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How to implement Combat avoidance (dodges, blinks, shields)

By @Mr.Nobody
    2021-08-23 12:38:10.384Z2021-08-30 17:44:18.924Z

    [in progress]
    [missing description, what is the problem and give some examples]

    Current answer [move to comments as an option later]
    Feels to me like this should be class dependent and variable:

    • dash-dodges mainly used by rogues. avoid AoE, melee attacks, arrows. Maybe doesn't avoid targeted castings like firebal that could "follow" the target a bit;
    • magic shield abilities, mainly used by mages & casters (maybe shield wearing paladins would work similar). Blocks only magic damage, and for a bit longer than a dash-dodge (maybe 3-5 seconds), but has longer cooldowns;
    • Magic 'blink' short range teleport, very long cooldown or reserved to more agile-mage builds (combat mage specialization);
    • Shield blocks: can be used more often, but only defends 100% of damage on melee attacks. Magic damage goes through the shield at a certain % value;
    • etc

    Avoid a scenario where every class is constantly dashing/rolling out of combat, since it looks and feels bad. An intelect-based class should not be as PHISICALLY agile as an agility class, it should use magic to protect itself instead.

    • 1 replies
    1. @Mr.Nobody
        2021-08-23 12:46:32.524Z

        Another issue is that sometimes it can make a boss battle too easy if most attacks can be completely avoided.
        Having skill in combat is good, but it is also important to have good enough items to participate in that battle (since it is an RPG).

        Partially avoidances can help with that.
        ExampleA:

        • Dragon casts dragon's breath;
        • If the team does nothing, players hit will mostly die;
        • If the paladin uses his magic shield, a part of the damage is absorbed (20-40%);
        • If the caster helps and casts aditional magic protection, more damage is absorbed (additional 30-40%, up to 60-80%);

        ExampleB:

        • AoE damage is being cast;
        • If the hero stays put, he gets the full damage of the AoE;
        • If the player dashes out, he gets hit with 50% of the AoE (still in range), or 100% if a caster also throws him a shield (combo dodge);
        • If the player teleports out or does a perfect dodge, he can avoid 100%;

        This way it achieves better team gameplay while at the same time making sure not all of the damage is avoided, to avoid for example some players soloing bosses.