You certainly have an interesting way of speaking gGeo :P

Obviously you wouldn't want to use fire and ice together at the same time (though some skills that make them pair together somehow would be neat), but you might want to stun and knockdown someone at the same time, unlike now where they're redundant.

By diversification of tactics I mean I want there to be synergy between different skill trees, so it's less like each character is doing there own thing. For example, you could use knockdown on someone standing in fire to apply burning to them to boost the damage of your fire mage. Or freeze a target so your warrior can smash them better.

I suppose if you mean that two characters working together throwing the same status effect on someone to achieve hard CC, that's a bit better than a system where one character can just apply the same status to an enemy over and over again to eventually cc them.

Hard CC could probably be part of source skills (for example, maybe you can do a mass charm with a witchcraft or rogue source skill or two). But my vision for source skills is that they can dramatically reshape the battlefield in your without necessarily immediately KOing a bunch of enemies.

For example, I could imagine a source skill that draws enemies in a wide area to a single spot. Super strong if used to set up a bunch of AOE attacks, but no lethality in itself (barring drawing them into some lava or something.) Or a skill that blesses all surfaces under allies and curses ones under enemies (if enemy and ally are standing in the same surface, the enemy would have a small amount of cursed X below them, and your teammate would have a small amount of blessed X below them.) Very strong and dramatic if used intelligently, but could backfire as well.


Even more unrelated to the initial topic, I think these changes would pair nicely with a morale system. A number of factors would effect morale: character type (boss, species, etc.), intelligence, health, status of nearby allies and enemies, leadership, various skills and statuses like burning. If a character loses too much morale, they become terrified (the status which makes you run away, though not necessarily using all AP in doing so), or perhaps surrender, though that would be a whole can of worms requiring new dialogs and behaviors and whatnot.

A magister that is burning, low health, with no leader in sight and most of his allies dead would be very likely to become terrified. This could go for players as well, though this might be a bit too frustrating of a mechanic for that, not sure, but as long as being terrified would not mean total loss of control, it wouldn't be that bad. Overly ambitious for my taste and skills in combination with my other ideas, but maybe something someone else could do.

Last edited by Baardvark; 10/04/17 07:37 PM.