Feral Claw (Fighting Style)

Feral Claw (Fighting Style)
effort 4.5 4 quality 4.25 4 reasonability 2.6 5

Name: Feral Claw

Description: “A savage style that imitates the characteristics of bloodthirsty predators, forged in the wilderness of the Nimbus Sea.

Obtainment: The mentor for this fighting style is a young woman named Taiga, who has been stranded on (new wilderness island in the Nimbus Sea) ever since she was a child, and had to survive by mimicking the aggressive wildlife around her, such as tigers and bears. Since she feels at home here, she does not wish to return to her home island. To learn Feral Claw from her, she asks you to defeat 15 hostile animals (not including sea monsters), and can then be learned at 150 Strength.

Gimmick: Ferality meter that builds through bleeding enemies and three different “Stances”, each Stance focusing on damage, speed and size respectively, strengthened by the player’s Ferality (I acknowledge that two distinct mechanics in the same style might make it rather overtuned. I imagine both Ferality and the Stances could be separated into two different styles, with Ferality probably being the more suitable one).

Ferality: Feral Claw has a “Ferality” meter, which can be increased through bleeding enemies (as Berserker, 1 second of bleeding adds 5% to the meter, while as Warlock/Warlord/Juggernaut/Savant, 1 second of bleeding adds 3.3%. This doesn’t stack with multiple enemies hit). The meter is built by any bleeding the player inflicts, including from magic and weapons, but it has to be inflicted by the player using Feral Claw. Ferality, though slowly, decays whenever an enemy isn’t affected by bleeding.

Stances: In addition to it’s meter, Feral Claw also has three “Stances” the player can cycle between using a keybind that would replace one of the ability slots (e.g. Z). These stances are; Tiger (with a focus on power), Wolf (with a focus on speed), and Bear (with a focus on size). All three Stances inflict bleeding. The player can press the cycle keybind to switch to the next Stance, in the order of Tiger, then Wolf, then Bear, then back to Tiger. The base cooldown to cycle between these stances is 5 seconds.

Once the Ferality meter hits 50%, the player begins using a second Stance in addition to the first, though at reduced effectiveness, with the cooldown between cycling being increased from 5 seconds at 50% Ferality up to 10 seconds at 100% Ferality. This second stance starts by working at 0% effectiveness, but increases alongside the meter up to approximately 20% effectiveness once the Ferality meter hits 100%. The player can cycle between Tiger/Wolf, then Wolf/Bear, then Bear/Tiger (with each secondary Stance here operating at the diminished effectiveness).

Base Stats for the three Primary Stances:

  • Tiger Stance: 1.1x Power, 0.8x Speed, 0.75x Size (2.65x total base stats)
  • Wolf Stance: 0.85x Power, 1.2x Speed, 0.6x Size (2.65x total base stats)
  • Bear Stance: 0.9x Power, 0.55x Speed, 1.2x Size (2.65x total base stats)

While above 50% Ferality, 0% to approximately 20% (scaling from 50% to 100% Ferality) of the Secondary Stance’s base stats will be added to the Primary Stance’s base stats:

  • Tiger/Wolf Stance: Scales from 1.1x Power, 0.8x Speed, 0.75x Size (2.65x total base stats) at 0-50% Ferality up to 1.25x Power, 1.05x Speed, 0.85x Size (3.15x total base stats) at 51-100% Ferality. Secondary Stance works at 0% Effectiveness at 50% Ferality up to 20% Effectiveness at 100%.
  • Wolf/Bear Stance: Scales from 0.85x Power, 1.2x Speed, 0.6x Size (2.65x total base stats) at 0-50% Ferality up to 1.0x Power, 1.3x Speed, 0.85x Size (3.15x total base stats) at 51-100% Ferality. Secondary Stance works at 0% Effectiveness at 50% Ferality up to 20% Effectiveness at 100%.
  • Bear/Tiger Stance: Scales from 0.9x Power, 0.55x Speed, 1.2x Size (2.65x total base stats) at 0-50% Ferality up to 1.15x Power, 0.7x Speed, 1.3x Size (3.15x total base stats) at 51-100% Ferality. Secondary Stance works at 0% Effectiveness at 50% Ferality up to 20% Effectiveness at 100%.

Dodge Reflex, either:

  • Wolf Primary Stance: Instant Dodge Reflex
  • Tiger Primary Stance: Regular Dodge Reflex
  • Bear Primary Stance: Damage Reduction Dodge Reflex
    OR:
  • Regular Dodge Reflex

Armour Stats:

  • 33% Power, 34% Attack Speed, 33% Attack Size

Cosmetics/Notes:

  • The idle animation when Feral Claw is equipped has the player hunched slightly over with their arms in front of them, hands bent downward and in the shape of a claw.
  • As the player’s Ferality increases, they become more hunched over, and blood starts dripping from their hands.
  • Tiger Stance attacks are coloured orange, Wolf Stance attacks are grey, and Bear Stance attacks are brown. A coloured mist also forms around their hands, with the colour of the mist reflecting their Primary Stance. The mist’s intensity increases with the player’s Ferality, and at 100% Ferality the player’s hands would be hardly visible.
  • In chat, the player’s attack begins with a prefix of whichever Stance they’re using e.g. “Bear’s Slash” or “Wolf’s Apocalyptic Bite”, etc.

Inspirations:

  • Drifter from Deadlock for the more cosmetic parts of the style, like the idle animation and mist.
  • Udyr from League of Legends for the style itself, but I only had him vaguely in the back of my mind for the style.
2 Likes

I feel like you should keep it to 1 gimmick per style as to keep it in line with the rest of the styles in-game. Also, the secondary style system seems a little busted with the affinities

I feel like you should keep it to 1 gimmick per style

yeah for sure, but Ferality on it’s own would feel kinda uninspired to me, aside from the fact that you have to bleed enemies

secondary style system seems a little busted with the affinities

by affinities do u just mean the fact that the player would have two high base stats instead of just the one like other fighting styles?

More or less, while the stance system is pretty cool it feels like secondary scaling would render some styles irrelevant (namely ileg and thermo)

1 Like

good point, dropping the secondary stances would defo be better in the context of the game. could write up an alternate version in the post without the secondary stances, and only have the primary Stances which would scale with Ferality in place of how the secondary Stances scale now

pls nerf the damage affinity that is just asking for a better metal magic/iron leg omg.. x1.25 damage whaaat

i love the idea in concept but like everyone else was saying this seems really overpowered

Honestly really like the idea, a fighting style that is more animalistic and uses bleed sounds fun. Though the secondary stances make it a little too complex if you compare it to fighting styles currently in the game. Also the balancing part needs some work

2 Likes

I mean kind of a cool idea and certainly an interesting albeit certainly a mechanic-wise over-saturated way to go about a beast themed fighting style but uhhh… you forget to check if someone already had suggested this sort of thing?

I do like how it has a meter that builds with bleeding opponents but the stance system is kind of annoying sounding to play with and doesn’t really make the most sense for a “savage style”. A style with two mechanics that can build up to have a total of three at once sounds either inherently busted, or still overly complicated even if balanced.

are we copyrighting suggestions now

3 Likes

that was my first thought too lole

3 Likes

Nah we’re not copyrighting anything, just saying it’s generally not the best idea to post an idea so incredibly similar at least if you want a suggestion to get popular. I think this idea is original enough to exist in its own right for sure so I’m not saying anything crazy here. Also if it was blatant plagiarizing (which it’s not as far as I can tell as this is just a different take on making the same kind of style) that would be a suggestion post forum rule being broken.

Regardless you definitely put some effort into this fighting style idea which I respect wholeheartedly, just don’t think it’s a good fit for a beast themed fighting style myself speaking with as little bias as I can. Only linked my old suggestion post to point it out and nothing more.

yeah, I mean, you have some point there but the fix is pretty simple I reckon :face_with_hand_over_mouth:

Name: Feral (as in a wild human) Claw

Description: “A savage style that imitates the characteristics of bloodthirsty predators, forged in the wilderness of the Nimbus Sea.

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