The Perfect Superhero MMO
". AoE attacks would not be impossible to avoid, they would just be impossible to avoid with mechanical evasion. You could, as I mentioned, simply leave the area of effect."
My idea has 2 forms of AoE, single plane and omni-directional.
" It would be unfair if AoE attacks were unavoidable by targets but not by the attacker. So they would not be."
In my idea, the single plane cover a wider area, but can be avoided by elevating above the plane. Omni directional attacks can hit everything, but have shorter range.
"Samual_Tow - Be disappointed all you want, people. You just don't appreciate the miracles that are taking place here."
I came for the PvE, but stayed for the community and the meta-games (marketeering, IOing, the Incarnate system). Other people I know stayed well past they had burned out of PvE because of badging or gaming the system (making uber builds, putting together super teams).
In a genre where it's tough to put together a genuinely fresh PvE experience, I think there's a lot of room for creativity in mini-games and out of combat "tinkering" (for lack of a better word).
I'd also try to make the math more intuitive (hello def, ToHit, and accuracy, I'm looking at you).
And, finally, if the game had a PvP system, I wouldn't half-azz it. PvP is like a delicate orchid that needs constant nurturing so it doesn't shrivel up 'n' die; having a pizz-poor PvP system is, I think worse than having none at all.
Goodbye may seem forever
Farewell is like the end
But in my heart's the memory
And there you'll always be
-- The Fox and the Hound
Where would you make the concession here? If it's possible for someone to have an acid cloud attack that can't be avoided, how you allow for a pure-evasion based build to exist without being unfairly penalized?
Would you rethink the ability to evade the attacks or the ability to be purely evasion based?
2. It would be unfair if AoE attacks were unavoidable by targets but not by the attacker. So they would not be.
3. In a game structured like this, mechanical defense and resistance would not work in precisely the same way they do in City of Heroes, since we're aiming for a somewhat more conceptually congruent system to reality. I would consider "avoidance" and "damage reduction" which map to defense and resistance in CoH to be building blocks of more complex effects in a game like this. Powers would convey combinations of those effects.
For example, you could have powers that provide shields that reduce the damage you take. But instead of being a purely resistance power, the power could both resist incoming damage and completely avoid damage below a certain threshold, ala deflection. In fact Champions Online's version of Invulnerability does something comparable to this.
An interesting option for a super reflexes power is a way to simulate fast reflexes by explicitly delaying effects from taking effect for a brief period of time in certain circumstances. For example, when hit by an AoE the actual damage and effects might land a fraction of a second after they ordinarily would when someone has super reflexes, giving the player more time to move out of the area of effect than someone without super reflexes.
There's also the separate question of combination attacks. If you fire a gas grenade at someone that explodes into a poison gas cloud, before you ask the question of what the gas cloud does, you first have to ask the question what the grenade does. Its a directed attack and it might not hit the target. If it doesn't, it may not land anywhere near the target.
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