different levels (broken legs, amputation, etc.). Feel free to offer suggestions.
Finally, note the proposals are also aiming at removing RNG.
Removing layers of RNG is good because it helps make combat actually fun, and not frustrating, in certain situations for the knights. Not exactly the top priority of the overhaul, but a worthwhile one to pursue if it is at all possible. I don't see any reason not to jump at this chance to do so.
Changing all physical afflictions to "effects" tied to wound levels will make it harder to differentiate between knight and monk classes, which is definitely a valid concern, though. I think there definitely is merit in keeping them separate.
Edit: This also brings into question weapon stats.
Removing the RNG layers will probably mean removing dexterity effect on warrior PVP affliction landing. I have no complaints about making dexterity only relevant for monk bashing.
Edit: A rework of weapon stats, and weapon runes, will probably be an awesome idea. Maybe finally we can have pureblades who don't carry around Katanas.
Light bruising: extends equil/balance recovery by 5%
Moderate bruising: extends equil/balance recovery by 10%
Heavy bruising: extends equil/balance recovery by 15%
Critical bruising: extends equil/balance recovery by 20%We also need to not get lost in individual skills - We can work that stuff out through the Overhaul avatars and Envoys if there's some outlier in a skillset or two, or all of them. I think its more important, for the Overhaul, to have a vision of how it works and bring the skills in line, rather than trying to make sure the Overhaul solution fits whats already there. Unless the goal really is to keep the status quo
¯\_(ツ)_/¯