I think it would be cool if we could do more than Dodge with the Endurance.
Dodge uses up 50% Endurance, gives you mobility and lets you avoid everything and anything.
Furthermore, the game is too much of a Kitefest, at the moment.
Something to reward player skill, without requiring constant moving, would improve the game just for that.
Suggestion #1 – Parry
Command: Press only V while standing still (no directions pressed)
Effect: A stationary “Dodge” wich costs less Endurance but also has several restrictions. Essentially, you block with your Weapon(s).
Lasts up to 2 seconds.
Pros (comparing to Dodge):
- Lower Cost
-> 40% Endurance by default
-> 30% Endurance if you are wielding a Shield - Lasts longer (2 seconds)
- Can be cancelled into movement and/or any action/skill
Cons (comparing to Dodge):
- You must stand still while parrying
- Only works against attacks from the front
- Only works against AoE if its center is in front of you
- Certain weapons might be less effective for Parry
- Gun = -10% damage Parried (per Gun)
- Rifle = -20% damage Parried
- Harpoon Gun = -20% damage Parried
- Short Bow = -15% damage Parried
- Long Bow = -20% damage Parried
- Staff = -15% damage Parried
- Trident = -15% damage Parried
- Scepter = -10% damage Parried
- Focus = -5% damage Parried
- Warhorn = -5% damage Parried - Some weapons might be less effective vs Spell/Physical (inspired by MaXi.3642).
- Weapons such as Staff and Scepter might be less effective vs Physical.
- Weapons such as Swords might be less effective vs Spell. - Rewards timing (inspired by MithranArkanere.8957)
- After the first 0.75 seconds, effect weakens by 5% every 0.25 seconds
- Prevents 100% damage on the first 0.74 seconds
- Prevents 95% damage between 0.75 s and 0.99 s
- Prevents 90% damage between 1.00 and 1.24 s
- Prevents 85% damage between 1.25 and 1.49 s
- Prevents 80% damage between 1.50 and 1.74 s
- Prevents 75% damage between 1.75 and 1.99 s
Suggestion #2 – Sprint (idea by MithranArkanere.8957)
Command: Hold C while running
Cost: Probably 30% initial Endurance cost, then 15% every second (since you gain 5% Endurance per second, it takes 7 seconds to spend 100% Endurance).
Effect: Spend Endurance to run at X% bonus speed (stacks with Swiftness).
Cons:
- Can’t attack while Sprinting (idea by BrunoBRS.5178)
Suggestion #3 – Tumble
Command: Press V when you are Launched, Knocked back or Knocked down to roll and get back on your feet.
Reduces fall damage by 50% if used up to 1 second before landing.
Cost: 50% Endurance
Suggestion #4 – Downed Roll/Parry
Ability to use Dodge and Parry while downed.
- You travel less distance with Downed Roll.
- You prevent less damage (around 25% less) with Downed Parry
- If Parry prevents 100%, this prevents 75%.
Suggestion #5 – Faster Endurance Recovery while Still
- After standing still for 1 second, your Endurance should start recovering faster (50% faster or so).
- Moving breaks the Bonus
- Actions only break the Bonus if they move you (Leap, Teleport, etc).
Since Parry doesn’t move you, it may not need a lower Endurance cost. - This would discourage the constant “running in circles while casting” tactics wich, in my opinion, are getting really old and boring, and also give some unfair advantages to ranged builds.
I rather have a little more reactive gameplay.
Ideas are welcome.
Endurance 2.0 || Attributes, Traits and Conditions || Skill Variants
(edited by Nurvus.2891)