The Retribution Gauge (A Vitality Build Feature)

The Retribution Gauge (A Vitality Build Feature)
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Put quite plainly, vitality builds are currently underwhelming. Not only in flavor and general appeal, but also in gameplay. Nobody enjoys a dragged-out fight. The Retribution Gauge would serve as a way to not only fix the bland gameplay of bit builds, but would also grant them a unique and interesting mechanic that would fundamentally set them apart from the other builds.

The Retribution Gauge is unlocked during the 1st Awakening for vitality builds, replacing the 10% damage resistance perk. The gauge would appear as a meter just above the player’s HP bar, starting out completely empty. The gauge is filled whenever the player takes direct damage from a player or an NPC. It is filled in proportion to the damage taken, though would cap off at no more than 33% per attack. The gauge’s maximum would be based on the player’s vitality stat, meaning full vitality players would get more benefit from it in comparison to hybrid builds, who already have a decent source of damage.

When the player performs an attack (besides an M1 or mobility move), the gauge is partially expended to fuel that action. When the gauge goes into an attack like so, the attack’s damage, size and intensity increases. The gauge also depletes passively, so that players can’t retain it simply to wail on powerful foes (it would go from full to empty in about 20 seconds). This incentives players to take controlled amounts of damage, carefully managing their HP and the gauge to get as much utility as they can without going overboard and being severely injured. Obviously, vitality builds would still have reduced damage, so the gauge would let them come closer or perhaps match the damage of other builds, but would likely not exceed it.

The Retribution Gauge serves as a way to incorporate vitality’s builds high HP directly into their fighting. Of course, the builds will already get spirit weapons—the gauge would merely be an addition to stack on for alternative methods of combat. (I would go as far as to suggest this specifically for spirit weapons had Vetex not stated that he doesn’t want such ideas at the moment.)

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This just sounds like impact fist but with passive depleting

this is just sailor fist but self harm edition

… by Prometheus it is.

Still, thoughts?

Honestly no damage reduction is enough to make vitality good

While true, I wanted to do something a bit more interesting then just give them a damage buff.

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Hard maybe?

Nothing regarding spirit weapons or vit builds is gonna be accepted until after spirit weapons are completed and added to the game

“Take controlled amounts of damage” the mage with massive aoe and pulsar ready to annihilate anyones hp:

Ngl I like this Idea, but only if it wouldn’t passively go down because how are you meant to do anything with a bar that drains in 20 seconds? Wardens and other vitality builds should gain the ability to sacrifice hp for a powerful pulse(s) of energy, something to tide over the 5 vitality build users until spirit weapons. This Retribution Gauge would increase the damage of their attacks, amd it would be an amazing idea if it didn’t drain over time.

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Perhaps the passive drain would need to be adjusted, but it definitely should exist. There are several bosses right next to hostile NPCs, allowing the player to start the fight with a full gauge would be a fairly considerable edge, especially if the player has regen buffs so they fully heal the damage.

Sounds cool I guess, certainly a lot better than damage reduction. Since spirit weapons use HP as a resource, will self-damage from spirit weapons count towards the retribution bar? I think it would be fun if it did.

No, the gauge would only be filled by damage from others, otherwise a vitality player could boost their damage whenever they want.

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