Open anhegofcherek opened 4 years ago
Great idea.
Random idea: you can make gate less categorical like this: a mostly-successful gate gets you within 1 room of the target; less successful within 2, etc.
Parry, dodge, and shield block could be like "You dodge most of Noran's stab! (14 dmg)"
Random idea: you can make gate less categorical like this: a mostly-successful gate gets you within 1 room of the target; less successful within 2, etc.
Nice. I still think there's going to be things where it's just not viable/sensible/worthwhile!
Parry, dodge, and shield block could be like "You dodge most of Noran's stab! (14 dmg)"
For passives, I think staying success-based is fine - they're supplementary augmentations not primary deliberate actions
An old idea I was reminded of while talking about #43 today.
A lot of the not-fun bit of skills being at a low percentage is when things fail.
If I gain the
armor
spell but basically casting it never succeeds, that's not very fun. If instead I cast a 1% version of the spell, then yay!Weapon skills already work like this to an extent (percentage mostly affects damage) and I think it makes things much more enjoyable.
As Hjma has pointed out, there's a bunch of skills and spells where this is trickier because they essentially have a binary effect - either they succeed or they don't (e.g.
gate
,locate object
, etc.) - but even if they stayed as percentage-success, it'd still be a net benefit for other skills and spells becoming percentage-effectiveness where it makes senseThis doesn't eliminate the need/desire for botting, cf. #43, but it definitely helps reduce it somewhat - if having
backstab
at 75% means it'll just fail 1/4 times then that's definitely problematic for pvp; if it means it only does 75% of the damage it could, then that's a lot more palatable