Feedback:User/Laric McLeod/Stance Changes
Stance Changes | |
---|---|
User | Laric McLeod |
Categories | Mechanics |
Rather than having stances only last a certain amount of time there should be a trade-off for maintaining a stance.
When fighting in a more defensive stance, behind a large shield for example, there is an inherent disadvantage to standing that way and holding the shield a certain way. In this example the disadvantage is the increased difficulty in hitting your opponent and attacks that do connect tend to be less severe. By creating a system where stances can be maintained indefinitely, at the cost of a disadvantage vs advantage gained, you can create some interesting stance/stance, stance/weapon, and stance/armor combination options. Maintaining a stance that allows faster attacks would obviously drain energy (stamina), a defensive stance would reduce damage output, an offensive stance would reduce defense/armor rating, and a speed enhancing stance could likewise drain energy (stamina).
With the introduction of skill slots being derived from weapons and armor, it makes a lot of sense for offensive and defensive stances coming from those items, and perhaps equipping certain items together replaces the normal "item stances" with more efficient "item combination stances" that give similar advantages with reduced disadvantages. Stances derived from weapons and armor currently equipped allows for caster classes to have their own stances that reduce energy cost for spells, increase casting speed, prevent interruption (at the disadvantage of longer cast times, less damage, increased energy cost, lower armor while casting, etc).