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#1 Oct 25 2010 at 9:36 AM Rating: Decent
295 posts
This is only a dreamer's thread, but let me write it down.

Instead of having the 2 different basic attacks, the strong and the normal, why don't they make "stances".

What they do:

A stance would be what kind of attack your character would execute regularly as your "auto attack". Different stances would have different effects. Many stances could be unlocked as well as part of a class.


Normal - Your normal attack. Nothing special
Defensive - Increases your defense but proportionally decreases your attack.
Aggressive - Increases your attack but proportionally decreases your defense.
Assault - Decreases attack power of a single hit, but attacks 2 times a turn. Dual wielding would result in 4 attacks.
Tank - Increases defense (physical and magical) and enmity gain. Increases defensive skill gain rate (shield skill for example). Decreases weapons kill up rate and attack power. Decreases evasion.
Focused - Increases magical accuracy. Decreases magical evasion.
Channeling - Prevents auto attack. Decreases spell cost. Character is immobilized in this stance.
Wards - Increases the effectiveness and allows skill gain skill points faster from defensive and curative spells.
Enraged - Drops defense to 0. Increases attack power proportionally. Increase enmity gain by 50%.
Sentinel - Burst enmity gain. Character immobilized. All defenses increased by 50%. All offensive power decreased by 50%.

Those are just a few that I can think of off the top of my head that would allow auto attacks to have different effects (Didn't put in any special effects like defense boost from attack or what not. I think they should move those kinds of effects over to weapons).

The idea is that the auto attack will behave differently with this. It also reduces the redundancy of the current combat system while increases the actual value in it. If every class had 3-5 different stances to choose from, it could really add to party battles for instance. ****, it might even make the combat both fun and interesting, 2 things I find it severely lacking.
#2 Oct 25 2010 at 9:40 AM Rating: Decent
39 posts
why dont you submit the idea to SE ... who knows maybe they could think its a good idea like me.
#3 Oct 25 2010 at 5:11 PM Rating: Decent
295 posts
I'm going to start a blog about these things and see where it goes. I will write the blog on the SE members pages, and possibly make a post here containing the entries, just in case :D.
#4 Oct 25 2010 at 5:26 PM Rating: Decent
278 posts
Decent idea " the majority " doesen't want to complicate this game any further. Can you dumb down the idea 20 IQ points?
#5 Oct 25 2010 at 6:06 PM Rating: Decent
295 posts
lol i thought I was dumbing down the whole combat system.

I think that samurai in XI has a couple of 'stances' that change how certain skills work. It is essentially group of passive abilities that determines what your character does in combat automatically.

Currently there is no automation in the combat. you have to select even your basic attacks for them to go. The basic attacks are right now a strong attack and a defensive attack for most weapons. the strong attack usually has some sort of status effect on the enemy. Polearms have the bind effect on the heavy hit, for example. In the end, you have to constantly be mashing a button to make your skills go off. If you lag (very uncommon I know) you may not attack for a decent amount of time.

This is just making it more complicated >.<

Think of it as a passive ability. A toggle switch possibly. If you are going to be taking damage, you will want to have either defensive or tank stance.

A mage could forfeit auto attacks in favor of casting with less MP consumption.

This doesn't seem at all complex to me. It's almost far too simple tbh. if you can think of a way it is complex, I can dumb down parts of it for you, but I just don't see how this is at all a complex idea.
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