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Originally Posted by Nocens Imperceptus
However, 5% can be noticably different in moving around a battle.
A 50% increase would make running exremely easy.
10% would be quite overpowering, however possibly tollerable.
Please take this for face value. Perhaps for an assassin adrenaline gain could be different, or it could be called differently. I still think, however; it should run off of the same principles.
It would be based off of the same idea, perhaps called a different name. Call it cunning or something.
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Ok, those are too fast, but for short durations, with real long re-cast times, I think they would be ideal.
I think part of how they deal with speed in the game currently is a little odd, IE -66% speed de-buffs. They don't seem to be that drastically affected, but I'm also used to a different pace of character movement from a different mmorpg.
I don't see 50% as that much different than a 66% slow down.
Does a 25% longer duration, applicable to you and allies(recast is next to nothing, but is required for each individual) and and a real short 50% with high recharge sound possible?
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I can see a use of adrenaline, but the former is called that because it was for warriors who really get into it, and in the heat of the moment can use it to cause extreme damage. So by definition, and by warrior nature it is fitting to such lore.
I just don't see a cold methodical killer, who's already a little overpowered yet frail, having another damage booster.
The hard part is making it plausible, according to mostly agreeable ideals of what an assassin is and isn't. I've tried reasoning something out that an assassin could use, but cannot. The mechanics of building up adrenaline being what they are, do not fit the stereotypical Persona of an assassin, in so far as an assassin, if anything would
lose moral as time goes on and battle drags out.
I think making them overpowered to begin with, and quickly high power skills become less powerful or inoperable as hits connect but a foe does not fall. He's used to killing for hire, and doing so in one stab from a shadow, or one carefully planned birthday cake with finely ground glass in the icing(5 points to the fanboy who knows where that comes from). An assassin's motto is generally something akin to "strike swiftly, then get the hell out"
When an assassin gets the killing blow, his spirits are raised and his "skill like adrenaline" goes back up.
But that's not so much different from energy, especially when compared to a necro's.
So, the only thing that I can think of have this set of skills that are based on concentration. Make them have a high mana cost, and can ONLY be used when energy is completely full. Or make it so that that skill line will effectively drain all mana and HP, or lower armor class temporarily. Devs option could be to have 5 mana left (say a 2 second burst of XX% speed, something like that.) to run away with and let henchies/ teamates deal with the shocked adversary. It might equalize some PvP power with an easy kill.
I'm sure a Pirate would have plenty of adrenaline based skills, and could even use the term adrenaline, because pirates are thrill seekers at heart.
But I don't think the mechanics of current adrenaline, nor the definition of the word fit what most except an assassin to be, a lightning fast one hit killer that's there to get the job done.
He's paid by the job. Not by the hour. Faster he gets it done, sooner he can go spend his gold, or just count it/ roll around in it.