A Bunch of Techniques

A Bunch of Techniques
effort 4.333333333333333 3 quality 4.333333333333333 3 reasonability 3.0 3

With all the concerns about a lack of techniques compared to spells, I was thinking: What can you do with punching things? I tried to think of moves that would add to a strength build’s options, for hybrid and pure builds, for the big wrecking balls and the precise martial artists; here is what I thought of:

Pound

A quick smashing attack to beat down any nearby enemies.

Details

Strength requirement: 60
A relatively fast and low AoE smashing move with a very low cooldown
Customization:

  • Size: Higher Size increases AoE, but decreases damage
  • Embodiment: Can modify size, cost, attack speed, damage
  • Ultimate Art: Increased damage and size, but goes on a long cooldown if not used repeatedly

The use case for this move is simple: if your enemy isn’t moving, or can’t move, beat the crap out of them.

Toss

Pick up a nearby object and throw it.

Details

Strength requirement: 80, but more strength will let you pick up larger objects
If no valid objects are nearby, player lifts up a chunk of ground and throws that instead. The more attack size and strength you have, the bigger object you can throw, up to smaller buildings if you really invest in those stats.
Imbuements will imbue the objects with whatever imbuement you use. Imbued with Fire magic? That tree you picked up is now on fire.
Customization:

  • Size: Increasing Size affects max object size, but smaller objects can be thrown faster
  • Embodiment: Can affect max object size, throwing speed, damage, throwing distance
  • Ultimate Art: Increased object size and throwing speed
    The use case for this move in combat is a slower moving projectile to provide some pressure. Also, the spectacle of throwing crates and buildings would be a whole lot of fun. I wonder if gunpowder barrels could be thrown?

Rapid Strike

Repeatedly strike all enemies in front of you.

Details

Strength requirement: 90
Functions like a shorter range Surge, but with fists/kicks/cannonballs. You can move, albeit slower, while using this technique.
Customization:

  • Angle: Increases the width of the AoE cone, but also decreases the distance of the AoE
  • Duration: Increases amount of time the move can be active, decreases damage with higher duration
  • Movement Speed: Increased Movement Speed decreases the movement speed penalty down to 0%, but also decreases damage
  • Embodiment: Affects above stats, could also affect damage and destruction (Movement speed cannot go above 100%, to avoid it becoming an escape tool)
  • Ultimate Art: Increased size and damage

The use case for this move can be two depending on customization: A high damage punishing move for people standing still, or a medium damage pressure tool while chasing someone.

Splitter

A powerful strike that can destroy obstacles and enemy projectiles in its path.

Details

Strength requirement: 100
Medium range like Shot, but has very high destruction. Think of it like Cannon, but shorter range. Low damage.
Imbuements will leave a trail of any applicable imbuement materials and affect the surroundings with the imbuement (eg. a trail of magma puddles, poison clouds, nearby objects iced over)
Customization:

  • Width: Increasing makes the area of effect wider, but decreases the total distance.
  • Distance: Inversely tied to Width, increasing Distance makes the Splitter effect go farther, but the effect is narrower
  • Destruction: Increasing adds more destruction, but decreases the size of the attack
  • Travel: A toggle - if on, instead of an instant shot, you will bulldoze through obstacles with a Crash-like move.
  • Embodiment: Affects distance, size, destruction.

The use case for this move is to clash with other attacks, or to clear a path through obstacles.

Gouge

Strike at your enemy’s eyes, blinding them temporarily.

Details

Strength requirement: 100
A slightly faster Crash with low AoE and destruction, with the added effect of blinding enemies hit for a time.
Customization:

  • Duration: Increases blind duration, decreases damage
  • Size: Increases attack size, decreases distance traveled during attack
  • Embodiment: Modifies above stats
  • Ultimate Art: Boosts all of the above stats

Players that like debuffs or to disorient their enemy may like this move.

Disable

A tactical strike to disarm your enemy or disrupt your enemy’s spells and techniques

Details

Strength requirement: 120
Weapon/Spirit - the currently held weapon/relic becomes disabled for a significant amount of time (15 seconds for sake of scale, the numbers are never final in these things), and the tool flies away and lands on the ground, an indicator showing where it fell to all players. If the disarmed player reaches this indicator, the disable effect ends immediately.
Magic - the current spell being cast, or the next spell being cast if not casting, cannot be cast for 10 seconds.
Strength - unable to attack using the selected fighting style for 6 seconds.
Customization:

  • Size: Increases hitbox size, decreases disable duration and weapon disarm distance.
  • Embodiment: Modifies above stats, perhaps allows specialization against certain combat tools? eg. Increase the magic disable slightly
  • Ultimate Art: Increased disable duration/disarm distance, even longer cooldown

This move could be useful to force your opponent to use their less favored moves; they won’t be without options, but it’ll throw them off their game plan.

Grapple

Grab an opponent, and throw them in any direction you choose.

Details

Strength requirement: 120
Functions like other grab moves eg. rushdown, but after grabbing, you have a short time to throw your enemy like a projectile. The throw effect won’t last too long, but if you throw them into something they’ll take extra damage.
Customization:

  • Size: Increases grab hitbox size, decreases throwing distance and damage
  • Duration: Increases amount of time you can hold onto your opponent, decreases grab hitbox size
  • Embodiment: Modifies the above stats
  • Ultimate Art: Increased throwing distance and grab hitbox size

Use case is to control enemy positioning, set them up for a follow up attack, hold them in place while your ally drops a nuke on the both of you (you did remember to turn friendly fire back off, right?), throw your enemies off of sky islands

Burst

A precision strike that causes any damaging effects to deal a portion of their full damage immediately.

Details

Strength requirement: 140
Landing this attack causes a portion of the remaining duration of any damage over time effects to be applied instantly, reducing the DoT’s duration. For example, if a poison has 75% of its duration left, and you hit the enemy with a Burst that has 50% effectiveness, the poison will deal 50% of its total damage immediately, and the duration will be reduced to 25%.
This move should be fairly high risk, high reward, so it should have a good bit of end lag.
Customization:

  • Effectiveness: Increasing this increases the amount of duration consumed and the amount of damage done accordingly, but also increases the cooldown of Burst
  • Size: Increases hitbox size, decreases effectiveness
  • Ultimate Art: Further increases effectiveness, can potentially increase effectiveness beyond 100% (for example, a 125% effective Ultimate Art Burst would make a poison with 10% duration left deal 35% (10+(125-100) of its poison damage), but has a longer cooldown

I feel like this would be an interesting move; aggressive players would be able to make better use of longer duration damage over time effects, cautious players would have a risk-reward to go in and end their damage over time early.

Piledriver

Grab an enemy, and slam them into the ground with great force.

Details

Strength requirement: 140
Grab an enemy, both you and your enemy will crash down into the ground. You will be able to move before your enemy. This has a longer cooldown than similar moves such as Rushdown.
Customization:

  • Size: Increases grab hitbox size and area of effect upon landing, decreases damage and endlag for enemy grabbed
  • Embodiment: Modifies size, damage, recovery speed
  • Ultimate Art: Boosts size, damage, recovery speed

Use case is to get you and your enemy to ground quickly, and allow you to follow up more easily - either to avoid the counter-pillar, or throw out an attack of your own.

Shrapnel

Strike the earth or a destroyable object, sending debris flying in the direction you attacked.

Details

Strength requirement: 140
The effectiveness of this move scales with destruction - bigger object destroyed means more and larger projectiles. This can also be used to counter solid projectiles as well.
Customization:

  • Size: Increases size and damage of projectiles, but decreases the amount of projectiles
  • Speed: Increases the speed at which the projectiles travel
  • Scatter: Increases projectile spread
  • Embodiment: Modifies the above stats, as well as the initial attack’s destruction
  • Ultimate Art: Greater destruction and projectile speed

Use case is to take cover and then throw out some projectiles. You may want to have lower speed projectiles to keep your screen of projectiles closer together longer.

Mark

Mark the last enemy you hit, revealing them, and then reactivate to move to their location.

Details

Strength requirement: 150
This move is toggled on and off: While on, your energy gets drained. When you hit an enemy (if multiple are hit, it prioritizes higher damage dealt, lower distance to player, and lower current health in that order), they are marked, revealing them as long as they are in range. Deactivating Mark will make you teleport to them if they are still in range. You cannot deactivate the Mark while holding objects (as fun as that would be). Vanishing Style is not revealed by Mark and cannot be teleported to while invisible.
Customization:

  • Range: Increasing Range increases the distance of Mark’s effect as well as energy cost
  • Usable Mid-Attack: Toggle; if active, doubles cost but you can deactivate the Mark while charging an attack
  • Ultimate Art: Significantly increases range, cost is slightly reduced

Use case is to chase enemies, it could also be used to dodge big attacks. It’d also be useful in low visibility situations.

Quickstep

A quick strike where you can move around while charging the attack.

Details

Strength requirement: 150
While charging, you can move like normal and dash very quickly, at an increasing stamina cost based on distance to the nearest enemy, before using a crash-like move. The move will fail and apply a movement and stamina debuff if you run out of stamina or are too far away from an enemy when the attack is launched. You can hold down this move indefinitely, though you don’t get any more benefit from charging than normal.
Customization:

  • Dash Distance: Decreases the distance your dashes travel while Quickstep is being charged, but also decreases stamina cost of dashing.
  • Size: Increases area of effect of the attack, reduces damage
  • Power: Increases damage dealt and stamina cost
  • Embodiment: Modifies damage, dash distance, size, resistance, stamina cost
  • Ultimate Art: Your dashes will leave an afterimage that will either dash around some more or finish using Quickstep, aiming at the nearest enemy, but it won’t deal damage.

Use case: Mind games and rapid approaching. The debuff is to avoid the move being used too much and to avoid it becoming an escape tool.

Frenzy

Go on a rampage, becoming immune to movement impairing effects and greatly empowering your basic attacks.

Details

Strength requirement: 160
Buff, you cannot be slowed/stunned/grabbed/pushed, your basic attacks have greatly increased speed, size, and destruction, and they move you further forward compared to normal, stopping at any enemies. Other techniques have triple cost during this effect.
Customization:

  • Duration: Frenzy lasts longer, but has reduced basic attack effect.
  • Embodiment: Significantly modifies the above stats (eg. If you have an embodiment that reduces speed, your speed will go down compared to normal)
  • Ultimate Art: Boosts the stat increase effect and increases duration

Use case is to go wild and tear up anything in your path. Sometimes, all you need to do is punch.

Burrow

Hide within the ground, and burst forth with a mighty rising strike.

Details

Strength requirement: 180
Toggle: Burrow into the ground. Deactivating will make you pop out of the ground after a short delay with a rising attack and a shockwave. You cannot be revealed when burrowed, but will still take damage. If the ground you are hiding in is destroyed, you will take extra damage, the burrow will end, and you will be inflicted with a 50% slow for a short time.
Customization:

  • Safety: Higher safety decreases damage taken while burrowed, increases delay when entering and exiting the ground.
  • Speed: Decreases delay when entering and leaving the ground, increases height of rising attack, decreases damage
  • Magnitude: Increases size of shockwave AoE when leaving ground, decreases height of attack when leaving ground
  • Embodiment: Modifies above stats
  • Ultimate Art: Decreases damage taken when burrowed, increases damage dealt and attack size

Use case is hiding and ambushes. It’d also probably be funny, hiding in the ground and pretending to be a cactus or something.

Whirl

Grab an enemy or ally and spin them around before releasing them, sending them flying.

Details

Strength requirement: 180
You can keep this move held down for as long as you have energy to spend on it. It takes a second to wind up to full spinning speed. Nearby enemies will take constant damage similar to Surge’s effect. Releasing Whirl will send your grabbed target flying in the direction you are aiming. The enemy can block to break out of the Whirl early, ending it and flying in a random direction, at a significantly reduced distance. If you throw the enemy yourself, there’ll be a delay before they can move of their own accord similar to knockback effects. Allies thrown will be able to control their movement immediately after the throw, as well as being able to break free immediately without getting sent flying. Throwing or spinning an enemy into an obstacle will cause damage; allies will naturally take no damage. You can move (slower) during this technique.
Customization:

  • Size: Increases area of effect for damage and grab, decreases damage tick rate against nearby enemies
  • Movement Speed: Increases how fast you can move during the spin, increases energy cost
  • Throwing Speed: Increases how fast the target will get thrown, decreases time it takes for enemies to be able to break free
  • Embodiment: Increases the above stats
  • Ultimate Art: Faster tick rate, faster throwing speed, greater size

Use case is to help your allies move around quickly, to control enemy positioning, and to be a spinning top of death.

Eruption

Slam the ground, creating a shockwave sending rubble flying into the air.

Details

Strength requirement: 200
The rubble will fall back down, anything it hits will take damage. When it lands, it will explode for a larger AoE compared to the rubble’s size.
Customization:

  • Speed: Increases the distance the rubble travels through the air, and increases damage
  • Angle: Determines the rubble goes straight up or scatters away from the player, with some variance. Rubble moving at an angle won’t get as much height
  • Amount: Increases the amount of rubble created, but decreases damage and rubble size.
  • Size: Increases the size of the rubble and the initial shockwave, decreases speed and amount
  • Embodiment: Modifies the above stats
  • Ultimate Art: A second wave of rubble will fly out after the first, in a ring around the player starting from the first shockwave’s end

Use case is anti-air and a way to create pressure in a scattered area.

Meditation

Enter a state of meditation, gaining increased bonuses to charging other moves the longer you meditate.

Details

Strength requirement: 210
Can be charged indefinitely. For the next let’s say 30 seconds (10 if not in combat) after ending your meditation, the effect of charging up moves is doubled, lasting based on how long you were Meditating. If you meditated for 10 seconds, every non-Meditation move you charge that will benefit from charging will take from that time to double the effect of their own charging - if you charge a move for .5 seconds, it behaves as if charged for a full second.
Customization:

  • Charge Rate: Multiplies the benefit you receive from Meditating, but decreases the amount of time Meditation’s effect will last.
  • Embodiment: Modifies the effects of charging moves while you have Meditation bonus (eg. more bonus damage, but less bonus size), could also modify Meditation’s stats
  • Ultimate Art: You do not need to charge to gain bonuses from charging while Meditation is available - if you just throw out an attack, it gets charge equal to if you fully charged it + the Meditation bonus.

Use case is as a downtime move - if you got nothing better to do in the combat, invest that time into contemplating the mysteries of punching even harder.

Deflect

Take a defensive stance, deflecting projectiles and absorbing melee attacks at the cost of stamina.

Details

Strength requirement: 220
Holding this move drains stamina over time. While held, incoming enemy projectiles in the direction you are facing will be turned away at a random angle, draining some stamina. Melee attacks will be partially absorbed, damaging your stamina instead. Explosions will still deal full damage. Clash rates, attack size, and destruction play a factor in how much stamina is lost. If an attack would deplete the player’s stamina, the deflection fails, the attack is not stopped, and the player’s stamina is depleted. Blocking power increases the effectiveness of the damage mitigation.
Customization:

  • Defense: Increases amount of damage mitigated, but also increases stamina drained due to damage
  • Size: Increases passive stamina drain, but allows the deflection of projectiles and melee attacks further away, allowing you to defend allies
  • Embodiment: Modifies the above stats
  • Ultimate Art: Significantly decreases passive stamina drain, decreases stamina loss from hits, increases defense

Use case is as a sidegrade to block with no parry but better damage reduction, as well as being able to defend allies

Diehard

While active, you will shake off fatal damage and get back up with some health recovered.

Details

Strength requirement: 320
Toggle: After reaching 0 health, you can get back up at 50% health. All effects from death still apply (enemy HP restore, fame loss, etc.) except for those that would relocate you (respawning, jail). This can only trigger once, refreshing after being out of combat for 1 minute.
Customization:

  • Recovery: Top amount is 50%, but reducing it will allow for more uses of Diehard before needing to recharge
  • Regeneration: Makes a portion of the health recovered apply over time at double effect; 100% regeneration and 50% recovery will make the player recover 100% of their health over 20 seconds.
  • Embodiment: Modifies above stats, as well as providing a temporary health barrier upon revive, or modifying the amount of uses/recovery timer of Diehard
  • Ultimate Art: Recovery is doubled, up to 100%. If regeneration would increase this beyond 100%, the regeneration duration is decreased.

Use case: Boss fights, PvP where you don’t want the travel time to get back, and I think it’d be very thematic for Strength character to be just too tough to put down.

Earthshaper

Impact the ground to displace it into different shapes and send enemies flying.

Details

Strength requirement: 300
After impacting the ground, the terrain around you will rise up into a shape of your choosing. This created terrain will last for a while or until Earthshaper is used again by the same player, but it can be destroyed like other terrain. The creation will match the ground impacted, or if imbued with a solid magic, it will be made of that solid imbue. Enemies in the way will be bounced into the air and take damage, increasing based on the height of the construct.
Customization:

  • Shape: What shape will the created terrain be in? This would include options such as pillars, walls, spheres, paths
  • Additional customization options would be available based on shape type, such as angle for curved constructions, height, width, distance from the player, durability would probably be a general customization option
  • Ultimate Art would boost the size of the construction

Use case is to create some cover, something to stand on, a directional shockwave perhaps, it could also be useful for those moves that destroy the terrain.


All that for 250? Seems a little busted

Numbers can be changed, I forgot the stat cap is going to be a lot higher. I increased it to 320.

Ultimate Art: Throwing your enemies house at them

2 Likes


Alternatively, throwing your enemy at their house

1 Like

hiiii okay the fs requirement are so low to be considered rare spell and things like.. mm..

like this, sounds too op, disabling your enemy movement for 6 seconds is like, pre nerf full stun :skull:

Burst sounds too niche, i think scrolls should be used in any spec, not only if you have a dot.

Earthshaper, Shrapnel and Eruption are just slam reskins

Meditation has the same problem than impact fist from AA, everyone is going to charge it before a gank so they can kill people in 3 moves

Diehard is too abusable even more for health packs :skull:, you only need a friend that kills you in purpouse then use it to get your 50% hp back and your team can heal too

Deflec is Revenge but you dont need to think

Piledraver is ultimate rushdown (bc ult grabs are going to get the knockout thing from old grabs)

and.. that is all i think idk amdmwklwmdjdka buff mage

I had a feeling giving a numeric requirement was going to backfire, but I thought people would just get confused, eg. “what is low-medium strength requirement supposed to be?”

That’s a good point, I didn’t consider that angle. Not sure how to handle that, Diehard might not be a viable move.

I don’t remember reading that, but it could lose the advantage of breaking free faster if it’s going to conflict with what ultimate arts get now.

You may want to re-read it, the slow is for 1 second, but as I suspect I will need to say many times, numbers can be changed.

I think it’s fine to have some niche scrolls, some moves won’t be useful on some builds. I’d like for them to all be at least usable on any build, but I would rather the niche moves exist.

Eruption perhaps, but I think Earthshaper would be quite different, and Shrapnel is not a slam at all.

I tried to get ahead of that by drastically reducing the duration when used out of combat, but maybe it’ll just need to be unusable when out of combat, though that could be played around by tagging something to get into combat then going for the real target.

From what I am reading, Revenge is just for one attack, but Deflect would be sustained defense at the cost of a lot of stamina, with the added potential of defending allies with enough size.

Most of these are very good, I just think some of them might be a lil repetitive.

Nice ideas, but I feel like a lot of these have too much overlap with existing moves to be worth implementing. The functions can be recreated easily with existing moves without requiring new techniques

Not sure what Pound actually does, if its like smash you can already create a low aoe setting, or it is like crash but you cant direct it?
Toss: what makes it better than shot which is instant? it seems like a lot of added mechanic work to interact differently with the environment for one move which you would presumably be on the ground to use, making you more vulnerable
Surge: selino fills both player chaser and punisher functions, as you can simply circle around someone to land all hits if they dont move, and has a larger aoe rather than a cone. the only difference is this seems to have much more hits per second which is neither good or bad
Splitter: lower damage, range than shot for destruction and hazard puddles. this doesnt seem like a good tradeoff, destruction isnt useful in this move types and hazard puddles are weak, espescially when alot of fights are in the air for the most part
Gouge: as before, too similar and is just clutter, blinding can come from imbues and a faster, weaker crash with an effect is covered by breathtaker from what we know of it
Disable: could actually be interesting (the slow on strength isnt needed), or annoying. but idk how the move itself functions to hit, presumably its a crash variant?
Grapple: theres a bit of a problem distancing yourself from an opponent as a melee class, rushdown will remain better as you can follow up with another move in the endlag for better damage while staying close
burst: might need to be reworked, it doesnt increase dot so why not just deal more damage with a crash or similar move. the only niche case is for long dots but even then the benefit is low
Piledriver: 1 hit rush (already send you to ground) w/ longer cd. is it really needed
Shrapnel: toss w/o imbues, but we already have clash rates anyway rather than needing to invest in destruction. again, a move that requires being on the ground is bad (even quake was changed to be air usable), fights are not often in areas with cover
mark: sensing + directed dodge reflex, rush/crash/breathtaker/selino already closes the distance while dealing damage, it uses energy as well so its just instant tp with limited range. dodging big attacks is nice, but it could also be annoyingly spammed in melee fights. unique, but hard to balance
quickstep: agility was removed for a reason, people shouldnt really be faster or slower than opponents this would be unfair to range builds which already have less movement based techniques
frenzy: too strong, immunity to grabs while having a variety of attack boost means you would force anyone to run away as they would be unable to counter as m1s already have pretty good dps so they would be melted. seems unbalanced/unfair
burrow: could be good depending on how its implemented, slow should be nerfed since you already take extra damage
whirl: overshadows grapple in every way, but bunching you and an ally together seems fun but too niche (you will just both be hit at once). also has the same problems as grapple, the only usecase could be in forts as you can grab and aoe everyone else (might be broken)
rubble: no problems actually
deflect: spirit wall but reflecting, seems kinda strong.
diehard: you heal as much (w/ regen boost) as the opponent does. just drags out fights unecessarily.
impact: if it rises around you then its a ground based aoe move (→ smash). maybe if it was reworked as a forward facing attack w/ 3-6 constructs in a row that increase in size the further away you are it might be decent, as it would cover a forward/height area and maybe obstruct attacks?

yes im nitpicking, but i feel these moves are too similar to each other and existing moves, or just unbalanced. the only ones i would consider is rubble, burrow if done right, reworked impact, and maybe disable

Very low cooldown, high attack speed Smash, but I think it could work as a Crash kind of move that doesn’t have good traveling distance. The intent behind this move was to have a move you could just use over and over, to get the feeling of stomping on something.

Sometimes you want a slower moving, larger projectile to make the opponent get out of the way, or be unable to approach as easily. Shot is over immediately, but that big projectile is going to be a problem for longer. Also, it’d just be plain fun to throw things at people.

It may have overlap with Selino’s use cases, but I think it’d feel distinct enough.

I’m okay with having niche but interesting moves, I think Splitter would be more useful when fighting in towns and whatnot. I don’t think I said it’d have lower range than Shot, I imagine it’d be the same range.

With this, you have a blind option that doesn’t come from imbues, which I think some people could find useful, and that’s enough for it to be worth having in my eyes. Also, I don’t think Breathtaker blinds.

Probably, or it hits in an AoE like a snare. It is meant to be annoying, to punish not knowing how to use all your tools. With that in mind, I suppose the slow doesn’t fit, I’ll be removing it.

Sometimes it could be useful, if you’re waiting for a cooldown. You can also throw enemies into walls so they end up not going as far.

My thinking was that by clearing the DoT, you’d be able to apply a new DoT sooner and get more benefit out of it.

I wasn’t aware that rushdown sent the player that used it to the ground.

I think imbue effects would apply to Shrapnel. The vision I had was that it’d be more scattered projectiles, and it’d be much faster than Toss, but you need to line up the attack. The point of the destruction scaling is to use it on, say, a big section of a city wall, rather than just a small tree. It wouldn’t always be the best option, true, but it’d only be really useless if there’s absolutely nothing to use it on.

Probably would be hard to balance, true. The thing with those moves you listed is that they can miss, you can aim those wrong. My intent was that you could burn a lot of energy to ensure you’d be able to get back on an enemy as needed, but since you’re burning energy, you might not have the juice once you get there. Perhaps a cooldown between reactivating so it can’t be kept up all the time would be good for balance.

I think that making it inefficient stamina-wise compared to normal movement would solve this issue. The intent was the player would use it to look like they’re vulnerable due to charging an attack, but they can still avoid moves, and rapidly move around the enemy to disorient them.

I’ve never seen anyone seriously use m1s in combat outside of really low levels. I was thinking it’d be borderline useless except as a fun toy to play with (and maybe a PvE tool since it would have the high DPS), which I think would be fine. I’d rather it have some people using it usefully in a variety of situations, but if it’s just one of those fun gimmick moves, that’s fine.

My intent was that Whirl has more of a startup before you can throw effectively, meaning a smaller window between throwing and the enemy being able to break out, as well as having an ongoing energy cost.

If Spirit Wall had a preview, I forgot about it. I think it is strong, but the stamina cost I was hoping would balance that (I find myself running out of stamina a lot in combat, so I might be placing too much importance on that as a resource), and it’s not effective against explosions.

Perhaps in a 1v1, I was also thinking about combat with more than 2 players, it could be useful there to get back into the fight.

For the rework, that could be one of the shape options. This is a hard move to visualize without visuals, I think I should have done something in Paint for this.

No, this was good feedback.

Thing with fighting styles is that they have to punch/kick/cannonball something, don’t they? So, that leaves people, objects, and the ground as things to hit. So, it’s always going to either be a variant of a shot, a smash, a crash/rushdown, or a buff.

just increase the amount of smash impacts then? i actually have a 20% x5 smash move i use to start fights with npcs that have the same renown type as me so arent initially aggroed. smash is also already pretty low cd.

a slower moving projectile is hard to hit, and since this is based off object size it wont be that large. pulsar does this role well due to its repeating, wide aoe, but this is more of a weak cannon. plus, that niche is suited for ranged fighters, making them unable to approach also makes it more difficult for you to reach them. yes it would be fun, but the mechanical work to implement this could be put to something better.

distinct maybe, but its worse than selino due to a much smaller aoe (without which it would be nearly identical except for attack count) so wont end up being used

being niche is fine, but the niche is too small (fighting style with magic that produces hazard puddles, so just warlock/savant with only a few magics). town destruction isnt really needed unless you aim to lag your opponent out lol

breathtaker doesnt blind, it just saps energy/stamina on impact. but the point was its already near identical other than the type of non-damaging negative effect applied. if you want to add a blind effect to breathtaker (or option to replace the energy sapping w/ blind) thats fine, but it doesnt need its own move

A snare type wouldnt be bad given the effect, but i dont think the intent of being annoying sounds like a good idea. i guess it just comes down to the cooldown and duration for balancing

Well, thats why cooldowns exist in the first place to prevent people spamming similar moves. walls arent always present, and if you throw them to the ground that just what rush does anyways.

yes, thats the niche case i mentioned as even among the DoT effects, many are likely to wear off before you land the next hit. so again, a move limited to a very small niche (long DoT imbues) and has low benefit, and also has anti synergy for effects that benefit from stacking

i meant it sends opponent, but you can follow rush with smash to arrive on ground and very often land the hit before they get out of endlag. plus, you really dont want to stay on the ground, being in the air while the opponent is grounded gives you an advantage for landing hits

at the very least, if you give a shattering slider to toss you can remove this move entirely as there is already a speed adjusting option with toss to make it faster. also, i still feel that the implementation of tearing up the map in bits would be too difficult, it would require re-editing every feature that isnt currently breakable (like city walls) to be compatible with 1-2 techniques, and likely wont end up meeting expectations.

this will go 2 ways: you either run out of energy and get nuked from arriving there helplessly, or arrive there and spam the aforementioned moves to tank them to death while they try and run. this move could easily decide a fight by itself, which seems pretty unbalanced despite a long cd. with the new energy system, you can go longer without charging so it will lean to the latter.

disorienting isnt practical, spending time circling them while not using other moves just invites free damage. also realised this is close enough to what acumen does (increasing fighting style speed and giving instant tp on dodge/high jumps) that it will be overshadowed as acumen also buffs parry windows

m1s arent used because of low range and that it stalls you alot, but the dps is still high. removing the downsides would make it quite strong, and being able to chase your opponent while its active and being immune to grabs is far from useless. as for pve combat, you dont want to tank your opponent as even a dps boost wont surpass the stat inflation of high levels. also, thinking about it, this sounds pretty close to surge but with grab immunity (because you are disencouraged from using other moves, and you move forward with short-range frontal aoe rapid attacks).

yeah, personally i wouldnt use it outside of forts but at least thats a guaranteed useage for any strength incorporating build. still, near totally overshadows grapple despite a longer startup and higher energy

spirit wall does have a preview where it looks pretty mid, but its been getting buffedd in the trello patch notes. also, if its countered by explosive moves that basically means a guaranteed punish as explosion is quite common. And as mentioned by another user, its just long Revenge. since the opponent wont fire another attack once they see the first reflected, its just higher stamina loss.

1v1s are the most common combat, and again as mentioned by 2how_nim, its abusable as health packs. so its broken in both 1v1 and group fights

i thought shape was just a visual, maybe with slightly different hitboxes. the contructs shouldnt be around you in a ring as that makes it too similar to smash, i meant that they should rise in front of and away from you. also, angle, distance from player and durability options are probably unnecessary options making it harder to balance, theres a reason moves often only have 2 stat customizations outside of embodiment.

kind of? but we might just have to trust the dev team on this one. the only similar moves are jab and breath taker

I’m mostly interested in that throwing objects idea, it would be a good way to select something, and’ just yeet it at a person. Some throwable objects could be small treees or lamp posts, where if you use the technique around one of those, you rip it out the ground, but not just throwing, you can use it as a weapon like swinging it. And the larger and “heavier” the object, the slower you run but deal more damage

This topic was automatically closed 3 days after the last reply. New replies are no longer allowed.