I've been thinking about Warriors some more and I've come up with another Crazy Idea™.
First, the problem statement:
Pre-Overhaul, Warriors both built wounds and dealt afflictions at the same time. They could also get to heavy wounds much quicker to deal the significant regeneration-cured afflictions or slitlocks, which were a core part of Warrior offense. Post-Overhaul, dealing afflictions comes at the cost of wounds, and it's much harder to build those wounds especially in group combat. This leads to a situation where Warriors are mostly relegated to spamming the most effective light wounds modifiers in groups. I want to bring some of the pre-Overhaul flavour through buffs to the power moves of each spec, and additionally give them a unique effect for each spec which is thematic and synergistic with their strategies.
The proposed change:
Each power move would become it's own syntax instead of a modifier. Each power move would do +5/12 wounds, and allow the usual modifiers (or none) as well as bypass parry. For example, a Blademaster would have:
LUNGE <target> <bodypart> <modifier>
With no modifier, it would do 10 wounds like lung does now, with a modifier it would do 5 wounds and the modifier.
For a Pureblade that would be:
ASSAULT <target> <bodypart>
The Assault would do 12 wounds, and with no modifier, do an additional 12, or with a modifier, deal that affliction (and the 5 wounds from the approved 2h-er report for 17 + affliction).
In addition, each Warrior spec would have another effect on their power moves, as follows:
Blademaster: Lunge deals the affliction the blade 100% of the time, bypass rub chance and shrugging.
Bonecrusher: Crush would delay the clotting of bruising for 4s.
Axelord: Sweep would apply a -2/-10 universal resist malus for 15s. Another sweep would increase the malus by 2 and reset the timer.
Pureblade: Assault would apply a -1/-10 mana malus for 15s. Another Assault would increase the malus by 1 and reset the timer.
Cavalier: Sunder would act as if the target bodypart were one wounds tier higher than it is. For example, you could CrushArm at heavy, and PiercePlexus stun would be 1s longer.
This is intended to be a fairly significant buff, though I don't think it would solve the fundamental issues, I hope it would be a nice change.
Let me know what you think. Is it too strong? What effects would you like for your spec? Is this even the right direction to take?
2
Comments
Huge core mechanic problem evidenced here. Power moves need to afflict/wound without ruining your wound buildup, i.e. your entire offense. I think the individual bonuses need some tweaking or changing entirely, but on the right track.
It'd have its uses certainly but it would be more for doing an affliction through parry to get the instant kill. Or as a single opening move to try and catch a runner, eg enter and power move/afflict the legs.
This wouldn't really change what warriors do in solo or group combat. I'm either spamming low level afflictions or building wounds. So either I don't really need to use power moves or I'm going to use the power moves on double wounding.
Whats the downside to letting power moves do double wounding and afflictions? I mean if you compare some of the warrior power moves to other classes power moves and affliction and some wounding dosnt seem too crazy I guess? Not sure would require testing but it sounds like it would solve the issue your trying to solve in trying to get warriors to do something other than spam love level wounds in group combat?
As for :
Blademaster: Lunge deals the affliction the blade 100% of the time, bypass rub chance and shrugging.
Bonecrusher: Crush would delay the clotting of bruising for 4s.
Axelord: Sweep would apply a -2/-10 universal resist malus for 15s. Another sweep would increase the malus by 2 and reset the timer.
Pureblade: Assault would apply a -1/-10 mana malus for 15s. Another Assault would increase the malus by 1 and reset the timer.
Cavalier: Sunder would act as if the target bodypart were one wounds tier higher than it is. For example, you could CrushArm at heavy, and PiercePlexus stun would be 1s longer.
The blademaster one seems like a pretty nice cool upgrade. Although it would mean Heavy head and heavy chest would be an instant lock on people wouldn't it?
The Bonecrusher one is an upgrade that is semi-useless in solo combat but would be really really strong in group. Like three bone crushers would murder everyone with pulp in the first two combos.
The Axelord one sounds pretty good for group combat, not much use solo, thats basically a 12% damage boost to the target for the team which sounds pretty strong for group combat.
Not sure about the Pureblade/Cav one.
I'm not opposed, but I wanted to start more conservatively. I don't think even that would solve the entire issue, though.
I thought that was implied as a baseline... if not I read into it too far, and yeah power moves should wound+aff for sure IMO. Wound and aff check comes after the wounding just like pre-overhaul. No instakills should be on a power hit like before (needs a separate hit at the right wound state).
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
If blademaster got this you would maybe want see one of these lock afflictions move to critical wounds.
Sorry of agee with fal on the pure blades and axelord ones as well they just seem like group buffs
I'd still rather see Pureblade be able to make bleeds stick, by having some interaction with clotting.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
For example (numbers purely for demonstration, not balance) 100 bleed per assault, so the target can't clot the last 100, then the last 200, etc etc.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Not sure about that, it sort sounds like Shedrins idea for making bonecrushers crush not allow clotting of brusing.
Like three pureblades assault and thats 300 bleed you can't clot, they then assault again and thats 600. So even if you clot away everything you can but the 600 they all then twist on the next balance and thats 600 to 1200 to 2400 bleed stack you have and your basically dead from the damage right?
And if the clot stack stops you for a set amount of time they could do it again, just feels a bit of a clunky mechanic.
Like either its going to be too much bleed so way to easy to build/stack or too little and not worth worrying about.
You could put a system in place that does the same, where subsequent power attacks within x seconds from other knights won't stack the effect.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
Like, one pb can assault for 100 bleed, then do it again a few seconds later for a total of 150, then again for 175, then start going up to 200, 225, etc, but two together would do 100, then 125 for 1 tic and 150 the next, then 175 and 200, then 225 and 250, etc.
Or one can build clotless bleeds and the other(s) can extend, but not build on the bleeding window.
It feels like it'll just be to much or too little, there isn't really a sweet spot to aim for.
Though, I had another idea I'll throw out there:
What if Puissance was changed to do what the current Cavalier idea is, but no extra wounding (acting as if the bodypart you hit is one wounds tier higher than it is). Give it a power cost as well (maybe 3p?).
The most powerful options this opens up that I see are mutilates at light for AL and PB, asthma at light for BM, damagedthroat for everything but Cav. These are definitely powerful, but compared to Warrior's pre-Overhaul power, I think still weaker, though the entire context for Warrior balance has shifted quite a lot.
I like the idea because it opens up more modifiers and powerful effects for Warriors, but I'm definitely cautious of adding too much up-front power.
edit: Excluse instakills from the Puissance effect.
How much wounding would you say puissance should do?
Not sure if it would get much use for most specs outside of group combat if it didn't do some wounds though.
Even in group combat 3 power to hit an affliction vs using 4 power for 20/24 wounds. Seems like it'd be better just piling on the wounds so you can do the afflictions properly, maybe useful in specific circumstances or as an opener to jump people to stop them running.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
I don't know PB numbers. If it sounds good to you and other PBs, I'd support an effect like that for 'em.
I don't see how a few hundred bleed is going to put much pressure on anyway 200-300 unclotable bleed means that your better off doing a wounding strike than twisting as the wounding strike will cause more bleed than twist. So its just you leave 200-300 bleeding on as a minor annoyance.
If you upped it to 600 unclotable bleed then that means you can hit twist for damage and about 1450ish mana of clotting every attack if you maintain the unclotable stuff.
So like you'd need to judge it on that but its either going to be super good or super weak I can't really see a nice number for it.
06/30/2014 19:37 Silvanus channels the power of the Megalith of Doom for you, stripping you of your Vernal Ascendant status.......bastard!!
It doesn't need to be an amazing and instant impact, but 5-6 power attacks later you're going to notice the effect.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
The issue with bleed mechanics is that there is nothing stopping the enemy just clotting it all away, using all their mana to get rid of it and theres not much downside to just sitting at near no health other than in groups.
How about a damage based ability that does damage based on missing mana?
Modifier brain rattle (or make up a better name) Light/heavy/crit wounds on head. The Pureblade strikes the targets head the enemy is able to resist the damage based on their willpower. (mana)
Like just random idea numbers but:
Make the modifier like:
+1% damage at light wounds per missing mana. So at 50% mana someone is taking a 150% damage hit. So like 1k is roughly the base damage of a strike on most folks with basic buffs and resistances makes it 1500.
+2% damage at heavy wounds per missing mana. so +100% damage at 50% mana and heavy wounds for like a 2kish hit
+something big% damage at crit wounds etc etc
Maybe not exactly these numbers but I'm liking the idea of the concept. You can gate it behind wounds so that its not just a case of bashing it too early on and that the pureblade has to work towards it and then if the pureblade pushes people down to low mana they can punish them for it if they have built up for the set up. If they dont then theres no issue with sitting at low mana so its down to the set up of the warrior. Then you can counter it with smart sipping and balancing your health/mana etc.
The divine voice of Avechna, the Avenger reverberates powerfully, "Congratulations, Morkarion, you are the Bringer of Death indeed."
You see Estarra the Eternal shout, "Morkarion is no more! Mourn the mortal! But welcome True Ascendant Karlach, of the Realm of Death!
For 4s after an Assault, the target takes 1 wounds to that bodypart for every 100 bleeding clotted.