My dreams for dao 2 combat:
Tactical combat:
1a) being attacked by more then 1 foe makes it easier for each induvidual foe to hit you.
1b) attacking a boss or enemy with more then 1 npc/player makes it easier to hit the boss.
2a) attacking in the back of a target gives a to hit increase and a damage increase.
3a) ranged weapons can never be used in melee, but does ok damage at range.
This makes it harder to fight a pack of weaker foes head on, and rewards tactical play.
New talents i am hopeing for
1. running a warrior and rogue free starting talent. the ability to exspend a constant and fast drain of stamina while getting a huge speed boost.
Mage changes i am hopeing for.
1 buffs: make them reserve mana and spellpower. Make them more powerful depending on the amount of spellpower your willing to use for the buff.
2)dispel: instead of completely negateing all buffs, make them weaken them instead depending on the casters available spellpower.
3) remove cooldowns and include cast times on all active spells.
and keep spell interuption.
4) make spell damage scale more closely to how melee and ranged damage scales.
5) spell resistance changed from a % to a numerical lowering of mage effective spellpower.
Item changes:
1) choose other bonuses then + to attributes. these items really make the game to easy for some, and the lack of em makes it really hard for newcomers that do not grind money for the best items.
Typically the number 1 reason to why the lategame is a breeze in almost all rpgs.
Do not include books with + to attributes, although the greaterst sin in dao was the 21 free points. 7 free levels worth of attributes is alot when you only reach level 22 in a normal game.
2) Potions: make theire cooldown quite significant on the higher difficulties so they cannot be spammed like in dao 1.
Attribute changes i am hopeing for:
1) no talents that uses 1 attribute in place of another, it breaks gameplay in a lot of ways.
2) cunning is used for skills and talents to make it a tradeoff for warriors/ rogues and mages to get the best talents early or to get better at other things.
also make cunning increase crit chance and critical damage bonus for physical weapons, and increase staff damage as much as magic does.
Skill changes i am hopeing for:
1)add open locks and diable traps to skills from talents.
2) allow poison to be applied to ranged weapons and melee weapons. Limit it to 1 poison at a time.
companions:
1) Give them the talents you think are appropriate lorewise but let the player deside the remaining skills/talents and attributes. That means i hope you do not let them autolevel if we get them late.
2) if you ever develop a dog like character again, give him something to compensate for his lack of powerful talents and items. like more attribute points per level or better talents so takeing him with you is not a major combat handicap.
as for closeing words, take a math test and balance the various talents so that it is not blatantly obvious what you can take and what not to take. It might have prevented the speed glory or the shapeshifter disaster.
Such imbalance in the talents makes it very hard for newcomers and very easy for veterans.
which is the main reason to the treads about difficulty.
Modifié par Knut Are Mykland2, 09 juillet 2010 - 04:55 .