Combat Updates - Passives & Type/Class Matching
Added 2022-10-07 05:33:02 +0000 UTCReal Time Combat - with a selected Team of 4 (One including the protagonist)
Sub Classes:
Rogue (Speed), Warrior (Strength), Wizard/Mage (Magic)
Speed beats Magic, Magic beats Strength, Strength Beats Speed (may change)
Elemental Affinity:
Water, Fire, Earth, Electricity
Water beats Fire, Fire beats Earth, Earth Beats Electricity, Electricity beats Water
Characters will have 1 subclass, and 1 elemental affinity associated. Your Protagonist will have an option to remain neutral or without giving too much away by having "naughty interactions" with a character, can temporarily inherit the affinity.
Sub-Class & Elemental Affinity Matching:
When engaging enemies it will be important to ensure both the sub-class and the elemental affinity used are taken into consideration. There will also be some enemies that you may need to approach with one sub-classes at the start, but swap to another in order to finish them off. This encourages building the appropriate team.
This however is something I intend to integrate as a difficulty scaling, a higher difficulty will mean a greater penalty when not appropriately type matching, where as a lower setting will be a lower penalty to allow for freedom to play your way.
Passives:
Whilst sub-classes will impact move sets, elemental affinities, and have a play into passives for your teams. So if you have certain affinities in your team, you will get certain buffs, so if you have multiple of the same affinity in your team, it would stack, but with lowering return as you add the same affinity. My first thought/breakdown is as followed
Water (regeneration), Electricity (Ability Cooldown), Fire (Attack), Earth (Defense)
I would love to hear your thoughts on this. As we are early nothing is off the table yet, but this is where I am at with combat, and I want to make sure I can make it enjoyable, challenging, but also somewhat simplistic.
Comments
No rush. Quality 1st. I hope that this will game will be better than a triple A title game.
DeathAnime05
2022-10-11 12:34:18 +0000 UTCGreat question, it is still something I am looking into definitely, I just dont have a solid answer for you yet :)
NSFW Pixels
2022-10-11 02:11:25 +0000 UTCWould there be any non-magical ranged attackers? Bow or crossbow as an example
DeathAnime05
2022-10-10 02:48:31 +0000 UTCI really appreciate the feedback, that makes perfect sense 😁
Jiggly Pixels
2022-10-07 21:51:13 +0000 UTCUnfortunately I actually can't think of a specific game 😅 and yeah that could be an interesting idea, a CDR passive
Jiggly Pixels
2022-10-07 21:50:45 +0000 UTCIt would be more logical if Magic speed because magic could reach speed character by... magic, speed beat strengh because strengh are too slow and strengh beat magic cause magic have a poor defense for example
Jejsteban
2022-10-07 19:08:06 +0000 UTCDo you know any games that have a similar combat system to what you're planning? Depending on how it'll going to work a CDR passive could be really strong or almost useless.
Kobalt
2022-10-07 10:59:27 +0000 UTCFunny you should say that, It is something I have been thinking about, but not quite sure about its involvement just yet 😁
Jiggly Pixels
2022-10-07 05:38:34 +0000 UTCLight and Dark interactions would be fun
Rando Calrissian
2022-10-07 05:37:17 +0000 UTC