Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Posted: Sun Jul 27, 2014 8:42 am
About executes. It's a term from WoW for abilities that can only be used on low health targets. I'd like them changed so they can be used on bosses.
Fatal Blow and Final Blow are nearly the same, exception being the HP threshold. The damage itself is pretty laughable - in case anyone wanted to use them against a boss or a higher health target. 10 delay and 20 SP for a guaranteed crit? A normal melee attack is 6/0 and might crit anyway, and a crit is only +25% damage regardless.
But the thing is, if a target is that low, you could probably finish them with some other ability; see item 76 on http://project-apollo.net/text/rpg.html
The skills don't work against bosses, so I'm really not tempted to ever pick them up. But I think there's a simple way to fix them. Just make them extra powerful attacks that require the target to have low health - that's how WoW executes work. Like... 400% damage, requires target to have <25% health. If you want you could give them some absolutely humongous delay (30? Sure!), so that DPS-wise, they're a bad choice, but one to weigh against the prospect of that bastard ABSOLUTELY CERTAINLY DYING. Plus let's not forget, if the ability is simply unavailable altogether unless the health threshold is met, we don't have to bring out our calculators to figure out if they will work. Something I imagine to be the case with their current incarnations, though I've never actually tried them.
It'd be nice if we could do something with Finishing Blow too, but let's start with these two. Fun fact: All three execute abilities can be abbreviated as FB, or even FBlow.
I'm not convinced this is the be all and end all solution though, because most monsters on 25% health could probably be killed without having to resort to an execute. Ideally execute abilities have their own "phase" of a bossfight but this isn't WoW, though maybe you could experiment with bosses/mobs with gargantuan health pools but no access to heals. Either way I'd like to rid us of abilities that don't work on bosses.
P.S. That list is a damn good read for any RPG enthusiast!
Another idea I had about it, which could be used to better differentiate between executes: Deals 400% damage with 30 delay, but the delay is cut in half if the target dies. Not sure how easy that is to program though.
Fatal Blow and Final Blow are nearly the same, exception being the HP threshold. The damage itself is pretty laughable - in case anyone wanted to use them against a boss or a higher health target. 10 delay and 20 SP for a guaranteed crit? A normal melee attack is 6/0 and might crit anyway, and a crit is only +25% damage regardless.
But the thing is, if a target is that low, you could probably finish them with some other ability; see item 76 on http://project-apollo.net/text/rpg.html
It'd be nice if we could do something with Finishing Blow too, but let's start with these two. Fun fact: All three execute abilities can be abbreviated as FB, or even FBlow.
I'm not convinced this is the be all and end all solution though, because most monsters on 25% health could probably be killed without having to resort to an execute. Ideally execute abilities have their own "phase" of a bossfight but this isn't WoW, though maybe you could experiment with bosses/mobs with gargantuan health pools but no access to heals. Either way I'd like to rid us of abilities that don't work on bosses.
P.S. That list is a damn good read for any RPG enthusiast!
Another idea I had about it, which could be used to better differentiate between executes: Deals 400% damage with 30 delay, but the delay is cut in half if the target dies. Not sure how easy that is to program though.
