Rofelen
08-28-2007, 10:41 AM
What are you looking for in terms of Knight of the Blazing Sun play style? I'm very interested in this class, I've always been fond of tactical fighters. I'm hoping that the KotBS will have a system much like the other classes, where they become more powerful as the battle continues. I find the ideas such as Hatred, Grudge, Interrogation, Righteous Fury, the new Elven "balance", and Momentum very appealing, and I would propose that he has plans. As the battle progresses, the carefully laid out plans of the knight come to fruition, thus increasing the effects of his abilities. Everything falls into place as he suspected, and his advantage grows!
I'd like to see him have three different "Battlefield Command" abilities.
First, there would be strategies:
These would not be unlike Auras that we see in a large number of other games. As long as allies are in the range of the knights voice, he rallies them into formations and formulates ideas on how they should attack.
Sample strategies might include:
War of Attrition: The knight bolsters the resolve of his allies and attempts to grind the opposing team down by out-lasting them.
This strategy would deal damage to attacking foes, and lower their AP by a small amount whenever they attack.
This strategy would be ideal against swarms of attackers, like squigs. Alternatively, the Knight could judge it best to use it when grouped with particularly hardy allies who could use this to outlast their opponents even better (Most notably the dwarven Ironbreakers, who are all about absorbing fire and outlasting)
Skirmishing: The knight decides that the best way to overcoming this foe would be via hit-and-run skirmishing tactics. Instead of holding a tight formation, he orders everyone to spread out and keep on their toes.
Skirmishing would likely reduce ranged damage and increase AP regeneration. Without having to stay in formation, everyone has a bit more room to dodge and act.
Hold the Line: The knight grits his teeth and orders allies to ready for on-coming charges.
This would increase knock back-resistance and would increase defense to nearby allies.
The idea behind strategies are that they personal choices that the knight makes to bolster his unique group. Each one would have a tactical application, and I would think it ideal that they do not offer very static and generic boosts... like +40% damage. Such bonuses are useful at ALL times, but the idea that he might choose them on the fly to adapt to situations sounds much better to me. It would require some good assessment and planning.
The next abilities would be commands.
Commands are what most people were thinking of when they heard of the knight. AOE shouts that only last a small amount of time, and would be refreshed. These abilities would give short-term buffs that would play pace to the shifting battle...
Sample Commands might include...
Tactical Movement: The knight lets out a scream and orders a valiant charge at the opposition! Or perhaps he doubles back, and orders a "Tactical Withdraw"!
This would give a short boost to allied movement speed. Useful for running or charging!
Flank: The knight commands a unit to move around and outflank the foe.
All allies attacking from the side/rear would gain boosted damage and/or critical strike chance.
Counter Charge: The knight commands the troops to engage in a counter-charge! They whip forward, stealing the foe's momentum advantage and parry the first attack as the forces collide!
Allies will automatically parry/dodge the next attack aimed at them. This effect will only work for an individual if they are not within a certain radius of the opposition.
Finally, we would have plans. Plans would mature as the battle continues. The knight would apply them before engaging the foe, but it would be last maybe 1-3 minutes: about as long as a full battle between two sides.
Sample plans might include...
Outmaneuver: While he has been commanding his troops, the knight has taken steps to cut off any route of escape. Opposing troops find themselves besieged on all sides, creating a demoralizing effect, as well as slowing retreat.
This plan would decrease morale generation for foes by an ever increasing amount, as the knight begins to trap his opponent. It would also reduce movement speed of the foe by a small, but increasing amount as well.
Barrage: The knight foresaw that he would probably be beaten in melee by his opponents, but he commanded and planned his ranged troops to compensate. As lines break, the rushing foes come out of the fray only to find fireballs and blunderbusses aimed at them!
This plan would increase ranged damage of allies and avoidance chance for melee attackers. A great plan when you are in a "battleground" with mostly ranged allies, you and your friends attempt to delay the opponent while the plan gets ready, and the ranged troops unleash their fury.
So, that's what I'd like to see from KotBS in terms of their "Battle Command" abilities. Strategies for constant tactical advantages, commands for "on-the-fly" problems, and plans, where the knight assesses his force and the opposing force before the battle, initiates the plan, and goes in.
*note that this is all what YOU would like to see not actual game play*
I'd like to see him have three different "Battlefield Command" abilities.
First, there would be strategies:
These would not be unlike Auras that we see in a large number of other games. As long as allies are in the range of the knights voice, he rallies them into formations and formulates ideas on how they should attack.
Sample strategies might include:
War of Attrition: The knight bolsters the resolve of his allies and attempts to grind the opposing team down by out-lasting them.
This strategy would deal damage to attacking foes, and lower their AP by a small amount whenever they attack.
This strategy would be ideal against swarms of attackers, like squigs. Alternatively, the Knight could judge it best to use it when grouped with particularly hardy allies who could use this to outlast their opponents even better (Most notably the dwarven Ironbreakers, who are all about absorbing fire and outlasting)
Skirmishing: The knight decides that the best way to overcoming this foe would be via hit-and-run skirmishing tactics. Instead of holding a tight formation, he orders everyone to spread out and keep on their toes.
Skirmishing would likely reduce ranged damage and increase AP regeneration. Without having to stay in formation, everyone has a bit more room to dodge and act.
Hold the Line: The knight grits his teeth and orders allies to ready for on-coming charges.
This would increase knock back-resistance and would increase defense to nearby allies.
The idea behind strategies are that they personal choices that the knight makes to bolster his unique group. Each one would have a tactical application, and I would think it ideal that they do not offer very static and generic boosts... like +40% damage. Such bonuses are useful at ALL times, but the idea that he might choose them on the fly to adapt to situations sounds much better to me. It would require some good assessment and planning.
The next abilities would be commands.
Commands are what most people were thinking of when they heard of the knight. AOE shouts that only last a small amount of time, and would be refreshed. These abilities would give short-term buffs that would play pace to the shifting battle...
Sample Commands might include...
Tactical Movement: The knight lets out a scream and orders a valiant charge at the opposition! Or perhaps he doubles back, and orders a "Tactical Withdraw"!
This would give a short boost to allied movement speed. Useful for running or charging!
Flank: The knight commands a unit to move around and outflank the foe.
All allies attacking from the side/rear would gain boosted damage and/or critical strike chance.
Counter Charge: The knight commands the troops to engage in a counter-charge! They whip forward, stealing the foe's momentum advantage and parry the first attack as the forces collide!
Allies will automatically parry/dodge the next attack aimed at them. This effect will only work for an individual if they are not within a certain radius of the opposition.
Finally, we would have plans. Plans would mature as the battle continues. The knight would apply them before engaging the foe, but it would be last maybe 1-3 minutes: about as long as a full battle between two sides.
Sample plans might include...
Outmaneuver: While he has been commanding his troops, the knight has taken steps to cut off any route of escape. Opposing troops find themselves besieged on all sides, creating a demoralizing effect, as well as slowing retreat.
This plan would decrease morale generation for foes by an ever increasing amount, as the knight begins to trap his opponent. It would also reduce movement speed of the foe by a small, but increasing amount as well.
Barrage: The knight foresaw that he would probably be beaten in melee by his opponents, but he commanded and planned his ranged troops to compensate. As lines break, the rushing foes come out of the fray only to find fireballs and blunderbusses aimed at them!
This plan would increase ranged damage of allies and avoidance chance for melee attackers. A great plan when you are in a "battleground" with mostly ranged allies, you and your friends attempt to delay the opponent while the plan gets ready, and the ranged troops unleash their fury.
So, that's what I'd like to see from KotBS in terms of their "Battle Command" abilities. Strategies for constant tactical advantages, commands for "on-the-fly" problems, and plans, where the knight assesses his force and the opposing force before the battle, initiates the plan, and goes in.
*note that this is all what YOU would like to see not actual game play*