New drawback Enchants/modifiers

New drawback Enchants/modifiers
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drawback/modifier mechanic ideas

Most of these are similar to the insanity and drawback and could be implemented as a scroll or modifier

Drawbacks and their advantages:

  1. Blinded or Near sight

causes the user to have severely reduced vision, In return allows the user to get more sub stats (maybe like insanity)

Probably should be limited to one enchant/modifier.

  1. Wind-up

The first move used by the caster always deals reduced damage, but the next move does increased damage, Can be cycled with support moves.

Playstyle changing enchant/modifier, could be limited to 1-2 probably.

1-2 Enchants/modifiers

  1. Drained

User loses energy much quicker, in return their moves gain more damage.
(basically reduces passive energy regen and charge up gain while increasing skill energy use a little for more damage)

or

gives more stats/sub stats

Single enchant

  1. Uncontrollable

Causes the user to always forcefully charge up all moves, in return their moves now charge up much faster then default.

Single enchant/modifier probably.

  1. Cancel

Doesn’t give you any stats, allows you to cancel moves and instantly parry/block moves at the cost of losing potential sub stats

maybe give players the ability to right click and cancel moves?

one enchant only

  1. Release

Activates all available Auras permanently, Can’t use the same boost on all classes

(you can’t use power on all your auras for example)

Loses substats and reduces energy efficiency

(doesn’t help much cuz only FS and Magic have them but im hoping weapon and spirit also get their own versions of Aura)

Single enchant/modifier

  1. Parry pull

Parrying moves now pulls the opponent closer to you.

Single Enchant, Loses sub stats.

  1. Shielded

You gain a passive shield that works similar to weapon shields but you take extra damage.

Shielded gains durability slowly, unlike regular shields that break.

Loses sub stats and energy efficiency.

1 enchant or modifier only

  1. Energized

Loses sub stats and Damage, But noticeably increases your energy efficiency.

  1. Silenced

Your moves are silenced, you deal less damage and have worser energy consumption, but you gain sub stats like insanit (Doesn’t provide power)

Single Enchant/modifier

Other ways to implement?

Could also be revamped into a player artifact item, that gives unique effects and drawbacks that change playstyles noticeably

things to note?

Mostly just ideas I had in the back of my mind, I don’t expect all of them to be well received but i wanna know what most people think about these kinds of additions to AO and if they would like a similar to revamped version of these

meh

They’re interesting, but we don’t need any more “Random shit” stats. The issue with WoM was that there was simply too many different stats. Agility, casting speed, attack speed, attack size, knockback, strength, power, defense, I don’t even know if those are all.
I don’t think there is any build that uses regeneration, piercing or resilience. Even intensity is severely underused. Adding more stats to the game won’t result in more diverse builds, instead, any casual player will be utterly confused and the stat section of the inventory will be cluttered and chaotic.

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Yeah I agree with you, most of these are supposed to be playstyle modifiers.

A bit complex but they are essentially just like drawback and insanity, being entirely unique and unrequired in most builds unless the user desires to run them

I feel like this would only be good after a modifier rework ngl

Substats
I don’t have any other idea
Piercing should be an effect of power, regeneration and resistance effect of defense
Maybe we can sort these or something, but if all of these are added, result won’t be a desired one

It’d make more sense that
Instead of the player’s second action being cancelled (like normally) while still in the first action, they’d just ‘overwrite’ the first action instead of there being a button for cancellation

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