yayswords wrote:A big "wait chain" can be disastrous for yourself as well. What if the first guy gets staggered? Nobody can act until he can.
That would certainly constitute a drawback towaiting but wouldn't solve the problem, see downwards.
Also, why is it 2.0? What's 1.0? Take the shortest shittiest action possible?

Kids these days. 1.0 was static (with lots of flashing clashing colours), 2.0 is dynamic.

there's no interaction there. If you let A, B and C "DoT up" one monster and then have D spread all those DoT's, that's interaction.
Well someone obviously created the boost condition for you, so there's your interaction.
renke_ wrote:this is even worse: if you're staggered ask someone to hit you to revocer faster

Like I said that doesn't bother me much. At least if it's the only drawback.
I still like a wait for bla action, to adjust the impact it is not necessarily needed to nerf this function but to create some other balancing mechanism. What about delaying skills? When selected it takes some ticks before the action is dealt - when the char is damaged while preparing the skill is interrupted. I see many problems with UI (how can the delay displayed transparent), but it would allow new tactics (small dmg but fast attacks are more important)
The problem is actually really simple. An actions stagger value determines if the attack staggers in the first place and for how long. The wait mechanic shouldn't make the duration of the stagger irrelevant. That's what I'm trying to solve. And the solution probably shouldn't be that the player is to afraid to wait.
yayswords wrote:New item on the wishlist: An ability that debuffs an enemy so that attacks against it will steal life. (Diablo 2: Life Tap)
That would be possible with the new reaction part of the framework. Probably a mark though.
Oh oh oh and offensive dispels! As in, remove buffs from enemies.
Definitely.
renke_ wrote:and some kind of "helpful debuff" (I stole the idea from a dark-age RPG (forgot the name, this was 20 years ago or so)): The engine allowed exactly one debuff, to fight monsters with ugly abilities (uncurable poisoning) one had to curse the own party before the encounter, with some less deadly spell (e.g. a semi-permanent slow).
"Paradox Benediction": Lowers HP and SP regen by 1 and reduces attack by 10 % for 6 turns. While the condition is active the char is immune to all debuffs.
The number of buffs and debuffs will be limited, probably to three each. Not sure how the displacement will work though, so maybe.
renke_ wrote:would it be possible to design skills working like a dead man's switch? I think of (no idea why ^^) "Otherwordly Drain" (Character binds own soul to the battle field, when K.O. the delayed curse lowers SP Regen of all enemies by 100 % for 8 turns.).
That was the reasoning behind the reaction mechanic in the first place. Of course I was thinking more about exploding enemies and the like.
