What I'd call a status effect in this case would be mostly the orange spam effects that last over time, i.e.
I'd suggest adding a list of others to the current two:
Poison - Causes damage over time (radiation?) Parlysis - Prevents movement or attacks Bleed - Causes damage over time (weap damage) Blind - Reduces accuracy greatly Cripple - Reduces evasion greatly Stun - Prevents movements or attacks, but taking damage can end it Disarm - Nullify/ reduce a weapons stats for a number of turns Confuse - Will attack anything attacking it or do damage to itself Taunt - Prevents switching of targetted mob
I'd say add these as abilities for various skills, unlocked by attack/defense/magic levels and by paying a special trainer for the privellege
As such i'd say
Attack - Bleed, Cripple and Stun
Defense - Blind, Disarm and Taunt
Matic - Poison, Paralysis, Confuse
I'd say sigils work as the effective gc sink/barrier for magic. This would also probably require the extension of the quickbar
I'd also say that if you are the one casting, say, cripple, and reducing evasion, it should also reduce your accuracy towards that mob for the duration as well, so that you only get 1/3rd benefit others get from it. This would mean that it give the major benefits to working as a cooperative team.
Say on a boss, the tank uses Taunt to keep the boss focused on him/her, maybe occasionally using Disarm, others around the boss could use things such as stun (to help reduce the tanks damage) and cripple (to help the other attackers deal more damage), or blind (reducing damage intake a little). It would give more variety and more tools for tackling problems in game than just get your bows, get a healer and get a mirror
The second portion is damage types,
Currently, we have, from what i can tell
- Weapon Damage
- Cold Damage
- Heat Damage
- Radiation Damage
- Bludgeon Damage
- Piercing Damage
- Cutting/Slashing Damage
- Plated Armour
- Chainmail/ Light Metal Armour
cutting/slashing damage i'd say would need to be the best allrounder, doing reliable damage to all, but with piercing being better for lighter armours.
I'd also say these damage types would work better if we added a way of varying character movement speeds, so that an attri allowed us to move quicker, and based on our equiped items.
I'd also say that lighter armours, if making you quicker, should focus more on dodging rather than absorbing damage
I know this has turned a bit more rambly at the end, i apologise. I hope the idea pleases you guys.
Now that I'm thinking about it, it would make sense to utilise radiation/heat/cold damage within spells
Edited by butler, 30 July 2017 - 04:23 PM.