Make armor + weapons have opening buffs/debuffs.

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Make armor + weapons have opening buffs/debuffs.

Postby ricky » Sat Jan 28, 2017 6:55 pm

So as it currently stands, everyone basically has a preferred combat deck, where they spam their favorite color until their opponent is dead.

There is also an extremely small amount of weapons and armor used because there is no need to have 20 types weapons that all basically give the same bonus. Armor is a little better with the AGI modifier and soak values.

If, however, we have armor opening resistances and weapons opening bonuses, there would be a large content market available for adding new weapons and armor. We would actually be able to create a variety of combat builds.

Furthermore, to assist creating a deeper PvE experience, animals could have natural resistances to certain colors, encouraging players to have separate decks for separate animals.

I'm not sure why it's not done this way actually.
Please share any thoughts + suggestions
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Re: Make armor + weapons have opening buffs/debuffs.

Postby NOOBY93 » Sat Jan 28, 2017 6:57 pm

-1, inb4 another huge combat change which goes from the current "wow, combat is actually decent" to "not again..."

Just leave it as it is, no need to senselessly switch between decks for each animal, why add the element of tedium?

Weapons having color bonuses would mean the same thing - a person who prefers the red color will use a red color weapon.

What needs to change in combat is some moves need to be buffed, some nerfed, to create more deck variety, and that's it.
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Re: Make armor + weapons have opening buffs/debuffs.

Postby Astarisk » Sat Jan 28, 2017 8:21 pm

Let's be real here, combat tends to gravitate towards what can do the most damage in the least amount of time. Which is why combat meditation and b12's are king, when it comes to combat, everyone wants to take the method that has a chance to be able to down a guy in a few hits, which is why decks are so limited Give it a bit more time for the industries to pop up and you will just see b12's everywhere as the 25% cooldown attached to it isn't as big a deal as it may seem as the damage they can produce is obscene.

Further on point, with how you have the need to switch between schools, getting aggroed with the wrong deck can be a death sentence, the last thing we need is more of this. God help you if you run into pvp action while running your sideswipe hunting deck... (You should really be able to specify a Hunting Deck / Player Hunting deck so it'll auto switch depending on whats happening)
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Re: Make armor + weapons have opening buffs/debuffs.

Postby HappyBuffalo » Sat Jan 28, 2017 8:29 pm

Combat is tough ebough for 80% of player. No need to make it even more complicated. Mb balance a bit, but to do that, devs should do some testing themselves. Not a priority issue.
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Re: Make armor + weapons have opening buffs/debuffs.

Postby Potjeh » Sat Jan 28, 2017 8:30 pm

IMO armor penetration should be per attack card, rather than per weapon. Spammable attacks like Sideswipe should have low penetration so there's a distinction between opening and damage attacks with melee weapons.
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Re: Make armor + weapons have opening buffs/debuffs.

Postby DDDsDD999 » Sun Jan 29, 2017 12:45 am

ricky wrote:encouraging players to have separate decks for separate animals.

That would be cancer.
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