This will create issues if more than one person are fighting the boss.
Agree. Thats why I excluded PvP from this suggestion.
But that is the problem - people don’t want to be forced to use something to play the game. The kit feels limited.
Sure. How? We went over giving Strength a ranged option and giving bosses abilities that render them safe to approach.
And there is, being their entire moveset only functioning up close. Not to mention the fighting styles with a meter that needs to be upheld.
We can’t just pull a V1 here and give them immense lifesteal, can we? Juggernaut exists, but thats beside the point. Strength shouldn’t be forced to run a regen build either.
They got plentiful mobility options.
Uhh.
Certain fighting styles already do that.
Huh? But you got Crash, Rushdown, Blitz, Jab, Smash, Greatjump and who knows what else. Isn’t that enough?
All this stuff discussed in the thread gave me an excellent idea as to how actually solve strength’s issue. We need to: preserve their melee-based playstyle, help them against non-meleeable threats, award them for close combat, solve the possible issues of interactions with non-melee routes when fighting a boss after the suggestion is implemented, and give Strength more mobility. I’ll base it all around the vicious mockery idea.
You can argue that for weapon classes as well. You’re forced to use flying slash or flying phoenix on weapon builds too. It’s okay for some classes to be better than others at certain things, even though ideally you’d want every part of the game to be accessible to all. If I have to choose between keeping strength melee or not being able to kill a kraken, I’d rather have strength be melee.
I meant in comparison to playing other classes. Like why would you choose berserker when mage exists. There has to be incentives.
No, at least thats not what I was thinking. Mindlessly mashing buttons and drain tanking is not my vision. But, we could lets say give them damage reduction or increased blocking power or i-frames on dodge reflex. That way if you play bad you still die, but you need someway to keep melees from getting roasted by dragons.
Yes but they are clunky to use, startup and endlag wise, so they don’t feel as good as lets say Path, Hasta, Flight, Sword Step, Raging Chaser, Spirit Walk, etc… Also basically no air mobility. I’m thinking along the lines of making Berserkers be able to catch up to Allanon, and to gap close onto a landing dragon in a few seconds. (I’m excluding PVP here)
Yes, and thats exactly what we should be studying. I was thinking about a “combo meter” of sorts that stacks with melee strength attacks, and stacking up grants you some buffs, and stacking to max could grant even more buffs to simultaneously incentivize and facilitate staying at melee range.
Eh, not really. There are many viable projectiles, or even hitscan attacks for Weapons.
Maybe my projectile aim is bad. Maybe I hate magic. Or hell, I might just like the vibe of having my hands be rated E for “everyone”. Being melee might not be optimal, yes, but who cares, its fun.
I was thinking about such meter too, it is already a planned part of the upcoming suggestion
I believe these are some good solutions to the strength PvE issue. Dragon fighting with strength is insanely stupid, cause we literally cannot do anything to hit them unless we risk taking a monumental amount of damage, which often should be avoided as much as possible.
I had another solution to this, which would be to add a few ranged moves, like for example, taking a chunk off the ground and throwing it, or uprooting a tree to use it as a weapon. I feel like it would be funny to be in a 1v1 and seeing your opp throwing a huge tree at you.
The exact specifics of those ranged skills can vary, but what do you think?