In fact there has to be a unique way to do it as it is the only way to balance it. UA needs the fact that it excells in maneouvers because it is far weaker in damage. If we balanced maneouvers for UA and MC, then MC is going to be "teh win" because a sword does 5x more damage than a punch, 1 hitting almost everyone. If Potjeh's solution of leaving the existing maneouvers for UA, then changing melee (drastically) by giving weapons different moves/stat effects will give alternate builds viability.TeckXKnight wrote:Here is where I agree heavily with Potjeh's contribution that melee should be unique in its approach to combat. Unarmed currently has an entire subset of abilities which are giving it its edge. Surely melee can be given somethings that can act as a mutually exclusive counter balance to this.
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BadMotel
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Re: Let's Brainstorm! (melee combat!)
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Potjeh
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Re: Let's Brainstorm! (melee combat!)
The way I imagine it, the melee manoeuvres would be pretty strong, but you'd only get one per weapon, maybe two (additional manoeuvre for weapon class). So while any melee weapon would be good for one thing (defence, offence, debuffing opponent etc), possibly even better than UA (lower damage weapons, like staff or rapier) at that one thing, UA would have more versatility thanks to it's varied manoeuvres.
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BadMotel
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Re: Let's Brainstorm! (melee combat!)
+1Potjeh wrote:The way I imagine it, the melee manoeuvres would be pretty strong, but you'd only get one per weapon, maybe two (additional manoeuvre for weapon class). So while any melee weapon would be good for one thing (defence, offence, debuffing opponent etc), possibly even better than UA (lower damage weapons, like staff or rapier) at that one thing, UA would have more versatility thanks to it's varied manoeuvres.
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TeckXKnight
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Re: Let's Brainstorm! (melee combat!)
Debuffing has been stated at least twice now, what sorts of things would constitute as a debuff? Increased cooldown times on opponent's maneuvers? Reduced damage on next attack within 5 seconds*melee delta? I'd just like to make sure I'm on the same page as you. Otherwise these are great ideas.Potjeh wrote:The way I imagine it, the melee manoeuvres would be pretty strong, but you'd only get one per weapon, maybe two (additional manoeuvre for weapon class). So while any melee weapon would be good for one thing (defence, offence, debuffing opponent etc), possibly even better than UA (lower damage weapons, like staff or rapier) at that one thing, UA would have more versatility thanks to it's varied manoeuvres.
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Potjeh
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Re: Let's Brainstorm! (melee combat!)
Yeah, that kinda thing, and straight stat debuffs. More exotic weapons could have stuff like capping opponent's speed at crawl for a short time with a Tangle manoeuvre usable with a net (yeah, I know, this isn't the Colosseum, but it's just an example). Obviously, weapons with powerful tactical manoeuvres should be crappy for the actual damage dealing.
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TeckXKnight
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Re: Let's Brainstorm! (melee combat!)
Hamstring, 0.25 damage but opponent's move speed is set for crawl for 1 Minute*Delta. Ya, things like that would definitely put the heat on in combat and start freaking people out. Lots of opponents only fight in the first place because they think they can run away or have the agility advantage.
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cloakblade
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Re: Let's Brainstorm! (melee combat!)
Hearing it as each weapon has it's own maneuver (and still have shield) would be cool. Though will probably be a while be fore we get it sense it would require an larger up front investment from development. And I think a way to stop runners should exist in both UA and MC, UA should easily be able to wrestle and MC should be able to slash legs.
No for figuring out maneuvers.
So things a Maneuver can spend:
IP, Defense, Attack, Combat Advantage and Weight
Things you can force:
-Attack, -Defense
IP could be attacked but due to the fact of what happens when you don't have enough IP and you try to flex (it kind of stop without a warning) it can be really confusing thought this could be over come.
Combat Advantage could happen but that could get really messy.
Weight is an idea but I don't like the idea of swapping to the maneuver just to attack and then back.
Any other ideas? On what to attack/force. What weapons get what are probably going to be more or less determined by which maneuvers in combination would be too good.
No for figuring out maneuvers.
So things a Maneuver can spend:
IP, Defense, Attack, Combat Advantage and Weight
Things you can force:
-Attack, -Defense
IP could be attacked but due to the fact of what happens when you don't have enough IP and you try to flex (it kind of stop without a warning) it can be really confusing thought this could be over come.
Combat Advantage could happen but that could get really messy.
Weight is an idea but I don't like the idea of swapping to the maneuver just to attack and then back.
Any other ideas? On what to attack/force. What weapons get what are probably going to be more or less determined by which maneuvers in combination would be too good.
A.K.A. Suddo