Injury mechanic: Expansion

Injury mechanic: Expansion
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Credits to @arericarnau for the idea. Writing is done myself.

The Injury mechanic is kinda rare but actually interesting. As of right now, we encounter Injury only 2 times, which happens after General Argos’ and King Calvus’ fights. This Injury mechanic should be expanded much further rather than being a rare thing after some bosses.

Injury mechanic: Overall
Injuries would occur after taking several hits of something, which would reduce your maximum HP, change your appearance and alter your stats. This helps to deal with durable enemies easier and makes all the players be more carefree as taking a lot of damage could end up turning the tables in the fights. Each kind of an attack should have it’s own type of an Injury, for example, weapons having one type, Spirit weapons - another, fighting styles and Magics - Their own.

Injuries: Weapons

This kind of Injury already exists, which is Limb Loss, however it doesn’t do much. The only thing that Limb Loss changes is that you have limited actions since mostly you won’t be able to do something like fishing.
Now, when getting a Limb Loss you lose 20% of your maximum HP (aka only 80% HP available now until you recover). Now you also have a chance to lose your legs instead of arms while getting limb loss. Losing your legs will reduce your movement speed by 50%, reduce the T-Jump height by 60% and your dashes speed and distance by 70%.
Losing your arms would reduce your attack speed and attack size by 25% and you also won’t be able to use stuff which require to use the lost arm.
You can get multiple limb losses, which would debuff you further. If you lose both arms, you won’t be able to cast or use anything which uses hands (The big majority of items), and if you lose both legs, you will be able to crawl only, which is 10% of your original movement speed, wont be able to perform T-Jump and dashes, and of course, jumps.

There’s also another variation for a Limb Loss which isnt a limb loss at all.
When you get hit by a Bladed weapon and getting a lot of damage at once, there’s a chance for you to get an eye scar, which would PERMANENTLY (Unless you use a high quality healing potion) give you a Blinding status effect which would darken your screen a bit. Losing both eyes will end up you having no vision at all.

Injury: Fighting Styles

This one is complicated.

Injuries on Fighting Styles would be one of the weakest ones, but they would still have an impact on the gameplay. If dealt a lot of damage at once, the targeted enemy would get a “Stunned” status effect which is basically the same as you’ve been hit hard into your head. You lose almost every kind of a movement speed and have a blurred vision for a long time. The more time passed, the less strong those effects would be. Of course this Injury takes up some maximum health, however, only 5% for each Injury like this. This injury stacks.

There are multiple fighting styles with different status effects, but most of them have the same Injury type, except for Thermo Fist. If hit and dealt alot of damage at once while having enough Heat meter to inflict Searing, the victims would get a new kind of an Injury which would take the same 5% of max HP, however instead of being Stunned this status effect resembles Deep Burns. This is also a stronger DoT effect of Seared and it also slows your character down by 25% (Implying that with Deep Burns on your skin makes it painful to move).

Injury: Spirit Weapons

Spirit Weapons, unlike any other kind of a combat way would deal Mental Injuries.
Those Injuries do not take your maximum health, HOWEVER they reduce all your gear stats by 1% each Injury like this. The amount of damage for this kind of an Injury is also reduced. The status effect for the stat reducing is “Overwhelmed”.

Injuries: Magic

The most interesting part.
Now, every single Magic would have different Injuries because they imitate different elements, but we can split them all up to the groups:

Solid Magics:

Those usually inflict Bleeding, so it’s obvious for them to have the same Injury effect as Weapons do.

Heat Magics:

Those magics would usually inflict very deep burns to the target, making it an even stronger DoT and being a nuisance in overall. Plasma Magic has stronger DoT variation of this Injury, Explosion doesn’t have DoT but makes it deal a lot of damage at once and burst out, Ash Magic lacks damage but compensates it with a more durable status effect. This takes up 10% of the maximum health per Injury.

Cold Magics:

These magics would usually inflict a stronger version of Freezing. Let’s call it “Frostbite”.
Frostbite status effect GREATLY reduces movement speed and damages the targets for each ability they cast or when they are doing something like dashing.

Blinding Magics:

Those Magics would be different.
Instead of dealing a lot of damage at once to trigger the injury, they would only need to reach the max stack of their status effect. For example, Light magic needs to deal all the 5 ticks of Blinded, and then strike again, which would create another status effect (Which Light synergizes with) which is a very durable Blinding effect, blurring and darkening your screen for a very long time but not blinding you completely.

Shadow Magic would need to deal Drained and then inflict at least 20% damage of the enemy’s HP to create a “Withered” status effect that is a DoT and Blinding AND Slowness effect at the same time. Reduces the speed by 15%, creates swirling shadow effects on your screen and deals 0.5% of the damage per second for a very long time. (It would probably deal 60% In total. )

Sand and Snow has the same thing as Light but instead they add up Sandy and Snowy effects.

Those Injuries deal the least maximum damage leech out of all magics but compensate it with good additional status effects.

Reason:

As mentioned already, it should make the Injury system better and make PvP and PvE more accurate and more carefree.

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@arericarnau I’ve already ranted to someone else on why Injuries should never exist outside of story quests.
I will not be doing it a second time.
You people need to stop trying to bring a mechanic that shouldn’t exist anywhere but the story into the main gameplay loop.

Why shouldnt it?

Wow, its almost like negating a large portion of your max hp for 10+ minutes is ALWAYS going to be a bad idea!
Are you even hearing yourself?

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Let’s begin with the fact that we can’t hear someone here on the Forums where we cant even chat with voice properly, but that doesnt matter

What would you do with Injury mechanic then? It feels interesting and would be make the game feel better from some sides, making it like this currently feels actually dumb. We encounter it ONLY 2 TIMES and will probably not encounter it in a while. It has a good foundament, so it’s up to Vetex really if he tends to make this mechanic good for actual PvE and PvP or not.

This was supposed to be a feature, kind of, you’d need to heal it off with potions though
It’s obvious why it was scrapped, and I believe same should go for this one.

Nothing.
Absolutely nothing.
Keep it as it is right now, a story only mechanic that doesn’t occur often.
Limiting your max HP only makes you a massive target to anyone who wants to be a dickhead, and while PvP toggle lowers the risk, theres still other methods people can use to take advantage of it (luring high level npcs towards you)

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You do understand you also can do this to them? Lets just not forget about Blocking and Parrying which would basically reduce the amounts of Injuries you would get, if someone here can make you a massive target like you say when you have an Injury, just do the same thing, this is not blox fruits or whatever

As I said, it has a good foundament for such a mechanic. Leaving it like it is is kind of dumb at least in my opinion, It should have some kind of other use

This overall just makes engaging into fights more annoying, and makes attack size builds unfair. Very unbalanced suggestion despite the care that went into it

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Injuries have no place in the main gameplay loop, i’m not going to argue further.

At least a proper and objective post that makes sense, yay

This is not a good idea. This would not make anything more “carefree” as you say under the Reason section. Are you truly suggesting that there be persistent debuffs that are so severe? 10% movement speed? Blindness? Are you trying to outright brick people’s characters? And how would damage over time work as an injury like the story ones? Is someone that gets injured by the first thing to land a big hit on them just going to spend the rest of the game bleeding out over and over?

And unlike last time, your thoughtless knee-jerk reaction to the word “injury” was accurate.

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Ah yeah that needs some work I forgot

In overall i’ll probably make a complete overhaul of this suggestion later, it needs a lot of work and seems not too balanced

yeah i wanna be jumped by a max power gun warrior and lose half my health AND half my vision permanently until i spend time looking for saint lily’s flowers

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A system like this could be implemented well and nile is vastly overreacting to the concept.
This, however, is not it.

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dont think this in specific is how i want injuries but i do want them

Do not sentence me to this hell.

oh my-
So, getting injured enough by weapons is a death sentence. Not only is your movement speed set to TEN PERCENT, your arms are gone so you can’t use a healing potion to get rid of it! And that’s not even mentioning the complete blindness and max health reduction!
Granted, this is just the worst-case scenario, but even just one weapons injury is enough to snowball into it. Losing your arms disables essential combat capabilities and screws you over, losing your legs rips apart your mobility and screws you over, losing an eye messes with your vision and then blinds you completely, screwing you over…

The Fighting Style and Spirit Weapon injuries described here are admittedly pretty interesting, though.

This is a recipe for disaster. Mages getting access to these already absurd injuries, alongside access to beam and placed explosion so they have the ability to guarantee a hit…
With how you’ve described the injuries to work specifically when you get hit enough, setting beam count to 20 would effectively incapacitate any enemy and become the immediate winning strategy.

More accurate? Sure. More carefree? Not a chance.

2 Likes

No. Holy fuck, no.
Injuries are already nuisances in the story, having them occur in normal gameplay would be cancerous for both PvE and PvP. Power-maxxing would become even more prevalent.

So… just getting hit a few times procs a massive debuff to the player? The punishment for getting hit is getting DAMAGED. Losing maximum HP as well (and attack-specific debuffs) is excessive.

Nope. We don’t need MORE limb loss. We don’t need the ability to lose a leg (which, based off the description, would probably ensure a kill in PvP), we don’t need stacking limb losses and we don’t need permanent blinding. What if someone loses both eyes? The game just becomes unplayable until a friend gives them a high-quality healing pot?

The other injuries stack, though? How else would you lose multiple limbs? The FS injuries just seem like less-punishing versions of Weapon Injuries, which are far and away the most punishing.

Reducing gear stats by 1% won’t matter in a fight unless the injuries happen constantly. It’d just become a nuisance over time.

Weapons already have the most powerful injury (because of limb loss, which can be procced from high damage as well by the way!), solid magics don’t need it. They should get more basic injuries (just max HP reduction).

So… they just have a unique effect after getting enough hits? Explosion’s injury effect is very similar to that of Crystallized - actually, the entire system is. Get hit enough and you take more damage/get some other negative effect.

Why punish the player for moving or attacking? Fighting back or trying to run become less viable overall, leaving the player at an even further disadvantage.

This is already not the hardest thing to do if you build for it, injury builds would become very common with these magics. Having the blinding effects last much longer would be very unfun to fight against, potentially even infuriating (constantly getting blinded and unable to find the opponent).

So… what it was in AA? Shadow doesn’t need slowness, it doesn’t need a 2 minute long DoT, and it doesn’t need to be that powerful. Definitely biased, but Shadow is good as it - it doesn’t need to further be the best blinding magic.

More accurate? Maybe. If we want full accuracy though, Shadow should do the least damage (alongside any non-physical or heat attack) and many magics should do extreme damage or 1-shot (Fire burns you alive, Plasma sears through your body and leaves you as a pile of charred bones, Acid corrodes you quickly and leaves you similar to plasma, Metal deforms your body from having a giant chunk of metal embedded in you). It would certainly not make combat more carefree either, I’d care a lot more about if I even WANT to PvP if I have to supply myself with healing potions or take long downtimes between matches just because my opponent runs a build that utilizes injury mechanics to their advantage.

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