Training System in CoH
I think that this would be almost impossible to balance in the game as it is now, especially with IOs in the picture.
Can you imagine how easy something like "surviving damage" would be for a Tanker or a Scrapper, as compared to something like a Blaster, especially in terms of whole health bars worth of health?
Wiping out enemies in a brief period would already be easy for damage-heavy ATs, who would then get more damage, but would be much, much harder for something like an Ice/Emp Controller.
I think that the systems that we have now work better, and a lot easier, than a system like this, sorry.
Let me never fall into the vulgar mistake of dreaming that I am persecuted whenever I am contradicted.
~Ralph Waldo Emerson
"I was just the one with the most unsolicited sombrero." - Traegus
Pretty much what Aett said, sorry.
GG, I would tell you that "I am killing you with my mind", but I couldn't find an emoticon to properly express my sentiment.
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Also, the reward for these accomplishments being buffs of some sort isn't the greatest idea. You are rewarding characters that are already able to accomplish these challenges with increased abilities.
50s: Anaxagoras - En/En/For Blaster, Vicious Kittie - Claws/SR Scrapper, Rad. Therapy - Emp/Rad/For Defender, Anaximander - En/En/Mu Brute, Marble Vanguard - Stone/EM Tanker
Current: Vitriolic - 42 Bots/Poison MM, Aseity - 38 DB/WP Scrapper, Tai Shar - 42 Earth/Storm
Yeah. The Idea might have been unfeasible / may have some imbalance thrown in there, some that I was incapable of understanding.
Thanks for the feedback.
I have a suggestion that I've been mulling around in my head, that might be pretty interesting to implement in this game.
A Training System where if a certain condition is maintained, or a certain milestone is reached within any number of minutes, they are reward with scaled bonuses to themselves. (They are would be all scaled by archetype of course :>)
For example;
One might want to test and improve his combat stamina by surviving 150% of his own healths weight from a single mob in around 2 minutes, they are rewarded with a bonus to there resistance and regeneration.
Or if a Player manages to attack and kill 30 opponents within a 3 minutes (or a large nigh impossible-to-reach amount), the player receives a bonus to damage and accuracy.
If there is a player out there who received all the bonuses. They get additional Click Power called "Struggle" that allows them, under the condition that they have low health and around 5 enemies, their bonuses are increased/doubled, allowing them to survive longer, when the power fades it nukes their endurance, and leaves them incapable of recovering it until a while, so it is sort of like a Tier 9 Move.
Struggle would have a long recharge so it couldn't be used often, and should be used a last resort.
If anyone has any feedback, or any ideas that might pertain to my idea, please let me know.