So to start with lets use the old combat system as a base - with everything as it was in 2012.
Add an ability bar that can be toggled ON or OFF - and develop a more diverse and strategical set of abilities.
Details on the ability bar -
- 5 Slots (alot smaller then in EoC)
- 1 of the slots is used for your special weapon attack, leaving 4 for
abilities.
- 1 slot is used for an ultimate/powerful ability which has a long cooldown and
some form of cost (health/an inventory item etc. But the adreniline method is definitely not recommended).
- 3 Slots are used for short/medium cooldown abilities, which cover all areas such as
damage/AoE or single target health/buffs or debuffs.
The next thing regarding the ability bar - all abilities are customisable. So there are items simular to what a teleport tab looks like which can be placed on the ability bar. These abilities can be created using a new or old skill - with each ability still requiring different skills/levels to use, as well as only 1 ultimate/powerful ability being able to be used at once. (incorporate a long cooldown for changing your ability bar outside certain areas such as a bank, to prevent people switching abilities during combat in order to avoid cooldowns).
Abilities should be developed with the idea that they are not necessary (ability bar toggled on or off, players can choose whether to use the new system or old style combat during any form of PvP/PvM - unless world specific).
The damage output between using abilities/not using abilities should be close - with some slight advantages favouring the use of abilities.
For PvP/Minigames you can incorporate world specific wilderness/minigames. such as ability bar disabled worlds (old style PvP), ability bar enabled worlds (new style and different item sets/skills/accounts will arise to support abilities) and possibly combo worlds (either system can be used).
07-Apr-2014 14:22:44
- Last edited on
07-Apr-2014 14:30:03
by
jake ftw