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I see what you mean @archadria2, but what if the player wants to keep it longer?
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for instance right now using haki costs 50 energy, My thought was maybe a little more than that. a constant 70, achieved by -7 energy on the buff itself.
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Thanks for your replay @Dareem, but I still have some issues with the percentage system. - Players will still have to stop to charge since after using some techniques they will be low hp. - I don't see how it impacts more hybrid players than normal players. Normal players will have more energy stats so they will lose more energy if it's percentage based. - With an energy drain system, people with low energy (hybrid players) will have an harder time chaining techniques. We can adjust the energy drain value so it's not that big. Also people will keep their clothes Energy drain sucks, but it's still playable right? Isn't that better since you can last longer than fixed time and decide when to stop it? @archadria2 what do you mean by "flat cost of energy reservation"?
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In most cases the % cost is better than a flat number and that is only if you use my numbering i'm sure if added it will be way less than the numbers I put there. This will buff Reindeer and Leopard because they wont have the energy drain this will just have a flat % off their energy
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1: %Energy Costs of skills will double down on the punishment of going hyrbid. The fruit system is to help overall with the end-game aspect of the game and should be doubled down on in terms of creativity: what that means is every player should strive to fit a fruit into their build. If you want to punish players for using a fruit look at the future of sea prism and gears. Gears. Run and Buff is a hard meta to try and attack with this kind of change, if you go the route of the transformation cost; you will have nobody using haki just like reindeer and leopard. We mess around and use the transformations but in pvp 1: the models dont have clothing, 2 the energy drain sucks. Energy + Cooldowns is already a pretty good gateway in combat. If you put a flat cost of energy reservation it would work out amazingly.
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Another point of the suggestion is to keep the fighting going and not make players have to always stop and regain energy because it keeps getting drained over time, this will only really work if the energy regen upgrade on gear worked for combat then players will have to stack that to keep fighting and having fun.
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The reason for the percentage and not a number is to make the points per energy stat goes down the more you put stats into it, The more buffs you use the less you have for skills you can use, let me give an example of both to show what I mean. A light swordsman use. Swordsman Resolution 25 Energy 15% Energy Haki Buff 45 Energy 25% Energy Light Sword 30 Energy 20% Energy Total 100 Energy 60% Energy With a flat energy cost a player will just have to put 20 points into the energy stat to make the 100 energy and to keep all their buffs up, use all their skills with no downside to having more buffs and skills than other players. With a percentage cost every point a player puts into the energy stat gets lower the more buff they use so for a Hybrid player to have all 3 buffs up they will have to have 100 points into the energy stat to keep all their buffs up and have 200 energy for other skills so they have to balance their buffs and their stats which in turn balance the game.
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The suggestion is nice, but why is the energy removal expressed as a percentage rather than a fixed value? This disadvantages players who invest more stats in energy. What about a buff similar to the leopard or reindeer transformation? It could cost energy to cast, but once activated, it would drain energy every X seconds. If you have multiple buffs, you won't be able to fight for long if you don't have enough energy.
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This is a suggestion to adjust the buffs in the game and move them from being a 2 sec cast with a only for 45-60 sec to be permanently active buff with the cost of a percent of the players maximum Energy. It also removes the Energy cost of buff and replace it with this system. Their can be one ways for the player to lose the buffs and that is by run out of Energy. Let me give an example on how it will work. The player use a buff that raise their defense by 20%. The buff will now have a Energy cost of 15% meaning that at a max 300 Energy that player will only have 255 Energy to use from as long as the buff is active. At first glance it will seem like players are just trading one stat for another but when using multiple buffs is where this feature really makes a difference. Let add a Haki buff to the mix The player gets 45 willpower and 45 agility. This buff cost 25% Energy which make 300 max Energy become 180. This can give more options for Haki (meaning that haki passives can now be tied to the buffs and only work if the buff is active.) Cons 1) The more buffs that's actives is the less Energy players have for skills. 2) Managing Energy becomes harder. 3) Players will have to put more points into the Energy stat. 4) Some buffs in the game now will have to be changed. (I have ideas on how some can change) 5) Plays may need to reset their stats to make their build more welcoming to this change. Pros 1) Puts balance to the game with hybrids vs non hybrids. 2) Removes all the constant stopping in battle to rebuffs and keeps the combat flowing. 3) No Energy cost on casting buffs means players wont have to take 10 secs to refill their Energy after using all their buffs at the start of a fight. 4 )The Energy stat becomes way more important than it have ever been. 5) This is similar to how food works and can make cooks even more useful. P.S. This is not something new to games and I think that it will work very well with this game's fast combat system by removing a big part of what makes combat slow down and that casting of buffs and the charging of Energy after. I also think this will work well with the Haki's buff and that's why I waited to see how Haki would be added to the game before posting this.
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Dash/Flicker stun combat is really boring.
archadria2 commented on archadria2's __defart_ideas_idea in Features
per last comment i keep saying Lions roar, King's Roar -
70 hp is cool but the cooldown is very high. Idea 1: Random Healing 100-200 Idea 2: Random Cooldown Idea 3: Heals more with missing health example: below 50% it heals 100, below 25% it heals 150 I think the medic could use Idea 3 as well if it goes through for cook
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Dash/Flicker stun combat is really boring.
archadria2 commented on archadria2's __defart_ideas_idea in Features
Hello if you have gotten this far you have gotten back to sober me, and sober me has an idea for how a swordsman can more effectively fight against the stun combo meta without breaking the fighter. Lions roar is in a state of chaos in terms of use case. I would suggest the fix to this being a cleanse on cast and then the warp slash. -
We need to be able to reset fruit and haki and class and job. The game is far too punishing for anybody that doesn't get lucky on their playthrough with their choices. This game is labeled open world pvp and a one piece inspired world. if not it needs to be labeled old-school retro hardcore souls like. overall the opportunity for players to be creative is stifled completely and could be part of the issue with player retention. (notice how we have end game content and the echo-chamber of agony and mihawk has yet to do this end game content)
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Dash/Flicker stun combat is really boring.
archadria2 commented on archadria2's __defart_ideas_idea in Features
Haki level 11 for me did not even grant me a point tonight either.