Base Fighting Style Idea - Primal Instincts

Base Fighting Style Idea - Primal Instincts https://forum.arcaneodyssey.dev/uploads/default/original/4X/c/4/0/c405c183a9aa662abeef160f9421933e159db87f.webp
effort 4.692307692307693 13 quality 4.461538461538462 13 reasonability 3.5 14

Introduction

Hello again it is I, Dracula ominous_thunderclap.wav! Ever since I first saw that new animals/beasts/monsters were being added for the player to hunt or become the unfortunate victim of was going to be added to the game I started to consider a new fighting style themed around beasts. I want to create a fighting style here focused on primal, savage attacks with little-to-no grace or technique where the user tries to rip their opponent to shreds, applying constant pressure and quickly finishing their opponent off when injured enough.

The inspirations for this style are of course the various beasts/monsters being added such as bears, Baek Yoonho’s beast transformation from Solo Leveling, as well as the Beast Claws Weapon Type from Elden Ring!


Primal Instincts

“A style in which the user attempts to imitate the savagery of beasts and abandon technique in favor of raw strength.”


[Mechanics]

  • Attacks with this style which deal 5% or more of the target’s HP as damage inflict injuries that reduce max health similarly to injuries from the main story albeit much less detrimental, reducing the target’s max HP by a reasonable portion of the damage of the attack up to a considerable amount of the target’s total health, which includes health from defense.
  • Injuries from this style fade much quicker than story injuries and the amount of max HP reduced being signified to another player by their health bar turning orange as opposed to red.
  • Injuries from this style take into account story injuries when it comes to the maximum amount of health it can reduce.
  • A player opponent changing their equipment outside of combat will not alter the total percentage of health reduced by this style.
  • Whenever a player opponent inflicted with injuries kills another player, their injuries begin to fade much more rapidly until they’re inflicted with injuries again to prevent abuse of this style in ganks or being too strong when fighting for island claims.
  • When an individual inflicted with injuries from this style dies, leaves the game/server, or leaves a duel, their injuries are removed entirely to prevent many potential issues.
  • When an opponent is at very low health, perhaps ~15% this style inflicts tier 1 bleed on every hit in order to rapidly finish off a vulnerable opponent.
  • Every technique used with this style comes with a very small but noticeable amount of additional end lag to prevent it from having excessively high DPS and represent the user not utilizing proper form and technique while attacking.
  • Basic attacks move the player forward further than other styles to fit with the aesthetics of the style, the basic attack animations heavily reminiscent of beast claws from Elden Ring.

[Base Stats]

Damage Speed Size
Decent Decent Low

This style’s damage and speed would be just barely higher than Basic Combat.


[Dodge Reflex]

  • Special Effect: None
  • Instant: Half Health ( ≤50% Max Health After Defense)

[VFX/SFX]

The visual effects of charging cause the user’s hair to glow a brownish gold and the player’s aura would be in some way reminiscent of the visual effects used for especially powerful beasts, whatever they may be. On fully charging energy, the player releases an inhuman roar. When equipping the style tool or an imbued weapon, the user grows 5 proper claws from their fingers on each hand (as opposed to vampirism’s presumably bulkier bone claws) with an appropriate claw extending sound playing. At high mastery, the user constantly releases visible steam from their mouth when they breathe and their eyes flash brownish gold and leave behind a short trail while dodging, reflex dodging, and high jumping. Bite and pounce animations would be included among the animations for some techniques.


[Summary]

This fighting style is designed to be a very aggressive style where the user chips away at their opponent’s max health while dealing good DPS and pretty quickly executing their opponent when they’re low thanks to the bleeding and allowing the user to instant dodge when their health gets low to simulate a savage animal desperate to survive. Within the base styles tier, this works as a slightly higher DPS Basic Combat that is harder to hit with due to its low attack size and easier to punish with its additional end lag. This style is perfect for players that want to abandon their humanity and go completely feral, or you know, furries too.

How balanced is this base style in your opinion?
  • Utterly Monstrous
  • Slightly Strong
  • Just Right
  • Slightly Weak
  • Weaker Than Worms
0 voters
What name for this style is most appealing to you?
  • Beast Instincts
  • Bestial Instincts
  • Primal Instincts
  • Feral Instincts
  • Beast Style
  • Bestial Style
  • Primal Style
  • Feral Style
0 voters

One last poll down here for balancing: Base Fighting Style Idea - Primal Instincts - #64 by ProbableHazard

Anime_Episode_1_Baek_Yoonho's_Transformation
Just a thumbnail for the topic. Don’t know if I can use gifs or not. Evidently they only work in windows push notifications.

Oop, forgot to fully specify how much injuries it inflicts on hit. Here you go.

i dont need to read more

Realized that if this effect only happened when killing a player that inflicted injuries with this style, the user of this style could just run away and be an annoying diversion rather than playing the intended way and being super aggressive. Changed it to this, making the style just slightly less strong in PVP with several players.

image
We already have one yakuza reference in the form of powder fist’s idle, let’s add another shall we?

1 Like

Oh yeah, I totally forgot beast style was a thing in Yakuza!

Oh HELL no.
I don’t care how quickly they fade, removing max hp outside of story should NEVER be a thing, under ANY circumstances.

You read all the ways in which those injuries are healed faster? If enough people are of the opinion that 40% is just too strong I can reduce the maximum amount it can reduce by and/or the amount it reduces health each hit.

Again,

I do not care how quickly they fade, Injuries outside of story should NEVER exist.

Okay but like, why? What’s your reasoning exactly for why it’s so terrible to have temporary reductions to max health as a mechanic? It just prevents NPC and player opponents alike from healing too much of the damage you do during very long fights.

inb4 vetex makes it a gimmick for one of the ancient magics

Are you even hearing yourself?
Have you considered how BROKEN basically deleting opponents health for the rest of the fight is?
Your basically suggesting to give every strength build the power Metal Mage held with unnerfed pulsar, but worse.
I’m not going to continue this, Injuries should stay a story only thing, and thats that.
There is no way to balance them.

I mean, I can make it a smaller portion of a player’s health that builds up slower if you like, but the core premise of this style is to put pressure on your opponent and finish them off quickly if they get too injured.

Well alright, I guess I can’t convince everyone. Don’t think I deserved a full on 1 star on reasonability though but whatever.

Just going put my vote in

1 Like

Oof rough, got review bombed right out the gate by one person that won’t even read the whole suggestion (whom I especially don’t like and have gone out of my way to block already for several past altercations) and another unwilling to hear the idea out at all. Ah well, at least I’m satisfied with the fighting style idea.

If you aren’t willing to read the full suggestion, don’t leave your opinion.

3 Likes

also what’s so broken about ‘deleting opponent’s health for the rest of the fight’?
I need a specific answer here.

all it does is nerf regen (maybe???) and health potions some.
aside from that its just damage.

1 Like

Included another idea I had for the style that I forgot to add under VFX/SFX. Biting into someone’s jugular as the final attack for a grab would be suck I think.

Right? It’s not even deleting either. That max health would come back at a slow but reasonable pace (definitely much faster than the story injuries). It’s just a solid way to apply pressure in combat and partially counter healing methods.