Open Chickenudoom opened 9 years ago
Would be cool to add varied effects, but I'm not a fan of nerfs. doesn't make sense thematically. And feels kind of bad IMO to put points in something and then become weaker. Enemies are already getting stronger all around when you level, so missing out on alternative bonuses is good enough without also nerfing other areas. Otherwise, this also pigeonholes anyone who wants to specialize a bit. eg if you put too many points into swords, signs or potions become kind of useless and suddenly combat is more boring because you have less toys to play with.
Some ideas: more attack power per adrenaline point for swords, some kind of bonus for going above tox threshold for potions. things that reward you for using that branch a lot.
Hmmm, ok. How about:
Swordsman tree: Non-critical hits increase critical hit damage by 1%. Once a crit is landed, the bonus crit damage gets reset.
Signs tree: Using signs adds a 1% chance to increase stamin regeneration by 100% for 4 seconds. (Regeneration rate and duration do not increase)
Alchemy tree: Going above the safe toxicity threshold increases adrenaline and stamina regeneration by 2%
Cool idea of 'charging up' with passive bonuses. I also like that the increased stamina is tied specifically to sign usage.
Vanilla blue skill stamina regen could be changed to last x seconds after casting a sign (and increased a bit). Would let you spam signs with low delay more, without affecting high delay ones as much, assuming the high delay ones are the ones that are more OP to spam.
I don't think the minor passive bonuses are too big of a deal. But some more variety would be cool. Like, quen skill passives increases armor, igni passives increase elemental resistance. But then, that's a bunch more stuff to balance, so I don't know. I think making the skills themselves more interesting and balanced is more important right now. I do like that idea of using sings for a chance to increase stamina regen, but that could be some particular ability instead.
I don't know about that swordsman tree idea. If it's 1% per point in the tree, that could get ridiculous pretty fast. With 20 points in the tree, that's 20% more crit damage per hit, and if you have a low crit chance, you'd be setting yourself up for some pretty devastating hits (unless extra crit damage is capped at something).
Alchemy passive is interesting, but it's not very useful if you invest in increasing your safe threshold for toxicity. And again, 2% per point would be a lot.
Ya would of course need balancing. Just brainstorming, anyways.
Another sword branch idea: Currently the game tracks what looks like number of consecutive fast/strong attacks, but it doesn't use it for anything. Gives me the thought that red branch could give some bonuses for comboing, where the bonus resets when you pause to stop attacking. Might encourage aggressive play more than adrenaline does?
There's a skill that gives bonuses for mixing it up already, but it does it for mixing up bombs, signs, and mele
On Tue, Nov 3, 2015, 16:43 TriangleAuthority notifications@github.com wrote:
Ya would of course need balancing. Just brainstorming, anyways.
Another sword branch idea: Currently the game tracks what looks like number of consecutive fast/strong attacks, but it doesn't use it for anything. Gives me the thought that red branch could give some bonuses for comboing, where the bonus resets when you pause to stop attacking. Might encourage aggressive play more than adrenaline does?
— Reply to this email directly or view it on GitHub https://github.com/Lknechtli/BetterCombatEvolved/issues/25#issuecomment-153498751 .
Currently each skill tree has a minor bonus every time you spend a skill point - which is pretty boring. I'd like to switch things up a bit.
Swordsman skill tree: +1% attack power +1% Armor -2% spell power -5% Potion Duration
Sign skill tree: +2% spell power +1% stamina regen -5 Toxicity -1% Armor
Alchemy skill tree: +5 toxicity +1% Adrenaline Gain -1% Stamina regen -1% Attack power
Thoughts?