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Sol75
Level 60
The Kind-Hearted
Joined: 6/4/2014
Threads: 19
Posts: 138
Posted: 5/21/2020 at 4:13 PM
Post #1
So I've been playing this game for a while and I realized something. The types of moves sylestis can learn is pretty small. While the element choices and how those work is fantastic and diverse, the basic moves fall short. Sylestis naturally have access to Quick Attack, Finishing Blow, Mend, and Block for basic non-element moves.
What I am proposing is a different way of handling these basic attacks. Instead of only those four attacks, there would be a place somewhere on a pet's profile to change these moves. Each move slot would have a short list of available moves to choose from, all corresponding to the slot and what it is currently used for and unlocked in the same levels.
Quick Attack would have a list of moves that gain mana, all with varying effects, like one does a bit more damage but doesn't increase quickness, or one has perfect accuracy but lower damage.
Finishing Blow would have a list of finishers that are unique just like Quick Attack. For example, one could be much higher damage, but leave the sylesti unable to act next turn, or another could inflict a status.
Mend could have a list of more strategic moves that don't deal damage, like something that increases your own stats or perhaps grants effects like regeneration.
Block was trickier than the others. I think it could be used as defensive choices but with varying effects. For instance, while Block raises both mitigation stats, there could be two choices that only raise one stat each but raise them much higher than Block. You could also chose counter-style moves that lower taken damage only a bit or not at all, in exchange for dealing some fixed damage to the attacker or returning the attack with multiplied power.
The original moves could remain as the default choices for the respective slots. Perhaps it's just the Pokemon player in me, but I think this diversity could lead to new and interesting strategies. My only concern is that it might be a lot of work to program but I don't know how games like this function so please let me know if this would be realistic, or just far too much work to do.
I'm not sure if this is included in the improved battle system that Krin talked about in the announcement forum but I thought it would be appropriate to post this just in case.
To clarify in case anybody is confused, you would only be able to have 1 out of the selection of each slot during a battle. (eg. A slot has choices a, b, and c. In the the profile, you pick c. c is the move you will get to use in that slot during battle, and none of the other moves.)
Edited By Sol75 on 5/21/2020 at 7:49 PM.
Beaubuddyz
Level 70
The Kind-Hearted
Joined: 2/23/2020
Threads: 157
Posts: 8,664
Posted: 5/21/2020 at 4:44 PM
Post #2
I don't support this. Yes, it would be hard to program, but it would also be hard on the player's end. I definitely wouldn't be able to keep track of every move. I like how Akron has done it and wouldn't change it.
Sorry.
Hiraeth
Level 75
Hand of Destiny
Joined: 7/14/2015
Threads: 187
Posts: 2,685
Posted: 5/21/2020 at 7:08 PM
Post #3
I think this idea could be implemented if Krin continues to raise the level cap and add new proficiency moves. The different elements do specialize in different things - fire/air damage, water/earth buff, shadow/light heals. And as you rank up the moves, they gain more sub-abilities like increased debuff/buff, more mana gained, more attack, etc.
As a lover of strategy and making things hard for myself, I love it!
Edited By Hiraeth on 5/21/2020 at 7:09 PM.
Sol75
Level 60
The Kind-Hearted
Joined: 6/4/2014
Threads: 19
Posts: 138
Posted: 5/21/2020 at 7:46 PM
Post #4
I get not being able to keep track of attacks, believe me.
However, you wouldn't even need that many per slot to give a great amount of variety. Even only 4 moves per slot for a total of 16 allows for an insane amount of combinations of 4.
Edited By Sol75 on 5/21/2020 at 7:50 PM.
Beaubuddyz
Level 70
The Kind-Hearted
Joined: 2/23/2020
Threads: 157
Posts: 8,664
Posted: 5/21/2020 at 9:09 PM
Post #5
I would understand new moves, but variations just get complicated. Imagine four versions of fairy lights. That would just get confusing to use, frustrating if I clicked the wrong one.
I don't really understand the use of this idea overall because of all the flaws.
Once again, sorry.
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