(06-10-2015 06:50 PM)Sebt Wrote: You know, when I think about classes again each creature of the same type could have the same skills and what weapon i.e. an Orc wears doesn't matter - just the same skill could look a little different being launched from axe or bow - but still with the same effect.
Moreover, there could be some skills that can be activated only if creature wear required to activate that skill weapon/protection - like now Orc and his stunning block skill - without any shield he couldn't use that skill, it's deactivated without shield, right?
Yeah the skill can't be activated without a shield being worn. And the hurricane skill that the knight uses requires a two handed weapon. So we can definitely create some variation there
In the future we could even have a level up on the skills so that if a certain skill is being used more it can get better.
(06-10-2015 07:28 PM)David Bacuvka Wrote: maybe its just me, but Hurricane looks overpowered, especially since knights are main invading force, and come in grouped, and would probably spin all at once, this could decimate whole army in closed space pretty fast, or am i missing something?
i am all for giving them abilities, but can we avoid hard cc like stuns? unless you want to see huge battles won by out-stunning your opponents
there better be ultimate ability, after you whip their asses to max level
anyway gj as always, waiting to see them in action
The hurricane is pretty powerful, the impanzee barrel roll and the orc's stunning block can prevent it by stunning the knight. But that is only for a brief time. The best skill against it so far is the bull rush because he comes charging in hitting the knights and then gets away from the knights when their hurricane has started.
Stun effects are nerfed so that they don't become to OP. If a knight get stunned for two seconds he also gets a stun immunity for the time he is being stunned times 2 and +1 sec. So stunned one sec makes him unable to be stunned again for 2 * 2 + 1 second = 5 secs which gives him more than enough time to retaliate.
I may also add that all the skills also have a cooldown, I set the knights hurricane on 15 seconds. But I imagine we could experiment a little back and forth as we go along.
(06-10-2015 09:13 PM)Mello Tonin Wrote: So is the Stunning Block a passive since it has a chance to be activated when blocking? Like Sebt said I hope this requires a shield to be equipped just so you have to make sure you have your creatures equipped. Reiterating on his point, it would be interesting to see some of these skills as class/gear specific so for instance any creature who uses a shield could potentially get the Stunning Shield ability, but then I think some abilities should also be creature specific like the Barrel Roll. Having some general skills based on equipment would be an awesome way to build squads for specific tactics even if they were all the same creature type.
As it is now I have four active and four passive skills in mind. I have been thinking about sharing the skills between some of the creatures. One idea I have had since the indiegogo campaign is to create a class room, where only some skills can be taught between creatures. For example the Orc teaching block to the Impanzee, but the impanzee needs the Orc to teach him and the impanzee needs to be level 6+ to learn it etc.
The same could go for the imps teleport skill, perhaps the upcoming Wraith could have teleport abilities from level 5 and can teach them to imps that are level 8 and above.
I like the idea of having some general skills based on equipment, but I don't want to get to messy about it. I like saying that an Orc only can have 8 skills, some of the skills will get auto activated when reaching a certain level, some can only be taught and some will only be activated with certain equipments. But that we keep it within the boundaries of 8 skills per creature for now, it will make it easier for the player for now and in the future we could expand on this without having to backtrack.