Open mciul opened 10 years ago
I think we can safely say that the reaction system isn't really delivering yet. It is quite complicated, and yet most of the time I'm just typing "dodge", just like Mike. Here are some proposed changes; let's discuss it.
Hardly ever used, and parrying already ought to give you an offensive edge on the next attack.
These two changes together give dodging and parrying the roles I originally envisaged for them: one sets you up for more defense, the other for more attack. Which is the right choice depends on what you think your next action is going to be -- with, of course, some nice variety thrown in by circumstances where one of the two gives you a better defence. (It is good to dodge against a scythe ... but is it still good when I want to attack after my dodge? Suddenly, there is an interesting choice between better defense and the chance for a better attack afterwards.)
This means that blocking is best if you need to stay undamaged, but you forego the medium term advantages of flow.
What do you think?
I like that a lot!
When parrying, do you keep your defensive flow until the hit? If you didn't, it would be just like rolling, right? What about dodging? Does that also wait to transfer your offensive flow, or do you get the defensive bonus right away?
There were some weird situations in version 9 - the swarm of daggers, for instance. You'd get a parry penalty called "can't parry," but you'd still get some parry bonuses. Will there be any changes to the way those numbers are calculated? While we're working on this, I'd like to see a clearer explanation in the help pages about ranged weapons, and text about special weapons like the staff of pain. Now that I'm rambling, I'd also like to see clearer information about which weapons are size-agnostic.
I've been thinking about this issue while trying to centralize the weapon-contact system. Are you going to start working on this soon, or could I take a stab at it?
Also, I seem to remember someone proposing an attack as a reaction if you have a ranged weapon. Where was that? And does it diminish the "lash" ability?
I think I might be ready to start working on this... but perhaps I should start with #333?
I think I'm done with #333, but I'll leave it open in case anyone wants part of it changed.
In the meantime, I'll plunge into this... I'll start by removing rolling, then look at flow.
One question about blocking - should we increase the block bonus of every shield by 2 instead of hardcoding it? Or at least report the shield bonus as 2 greater? That might be easier for players.
Okay everyone, time to try out the reaction system and see how you like it!
I'm in Paris right now, I'll check it out when I come back!
Did you do the thing where we increase the blocking bonus of all shields by 2? Since that sounds good.
I played my first game with the new reaction system, and it already seems to be more fun!
I put the +2 blocking bonus in the blocking action, but it could be added to the shields instead...
I think most if this is already done, but we should be sure we know it's ready before closing this issue.
In terms of play, I am very happy with the reaction system now. But in terms of text, I think parry bonuses and penalties are still confusing. I'd like to remove the basic parry bonus and apply it to all weapons instead (probably add it to all parry-with bonuses, but maybe subtract it from parry-against bonuses if that's preferable). I'd also like to avoid negative numbers as much as possible, because they tend to be confusing in this area. I don't have any great ideas, and I think putting it off until Kerkerkruip 11 might make sense.
Also, a minor issue I've been thinking about addressing: the staff of pain claims to be impossible to parry or dodge, but I believe it's still affected by parry-with bonuses. I don't think it would be too hard to fix, just by adding a "can't parry against the staff of pain rule substitutes for *\ when the global attacker weapon is the staff of pain"
The new reaction system is really cool, but I'm not sure it's balanced yet. Dodging is so attractive that I hardly ever do anything else. Maybe that's okay - the other moves are there if you need them - but I think it would be fun if they were useful slightly more often.
I've already mentioned the gauntlets of grip in #309, and talked a little about parrying. But what about rolling and blocking?
Rolling is probably okay. It's a big risk with a big potential payoff. On the other hand, the risk is constant and the payoff varies. Still, it's nice to know it's available, even if I hardly ever use it. It's a good option when you know you'll die unless you hit someone on the next turn and you don't have any concentration, and you think there's a chance you won't die right away from doing it.
Blocking, however, seems underpowered to me. Victor mentioned that it's good against the Tormentor. I guess this makes sense if you think of the staff of pain as an omnidirectional ranged weapon. But I don't tend to encounter any other situations where it's better than dodging. I have a nagging feeling there's a bug in blocking, and I think I might have seen it increase my offensive flow or cancel out all my flow. I almost never want to do that - first, I rarely have offensive flow, second, dodging is usually more likely to succeed. Blocking should be a "safe" option, not a bigger gamble than dodging.
Did you ever try having blocking increase defensive flow by 1 and then transfer any remaining offensive flow to defensive flow? Maybe that doesn't make sense in ATTACK, but perhaps that could be a property of some shields - instead of applying a block bonus, they increase defensive flow.