Once again, I was going around and around trying to take Kaimanahi, Daganev and Shuyin's suggestions to craft the specializations. I really can't get them to work. However, in the discussions both on the forums and with the envoys, there were ideas generated which I did like. Basically:
- Wound levels have no effect.
- You cannot cure wound levels by applying any salve or potion.
- Drinking health will cure wounds; however, more wounds cured, the less health healed.
- Stances will direct where the health potion focuses on curing wounds.
- There are 10 physical ailments cured by applying ice to the various body parts. There are no levels.
- There are effects that can be given based on warrior skills.
- New ailment of bruising is given by blunt weapons, which damages on hostile actions and movement.
- Bleeding and bruising cannot be cured by herbs.
I made a
Warrior Spreadsheet based on the above. The first tab is a worksheet to establish what each specialization focuses on. We do not want every specialization to be able to do critical effects for every body part; therefore it is limited to 1-2. The first level (light wounding) is one of the 10 ailments (5 cutting or 5 blunt or combo if Cavalier). Heavy and critical do effects. This is very basic! It is to outline a mechanic, not to write in stone what ailments and effects actually do. The spreadsheet is read-only, but my hope is that the more motivated and ambitious of you would copy it and create your own spreadsheets to share with the rest of us.
Comments
And heavy wound afflictions require light wound afflictions to be scored on the target. Think how we changed blademaster in the current iteration to require open wound on legs to achieve tendon, as to avoid instant greenlock.
All skillsets (except perhaps Cavalier) are going to become quite short with all the removals as listed in the spreadsheet. Axelord for example is going to shrink from 28 skills to 20. Knighthood is shrinking some too. It just feels rather ... short for an entire specialisation skillset.
Are any sort of replacements planned for all those removed skills (utility or otherwise)?
These ailments will definitely need to include no drinking ailments (one for blunt/one for cut) as that was one of the original designs of the ailment overhaul (otherwise nothing would stop drinking). However, it need not be the head--I could see the gut working as well:
- Ruptured Stomach (blunt): Can't drink, perhaps also if attempt to drink vomit and immediately take bruising damage.
- Bleeding Stomach (cut): Can't drink, perhaps also if attempt to drink, vomit and immediately take bleeding damage.
Bruising would be cured in a similar manner as bleeding is now. However, the herb cure for bleeding would be removed.One thing that may be helpful for those concerned about how to achieve kills is to recommend a different method/tactic for each specialization (bonecrusher, blademaster, pureblade, axelord, cavalier) and we could design around those strategies.
Also, axelords have shared afflictions with bonecrushers in the past, is that similarity being removed?
Not particularly keen on passive stuns and not being able to specify cures though.
How this is implemented will be important, and while 1v1 it would likely be fine, since current iteration of warriors do pathetic damage, it could lead to even quicker deaths in group combat than old warrior wound stacking with sips being less effective.
Overhaul might be changing the general "stick a prone, go for head/crit bodypart" of warrior combat and make the following irrelevant, but this might make it a bit too easy for the warrior to dictate where they can hit, e.g. a warrior can hit any bodypart, target stances that part to cure up, and the warrior gets free hit wherever else they like. Getting around stances/parry can be tricky, but some complexity is good.
You'll have to have 5 stance/parry configurations to compensate for all the specs if your head and legs aren't as important anymore. I don't know how hard or easy that'll be, or if I'm even accurate in saying this.
EDIT: And I haven't expressed this yet, so I will now -- I'm really wary of wounds decreasing the effectiveness of health sipping.
Okay, @Estarra @Baelor this may not be what you asked for, but since there are balance concerns with every proposal so far, here is another option to consider (with its own balance concerns) that tries to keep the feel of existing specializations.
Deepwounds changed to come in two forms:
1) Lacerations - can include a modifier to regular bleeding, but not required.
2) Bruising - can include damage on movement/action, but not required.
Both are cured with restorative ice. Both are the only 'afflictions' which require a cure.
Each has different levels of severity, like a Pyromancer's burn levels, or tempinsanity/timewarp.
Suggested levels: minor, moderate, major, massive.
Lacerations and Brusing on each bodypart is distinct e.g: can have minor arm lacerations and major head lacerations simultaneously, or moderate arm bruising and moderate arm lacerations simultaneously.
Applying restorative ice to a bodypart will reduce the severity of both lacerations and bruising simultaneously.
Restorative ice is fast, like liniment balance. Curing of lacerations/bruising like curing tempinsanity/timewarp tiers with pennyroyal/horehound. Slightly more given than cured, but can still be cured to none quickly.
Now rather than the current mechanism of each warrior affliction having its own cure, and deepwounds being their own thing, warrior afflictions are now 'activated' by the target having the pre-requisite lacerations/bruising and the warrior hitting the appropriate bodypart.
Two examples:
- A Bonecrusher's CrushWindpipe effect can be activated when the target has major head bruising, and persists until target's head bruising reduced to moderate/light. We still keep the diagnose lines, in effect just becomes a 'cured by time' affliction, that is the time it takes to reduce head bruising down a level.
- Pureblade's LegTendon effect can be activated when the target has major leg lacerations, and persists until leg lacerations reduced to moderate/light.
With racial stat standardisation, and no +bal races, hopefully a happy medium can be found where warriors can build lacerations/bruising and not be screwed by passive entangles or whatever, and yet not get to the point where their target needs to run and hide for a minute just to cure down wound levels.I see it as being faster than deepwounds, and more like an Illuminati trying to build tempinsanity or a Pyromancer building burn levels. Given quickly, cured quickly.
We can still dump quite a few afflictions from each specialization, but I think this has the potential to reduce the complexity of curing, and also keep existing warrior paradigms like regen-cured prones. e.g. (1) might take 3s for restorative ice to cure major leg lacerations to light/none, during which they can't stand if the warrior has activated a LegTendon effect. (2) Slickness + SlitThroat is still a cleanse lock
Whether parry/stance/rebounding are then needed with this sort of setup is another thing that could go, depending on the rate of how quickly lacerations/bruising are given/cured.
Group stack potential for unending affliction states would require an obstruction effect alright to reduce lacerations/bruising on same bodypart given by different warrior. Though tendon chains are already a thing, so there'll always be some problems exacerbated by a group.
As to your last point, my viewpoint is that there is only one effective affliction, the laceration/bruising, and only one cure. Since only the level of the laceration/bruising matters, a 5 cutting/blunt aff effect restriction is to me a bit arbitrary.
Because of that, I think the temporary activated affliction effects can remain in practice much as they are now (though their curing is entirely changed) and so we keep the uniqueness of each spec, while accomplishing the goal of simplifying curing.
E.g.
1) Pureblade may activate a LegArtery effect at minor lacerations that gives minor/moderate bleeding until lacerations cured to none.
2) Pureblade may activate a LegTendon effect at major lacerations that sprawls and prevents standing until lacerations cured to moderate.
3) Pureblade may activate a AmputateLeg effect at massive lacerations that gives heavy bleeding until lacerations cured to major.
Edit: Basically the aim was to try to keep warrior mechanics as close as possible to what they are now, but with a simpler curing mechanism.