Warrior Combat version 2

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Comments

  • UshaaraUshaara Schrödinger's Traitor
    Enyalida said:

    How does that work with non-wounders dealing physical external afflictions?

    All I'm able to think of is like breaking limbs from poisons/trample/woodchems which could be dealt with by having them give minor limb bruising + activating the usual effect of broken limb. Still cured with restorative ice when bruising reduced to zero. If there are other physical external affs (?), something similar.
    Kalnid said:

    How would delayed cures work, add the few seconds on top of whenever wounds drop low enough?

    Something like, say the major lacerations level kicks in at the (arbitrary) laceration level 12. Set LegTendon to activate with 14 lacerations, with the step to massive lacerations at mebbe 16 lacerations. Then it would take 3-4 applies of restorative ice (~3 or 4s) to drop lacerations to moderate and cure the tendon.

  • SynkarinSynkarin Nothing to see here
    I think at this point the admin need to pull the trigger on one proposal and run with it. All the different proposals are mucking things up, and left to our own devices we can continue to run along with varying proposals indefinitely. 

    Whatever is decided on, allowing for testing in overhaul shells would be optimal!

    Everiine said:
    "'Cause the fighting don't stop till I walk in."
    -Synkarin's Lament.
  • @Shuyin should release his drafts already. *crack whip*

    I've talked him through a few of his thoughts and they've made sense to hit the points Estarra wanted (afaik). A condensed skillset for each spec, a list of 10 external affs incorporated through said skillsets, and enough differentiation to make each warrior spec unique without too much added fluff.
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  • Yeah, I want to pull the trigger on a decision this week as we've been wobbling on this for a year. I will wait for Shuyin's proposal unless he decides not to publish it by the end of the week.

    @Ushaara - your proposal is very close to Proposal I that we were considering.

    Applying ice would most likely cure both drink-stopping ailments if the target happens to have both.
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  • RiviusRivius Your resident wolf puppy
    How do you feel about that specific way of handling afflictions though, @Estarra? Are you comfortable having what's essentially 10 affs as far as curing goes, but that the effects change with increasing wounds? Is it possible? It feels like 'cheating' in a way, but it actually seems like it could maintain varied enough effects to keep a similar feel to the different specs to what they have now.
  • ShuyinShuyin The pug life chose me.
    I can do end of week. I just got bills to pay.
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  • Rivius said:

    How do you feel about that specific way of handling afflictions though, @Estarra? Are you comfortable having what's essentially 10 affs as far as curing goes, but that the effects change with increasing wounds? Is it possible? It feels like 'cheating' in a way, but it actually seems like it could maintain varied enough effects to keep a similar feel to the different specs to what they have now.

    Isn't that what this last proposal offers?
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  • RiviusRivius Your resident wolf puppy
    Ah, my apologies. I think I'm following your proposal a little better now...Maybe tomorrow I'll make some mock ups in a system similar to what Ushaara suggested...
  • UshaaraUshaara Schrödinger's Traitor
    edited May 2015
    Estarra said:

    Yeah, I want to pull the trigger on a decision this week as we've been wobbling on this for a year. I will wait for Shuyin's proposal unless he decides not to publish it by the end of the week.

    @Ushaara - your proposal is very close to Proposal I that we were considering.

    Applying ice would most likely cure both drink-stopping ailments if the target happens to have both.

    Yep, I tried incorporate elements of what you wanted, and just scrapped the idea of 10 afflictions in addition to wounds to throw everything on wounds, with temporary activated effects being the important differences between specs.
    Estarra said:

    Rivius said:

    How do you feel about that specific way of handling afflictions though, @Estarra? Are you comfortable having what's essentially 10 affs as far as curing goes, but that the effects change with increasing wounds? Is it possible? It feels like 'cheating' in a way, but it actually seems like it could maintain varied enough effects to keep a similar feel to the different specs to what they have now.

    Isn't that what this last proposal offers?

    Just in case it's unclear. There are only 10 'afflictions' that need curing with restorative ice in that they are: lacerations_head, lacerations_chest, lacerations_gut, lacerations_arms, lacerations_legs and similar for bruising.

    But because differently specialised warriors can activate different effects on the 4 severity levels of the lacerations/bruising, there are more than 10 effects. The 'cheating' Rivius mentioned.

    Here is my outline of wound tables. Worked out as 18 blunt, 22 cutting effects, but all you care about for curing them is getting the lacerations/bruising down a level, with one or two exceptions on things like Impale/PinLeg.  
  • RiviusRivius Your resident wolf puppy
    Ok. So this is how I worked it out. Tell me what you think.


  • QistrelQistrel the hemisemidemifink
    @Shuyin Are you keeping left and right arms separate, or is there just going to be one arms wound value (and same for legs)?

  • ShuyinShuyin The pug life chose me.
    Yeah that wasn't clear. It would be separated between left and right, like now.
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  • They'll likely need to be separate, with the persistent effect that comes with the wound level needing to just be applied at the level which is the higher one (heavy left arm and critical right arm means the effect is at critical.)

    Personally, I'm more inclined toward Shuyin's version, because it'll make things easier for converting monks.

    Just one question, Shu. I assume there's no delayed cure in your afflictions, right? And I also assume applying ice will cure both one affliction on that bodypart it is applied to, and some wounds from it at the same time, right?

  • ShuyinShuyin The pug life chose me.
    edited May 2015
    RE: delayed cure in afflictions - that depends on the affliction. I'm currently leaning towards maintaining the status quo - whichever affs were delayed cures will remain delayed cures. Instant cures will remain instant. Further, some of the wound effects in my proposal purposely lengthen the time it takes to cure an affliction, like how cutting chest wounds increases the delay between eating dust to cure paralysis and actually curing it. I'm not overly sold on this though, so suggestions are welcome.

    RE: applying ice - I was kind of hoping that applying ice would cure one or the other, not both in order to add a layer of offense/defense strategy. But if it's simpler/more desirable to do both, it can be incorporated.

    So in short, whichever works for everyone!

    Edit: I'll spell it out in my proposal if people weigh in one way or another.
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  • edited May 2015
    Would affliction hits do damage? Seems like the 1hand specs would have the benefit of hitting with two afflictions or one affliction and a wound. Unless the 2hand affs are intended to be stronger.

    What's the intention on having a cap on wound levels and not being able to go past 20?

    What happens if you use an attack the target doesn't have sufficient wounds for?
  • Neat proposals, guys! Going to be tough for the admin to choose a direction, but I think that's a good problem to have.

    The only thing I kind of dislike is the need to do different attacks for wounds and afflictions. Unless I'm misunderstanding, you'd have to, say, "strike Lothringen lleg" to build wounds, and "strike Lothringen mutilatedleg" to do the affliction- though I understand why it's necessary, considering the RNG that's being thrown away and the various other new warrior perks.

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  • ShuyinShuyin The pug life chose me.
    Kalnid said:
    Would affliction hits do damage? Seems like the 1hand specs would have the benefit of hitting with two afflictions or one affliction and a wound. Unless the 2hand affs are intended to be stronger.

    What's the intention on having a cap on wound levels and not being able to go past 20?

    What happens if you use an attack the target doesn't have sufficient wounds for?
    Yeah affliction hits do damage. That's a bonus of 1handers. 2handers (theoretically) should make up for it by having access to higher wound rates / effects to make up for it.

    The 20 wound level was something Ieptix/Estarra mentioned along with reducing external affs to 10.

    If you have sufficient wounds when you do the move, nothing happens. You lose that balance though at least for sure.
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  • CyndarinCyndarin used Flamethrower! It was super effective.
    +1 for Shuyin's propsal
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  • For the purposes of overhauling warriors to a condensed system that incorporates a capped wound limit, ice salve curing, a reduced external aff list, and uniqueness that separates one warrior setup from another, I like @Shuyin's proposal for @Estarra's consideration better.

    Speaking from a non-warrior POV, it's much easier to grasp and comprehend warrior combat when the RNG is removed and unique kill conditions are made clear for a given spec.

    As well, like @Lerad said, this foundation could, in turn, be translated easier for when monks undergo their own changes.
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  • MaligornMaligorn Windborne
    edited May 2015
    So, recap for the slow guy:

    I thought warriors were meant to be able to deal both external and internal afflictions? That might help diversify a bit if warriors have 20 affs to choose from instead of -10-.

    EDIT: I guess the current internal table wouldn't make sense though. Only paralysis, dysentery, vomiting, sickening and haemophilia would be right, and you have poisons for those.

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  • Yep. Shu's current proposal incorporates afflictions from almost every pool depending on the spec, sans spiritual (which is really hard to justify for warriors).

    That's why I like his spread that incorporates affs from more than just the external pool while capitalizing on the uniqueness of each build to prevent things from being too similar.
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  • MaligornMaligorn Windborne
    edited May 2015
    Ohhhh, so Blademaster would have an aff (say heavy or critical) like "Lobotomize" that grants stupidity mental aff on target? For example?

    I'm not sure where you read the taking of affs from other pools, but if so, that'd be neato burrito.

    EDIT: OH HEY LOOK AT THOSE NEATO TABS AT THE BOTTOM

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  • EnyalidaEnyalida Nasty Woman, Sockpuppeteer to the Gods
    They can also use poisons to deal extra afflictions, and will potential tert options to deal different types of aff, right?
  • RiviusRivius Your resident wolf puppy
    edited May 2015
    I'm not against most of Shuyin's proposals, but I really do prefer the idea of more varied effects unlocked with wounding. A lot of flavour goes away with a static 10 aff model.

    I think Ush's model also would benefit monk design too, because we could have monk effects that are entirely different to warrior ones at different wound thresholds (or momentum or whatever) and get rid of the current problem of overlapping afflictions between the archetypes. Makes it easier to balance them separately.
  • I like Shuyin's well-thought out proposal. One thing I'm not sure about is the neutral/blunt/cutting types (1 blunt, 3 cutting, 7 neutral). I'd prefer it either to be all neutral or equally divided (5 cut/5 blunt). I'd also like to incorporate a bruising mechanic. In any event, I think much of this can be incorporated in the secondary proposal which I'll tweak and play around with.
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  • ShuyinShuyin The pug life chose me.
    Ah man, the reason why I leaned towards more cutting than blunt is because 4 (3.5 technically I guess?) of the 5 specs use cutting, so I figured they'd benefit more from having more cutting unique affs.

    My proposal already incorporates bruising, I had pretty much assumed bruising would go in which is why I specifically mentioned it in the BC portion. Bruising is just bleeding but for blunt damage instead of cutting.
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  • XenthosXenthos Shadow Lord
    You can just make brokenarm / brokenleg blunt, and then you're at 3/3/5.
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  • XenthosXenthos Shadow Lord
    Better yet: Convert broken leg / broken arms into one ability (brokenlimb), which is blunt only.  Then make SeverSpine neutral (note that right now it's a Cavalier swinging-- blunt-- ability).  Then you're at 2/2/6.
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  • I started to tweak the Bonecrusher spec and am already running into issues. For instance, BreakChest gives 1s stun with light wounds. Does this mean 1s light/2.5s heavy/3s crit according to the wound system? But then CrushAorta has 3s stun at critical ... wouldn't that already be under BreakChest per the wound system? Or does CrushAorta do 5s stun (3s stun and +2 stun for crit chest wound)? It seems to me to make more sense just to have one chest-stun ability and have it variable by wound and likewise the same for other bodypart strikes but that would remove several skills out of Bonecrusher (haven't looked at the others closely). Also, I'm not sure what -5/-10/-15 reduction in effectiveness of stance/parry means. Is that an ailment that simply can't be cured? Is it cumulative if you keep striking?
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