Lysandus2010-11-25 13:54:30
Perhaps to give warriors a little more love and more combat worthy amidst the new archetypes, why not introduce the Adrenaline System?
Adrenaline is a resource exclusively used by the warrior archetype. As the fight goes on, Adrenaline is built up and can be used to give that large burst of damage and greater wounding (this may come in conflict with power strikes such as assault but this is still subjected to change).
Adrenaline is built whenever the warrior successfully hits their target or takes damage, you gain one 'strike' of adrenaline upon a successful hit and gain 25 'units' of adrenaline whenever you take damage, a 100 units is equivalent to 1 strike of adrenaline. Adrenaline is depleted whenever it is used up. You can only store up to 10 adrenaline, which must be depleted before you can accumulate again.
Based on how much adrenaline is used up determines the bonus damage and wounding you give to your opponent.
Thoughts about this?
Adrenaline is a resource exclusively used by the warrior archetype. As the fight goes on, Adrenaline is built up and can be used to give that large burst of damage and greater wounding (this may come in conflict with power strikes such as assault but this is still subjected to change).
Adrenaline is built whenever the warrior successfully hits their target or takes damage, you gain one 'strike' of adrenaline upon a successful hit and gain 25 'units' of adrenaline whenever you take damage, a 100 units is equivalent to 1 strike of adrenaline. Adrenaline is depleted whenever it is used up. You can only store up to 10 adrenaline, which must be depleted before you can accumulate again.
Based on how much adrenaline is used up determines the bonus damage and wounding you give to your opponent.
Thoughts about this?
Diamondais2010-11-25 14:07:14
Sounds like momentum.
Rivius2010-11-25 14:11:24
Meh. As long as we don't become monks.
Lysandus2010-11-25 14:13:38
QUOTE
Sounds like momentum.
QUOTE
Meh. As long as we don't become monks.
No no, we don't become faster as the fight goes on, we just become more 'enraged' something what warriors do and pour it all out in one attack, there'll be a new command introduced to use the adrenaline on the next attack.
Diamondais2010-11-25 14:17:40
Someone can correct me if I'm wrong, it's been a few months since I actively played a monk, but momentum isn't just about speed, it allows you to use more/stronger attacks. The more hits you land successfully, the more momentum you have, the more you can do.
Sakr2010-11-25 14:26:22
I'm going to say no, because I'm imagining that it will limit creativity at the start of the fights. Or if I'm understanding it right, it can prevent a three person kill of stun, subdue, and instant.
Malarious2010-11-29 12:00:41
Momentum does not increase monk damage, wounding, or speed. These are all incorrect assumptions I have heard. Momentum just gauges how much ka we can spend on actions.
Placeus2010-11-29 12:43:12
QUOTE (Malarious @ Nov 29 2010, 10:30 PM) <{POST_SNAPBACK}>
Momentum does not increase monk damage, wounding, or speed. These are all incorrect assumptions I have heard. Momentum just gauges how much ka we can spend on actions.
Huh? Speed, soft, hard, buildup actions, proning mods, proning afflictions all become more readily available as momentum increases. I would say higher momentum translates both directly (mods) and indirectly (high mo affs incapacitating opponent rendering them unable to hinder or flee) into more damage, speed and wounding.
@OP: The adrenaline thing sounds a lot like what warriors have in MKO. I think it's even called adrenaline over there too!
Unknown2010-11-29 12:53:45
QUOTE (Malarious @ Nov 29 2010, 08:00 AM) <{POST_SNAPBACK}>
Momentum does not increase monk damage, wounding, or speed. These are all incorrect assumptions I have heard. Momentum just gauges how much ka we can spend on actions.
Momentum: the more attacks you use that build up momentum mean you have a bigger cache of momentum that can be used for more powerful but different attacks, am I right? That's how I always understood it.
Building on what Lysandus had to say:
Adrenaline: add a new skill within knighthood that would allow for an "enraged" mode that would boost attack slightly with every hit successfully dealt, but at the same time lower defense at a power cost. I don't like his idea as he has stated it. Adrenaline I think needs to be an optional skill with a power and defense cost, even if it does work as he has suggested. Logically for the defense part, and the power would be used to go into that mode.
Trying to have the best of both worlds in regards to not making it OP.
Zuhayir2010-11-29 13:14:04
QUOTE (Placeus @ Nov 29 2010, 11:43 PM) <{POST_SNAPBACK}>
@OP: The adrenaline thing sounds a lot like what warriors have in MKO. I think it's even called adrenaline over there too!
Not just warriors, all combatants in MKO have adrenaline, which is pretty much another stat that starts off in the middle and either rises or lowers depending on your skill (ability to defend/attack in sync) and how many abilities you use (cure afflictions/powerful attacks/ect). It's only similar to OP in name, although warriors do have the most effective grasp of adrenaline, so it can be percieved as a warrior-stat.
Unknown2010-11-29 18:01:31
QUOTE (Lysandus @ Nov 25 2010, 09:13 AM) <{POST_SNAPBACK}>
No no, we don't become faster as the fight goes on, we just become more 'enraged' something what warriors do and pour it all out in one attack, there'll be a new command introduced to use the adrenaline on the next attack.
That's not due to momentum. I maintain the same speed throughout the fight.
QUOTE (Placeus @ Nov 29 2010, 07:43 AM) <{POST_SNAPBACK}>
Huh? Speed, soft, hard, buildup actions, proning mods, proning afflictions all become more readily available as momentum increases. I would say higher momentum translates both directly (mods) and indirectly (high mo affs incapacitating opponent rendering them unable to hinder or flee) into more damage, speed and wounding.
@OP: The adrenaline thing sounds a lot like what warriors have in MKO. I think it's even called adrenaline over there too!
@OP: The adrenaline thing sounds a lot like what warriors have in MKO. I think it's even called adrenaline over there too!
Momentum itself does not translate into higher anything, except ka. More ka means more mods and better attacks which is essentially more options. It's simply wrong to say that momentum is the (direct) cause, as transitivity isn't applicable in the relationship.
EDIT: If this works like Guild Wars, it would mean that there are plenty of "base" skills that raise adrenaline by 1 point per hit, and then other, more powerful attacks reduce the total adrenaline by a set amount. There's a max on adrenaline (10, I think), and no maintained levels. All attacks either raise (no more than 2, and I don't think any of the skills actually do raise by 2) or lower (ranging from 1 to 10).
It's an interesting idea, and it wouldn't be like monks. Monks maintain their momentum, can use modifiers, multiple actions, etc. Warriors wouldn't be able to modify and adren actions would lower the pool.
Fights would work something similar to (adrenaline):
1, 2, 3, 4, 5, 2, 0, 1, 2, 3, 4, 5, 6, 7, 0, etc.
Unlike monks (momentum):
1, 2, 4, 5, 4, 5, 4, 5, 5, 5, 4, 3, 5, 5, 3, 5, 2, 4, etc.
I like the idea, but it could potentially become the evil twin to momentum.
Diamondais2010-11-29 18:05:16
Sorry if the more damage/whatever spurred off my comment, I had meant to imply with more attacks, ka is built up which means you're able to use more attacks or the stronger attacks. (attacks being the different abilities)