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Re: Fear my PvP

Hmm...interesting idea but, from a gameplay perspective, i see problems. If the finishing move makes the attacker temporarily invincible, what's to stop one from using it defensively? For example, a warrior is fighting 2 people, a rogue and a mage. He gets the rogue to near death, then right before the mage's big nuke lands, he hits the finisher and becomes invincible. I suppose you could make it instead delay the damage, giving some sort of temp buff. Like, Adrenaline Rush or something that suspends all damage taken while performing a finisher, then when the move ends all the damage is suffered. Seems that'd be more balanced.

Synched attacks as normal moves seem to work well on paper, but for me they'd break down when it comes to anything more than 1v1. Take the same sample combat above, Warrior vs Mage + Rogue. Rogue uses some sort of attack in combat w/the warrior, holding him in place/preventing any defensive action on his part while the Mage nukes him to death. If you want this instead to slow everyone down, I can't see this as anything less than a major headache for everyone nearby who isnt involved. "Oh crap, someone's fighting near us, so this mob's going to take 3x as long to kill." And imagine the nightmare of this in any kind of large scale PVP. The game "pausing" or slowing down, bullet-time style, every other second as Maybe I'm not reading what you intend right; it seems like the sort of thing that'd be badass in a single player game, but more hassle than it's worth in an MMORPG.

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