The last time I tried this it didn't work out too well. This time around I hope I can at least provide enough material personally to get more feedback. So, I've been thinking recently about how to build our skill tree (as in the actual game design, not the coding implementation, although I'm working on that too). This time around I'm going to build a larger structure of skills to provide more context for other people to suggest ideas. Once again, we're aiming at about 180 skills total, spread out evenly between the three domains ( "combat", "finesse", and "spellcraft). That's about 60 skills per domain.
Even at sixty skills, that seems daunting to design for, so I've chosen to break things up further. I believe we should begin by designing 20-25 skills per domain at the lowest levels. That is, we'll be designing the foundation skills that low level characters will choose from early on. I really want to enforce the idea that the game should be playable and enjoyable for "high level" and "low level" characters, so establishing strategy and depth even at the low levels is important. This is also important since the "common" enemies that high level characters will do battle with will be using these skills, so variety here is important in that sense as well.
Today I'll be focusing mostly on the combat domain, although I will mention some finesse domain skills that tie in closely with the combat domain (as mentioned in the original concept thread, there is going to be some "grey zone" where skill sets fall between domains. Lunges and dodges will fall under both combat and finesse, for instance). I've left room to add more skills at all levels, because I want feedback and ideas from multiple creative minds.
I'm also going to create a thread in the near future (not today, since I don't want to divide your attention for now) where I will discuss combat mechanics in general. I'm sure you will pick up a lot of how I feel this game should play just from reading these skill descriptions, and should notice I've put a lot of thought into how to design these skills well. Although putting this list together took only a few hours, the thought that went into took much longer.
That said, I want to hear ideas from you guys. I don't care how thoroughly detailed they are or how much thought you've put into them, it's the brainstorming and participation I'm after here. You can comment on the skill ideas I've posted and if youwant you can copy the template below for your own. If you don't want to fill out any of those sections, feel free to omit them.
[b]name[/b]
[i]level[/i] :
[i]domain[/i] :
[i]prerequisites[/i] :
[i]effects[/i] :
[i]notes[/i] :
Without any more introductions, this is the foundation of the combat domain skill tree, with a few mentions from the finesse domain. Do not feel you have to limit your discussion to the combat domain. If your heart is set on the more magical character variety, by all means talk about what kind of spells you'd like to see!
Footworklevel : 1
domain : combat
effects : enables your character better mobility in combat, allowing them to move and turn (at a moderate speed penalty) while initiating melee attacks or skills. This applies to the preparation, execution, and recovery time. Without this skill you will be unable to move while in the process of making an attack. Any combat skill which explicitly restricts movement is not affected by "footwork", even if it's a form of melee attack.
notes : obviously mandatory for any character in the melee combat, this skill is designed to provide a strong difference between the melee combat skills of a true fighter and spellcasters at the lowest experience levels.
Shield Blocklevel : 1
domain : combat
effects : increases your proficiency with a shield. Normally a shield is difficult to use and only protects against a very small range of incoming attacks. Moreover, it isn't nearly as effective while you're using an attack or skill. This skill will improve its protection area and enable you to block while initiating any attack or attack skill (other special skills, such as lunges - including lunging attacks - will not be helped by this).
Parry Ilevel : 1
domain : combat
effects : when two melee attacks of similar strength meet, a parry occurs (if one attack is considerably more powerful than the other [a dagger isn't going to parry a greatsword], it simply negates the weaker attack). In the event of a parry, both characters receive reduced damage and a longer recovery time. This skill reduces the damage you receive from a parry to zero. If both characters have the parry ability, neither is damaged by the attack.
notes : another critical ability for any melee character, parry will be central to battle tactics. It is important to realize however that light weapons will almost never successfully parry their heavy counterparts. As you might notice in the name, there are higher level parry abilities that will be strong additions to the repitoire of their owner.
Guard Stancelevel : 1
domain : combat
effects : the lowest level combat stance is the "guard" stance. When activated, your character is unable to move (moving will break guard stance) but your defensive properties - including shield block- are improved and your next attack or attack skill will have a reduced preparation time. Like all stances, there is a moment of vulnerability when entering it. Once you begin your attack, the restriction on movement is lifted.
notes: The guard stance is an excellent way to deal with heavy warriors, and with a shield is a good defence against opponents who like to pepper you at a range, but helps little against agile opponents who have the ability to get behind you.
Bracelevel : 1
domain : combat
effects : Bringing meaning to the phrase "brace yourself" this skill enables a character to attempt to hold his ground and defend himself with his weapon and (if applicable) shield. It takes a powerful attack to break a braced character, and even then damage is significantly reduced. However, you cannot control the duration of your brace. It also has a fairly long preparation time, but very little recovery time afterwards, meaning an opponent who wasted his attack against your brace is open to counter-attack, but if you activated it too late you'll be hit while you're still setting it up. Bracing enemy attacks may deprive them the benefit of dealing damage, but it can be taxing on stamina.
notes : a tactical skill for low experience characters, brace is perfect for "defend and counter-attack" type strategies. Timing is critical with this ability, both for the one trying to counter it and the one trying to use it. Some finesse-type abilities can breach defences, which negates brace. Brace is also ineffective if the size class of your weapon and your opponent's is too far apart (like parry, a dagger isn't going to help you against a greatsword).
Lungelevel : 1
domain : finesse
effects : enables a character to perform a "lunge" in a specific direction. Press the lunge button and your character will launch himself according to which of the WASD characters you're holding (hold A to lunge left, for instance). This ability leaves him vulnerable upon landing, but is good for a quick dodge. Its relatively long recovery time, however, makes it a liability if used foolishly. Lunging in a backwards direction yeilds less distance, but a shorter recovery time.
notes : deciding which domain to place lunge in was a significant difficulty for me. As many core combat domain abilities will take lunge as a prerequisite (lunging attack, for instance) it felt strange to put it in the finesse domain. However, it is very much a core to a defensive dodging game, which adheres strongly to the spirit of the finesse domain.
Utility Masterylevel : 1
domain : Finesse
effects : enables a character to quickly swap equipment on the fly. Normally this process is slow and cumbersome, but with this skill anyone can quickly put away and pull out the right equipment.
notes : This is particularly useful for spellcasters (some equipment interferes with spellcasting), archers who wish to use their bow weapon in short and mid-ranges, and fighters who like to mix it up with different styles and equipment sets.
Rolllevel : 2
domain : finesse
prerequisites : lunge
effects : if a character is attacked
while in the process off lunging he performs a roll. The roll is a free dodge enabling him to avoid an attack, but the recovery time at the end of a roll is slightly longer than that of an ordinary lunge. If struck by another attack during the same lunge, he cannot "double-roll" and will take the full brunt of that attack. Rolling is done automatically if the conditions are satisfied; it is effectively a passive skill. Rolling can be done to avoid "indirect" magic damage (ie, a wall of fire, a fireball's explosion, etc) but it cannot be used to avoid direct damage in the form of a projectile, including arrows.
notes : opening up a wide range of new possibilities to lunge enthusiastes, a roll enables a character new and novel ways to use the lunge. For instance, you could actually pass right through an enemy's attack and potentially set yourself up right behind them. If you time things right, that's a free attack from behind! This is just one way to use this obviously powerful skill to your benefit.
Feintlevel : 2
domain : finesse
effects : By double-clicking when activing an attack or attack skill, a character can perform a feint. The first click will perform the attack itself, but the second click (if done in quick succession) will suddenly cancel the ability. There will be a short recovery, and then you may begin another skill. Feint cannot be used in conjunction with any form of spell, ranged attack, or "charged up" attack. The second click can be delayed somewhat, but once the skill's preparation time is over and the execution has begun there can be no feint. If you perform a feint, you will not exit any stance you are using.
Tacklelevel : 2
domain : combat
effects : a special type of lunge (unlike rolling, it must be activated uniquely) a tackle has a shorter distance and longer recovery time. However, if you collide with an enemy (presuming you don't collide with their weapon first ;-) you will knock them back considerably. This is a quick surprise move that can be effective if you're certain you can pull it off, but it deals little damage. A tackle must have a forward directionality, and is more powerful if you have a running start.
Lunge Attacklevel : 2
domain : combat
effects : the lunge attack gives you considerable distance and power compressed into a quick and effective strike. Like an ordinary lunge, you can control the directionality of the lunge attack. However, the directionality will affect the attack. Lunging forwards (forwards with lateral movement is also ok) will produce an offensive lunge attack, which gives greater distance, power, and speed, but also a longer recovery afterwards. Lunging in any other direction produces a defensive lunge, where you will jump backwards and launch an attack forwards while doing so. This can punish someone attempting to close in on you (particularly if you pull off a parry) and also has a shorter recovery time, putting you in a good position for a counter-attack.
notes : designed as a very multi-purpose skill, the lunge attack will prove useful to many combat and finesse domain characters, and is an excellent choice early in development. It's one of the few low level skills that offers a powerful attack with almost no preparation time, and it's double-purpose as a strong defensive skill makes it highly versatile.
Cleave:
level : 2
domain : combat
prerequisites : three level 1 or higher combat domain skills
effects : enables characters to perform a "charge up" attack. By holding down the mouse button and charging up his attack, the player can increase the power of his melee attack. Releasing the mouse button will release the attack. This works in combination with many other skills, enabling "power-up" versions of them. There is a limit to how much you can build up the charge, and if you exceed that amount (there will be a visual confirmation when you hit the 'sweet spot') the strength of your cleave attack will actually decrease.
- You cannot move while charging up a cleave attack.
- The recovery time after using a cleave attack is much greater than normal. The actual increase in recovery time depends on how much you charged it up.
- You may cancel your cleave attack at any time by double-clicking rather than just releasing the mouse button. This will incur a recovery time penalty (not nearly as much as would have happened if you release the attack, however).
notes: obviously a critical skill for any heavy warrior, the cleave ability serves as a central prerequisite to the advancement in that specialization. This skill can be deadly to the enemy if used correctly, and deadly to yourself if used incorrectly. After using it you're an easy target, so use it carefully and know when to cut your losses by cancelling a cleave.
Sweeping Blowlevel : 2
domain : combat
prerequisites : footwork
effects : when you turn during the execution time of an attack, you perform a sweeping blow. Normally an attack that is turning will have reduced reach and is more likely to glance enemies rather than score a direct hit. A sweeping blow changes that, giving you a stronger chance to get a good hit in, and maintaining your normal reach.
notes : in my original plan there were two level one skills; footwork allowed you to move while attacking, while the scrapped skill 'balance' allowed you to turn while attacking. I consolidated them into a single skill, but deemed this was probably too much. The compromise was the creation of this second level skill which produces a better character growth curve, in my opinion.
Parry IIlevel : 2
domain : combat
prerequisites: parry I and ( 4 other skills of the combat domain level 1 or higher OR 3 skills of the finesse domain level 1 or higher)
effects: further improves your parry by decreasing the recovery time afterwards for yourself, giving you a better chance at provoking an opening with a successful parry.
Chargelevel : 2
domain : combat
prerequisites : tackle OR lunge and four combat domain skills of level 1 or higher
effects: enables you to perform a charging attack. When you attack while moving at maximum speed your attack's strength, reach, and sweet spot will be greatly extended. You will also have better control over its motion if you attempt it as a sweeping attacking.
Ready Stancelevel : 2
domain : combat
prerequisites : Guard Stance
effects : the ready stance will prepare a special attack. Attacks initiated from the ready stance will have a very short recovery time afterwards, enabling for a quick combo. The ready stance has a short preparation time of its own, and you cannot turn more than 15 degrees in either direction while in the ready stance without leaving it (once you begin your attack, this limitation is relinquished). Attacks from the ready stance have normal preparation time.
notes : obviously a good combination with a charge, the ready stance is a good tactical addition to the second level, rounding out many of the long recovery time skills that appear in the low levels of the combat domain.
Wide-Arc Slashlevel : 3
domain : combat
prerequisites : cleave, sweeping blow, and one other combat domain skill of level 2 or higher
effects : this skill further improves your cleave attack by enabling a wide-arc slash. At the moment you release your cleave attack, you can start a wide-arc slash by quickly spinning your character. The character will unleash his cleaving attack in that direction, producing a wide arc with very little loss of power. The wide-arc slash sweeps through approximately 120 degrees. It has a sweet spot at about 45 degrees, but has little power in its first 15 degrees and last 30 degrees. If you get hit by its sweet spot, the damage you take is actually greater than an ordinary cleave. Wide-arc slashes have slightly longer recovery times than ordinary cleaves.
notes : this is hard to pull off by accident; you need to spin the cursor around the character very quickly and with at least 90 degrees magnitude. If you don't do this, an ordinary cleave occurs. In this way, the wide-arc slash turns the cleave skill into a two-in-one combination potential.
Successive Strikelevel : 3
domain : combat
effects : The skill enables a character to perform attack comboes, mixing up the timing of consecutive attacks to produce less predictable and more original comboes. After half of the cooldown of your previous melee attack has expired, you may perform a successive strike. This enables you to ignore the remaining recovery time of your attack and begin another attack (the second attack must be an ordinary skill - it cannot be a special ability. The first attack has no such limitation). The remaining recovery time of the first skill is added to the recovery time of the second skill. If used intelligently this can give you the right edge at the right moment. If used poorly you're simply creating an even larger window of opportunity for the enem.
notes : I haven't decided how to create the prerequisite of this skill yet. I want it to be accessible to both combat and finesse domain users (I have determined I want it to be a level 3 skill, however). You can presume it will have steep prerequisites to access, but many different combinations to do so.
Razor's Edgelevel : 3
domain : combat
effects : a warrior's mastery of his craft is manifest when his combat skills become a magic unto themselves. The Razor's Edge technique is one of the first abilities a warrior who has crossed this threshold will exhibit. His strike extends beyond the physical limits of his blade, damaging enemies that would normally be beyond its reach. It passively extends the sweet spot and reach of his weapon with magical damage. As this is a subconscious ability, the player cannot directly control the activation or potency of this ability.
notes : the prerequisite of this skill has not yet been determined, because it will naturally be available earlier to fighter/caster hybrids. As such, I want to have at least some structure for the spellcraft domain finalized before I consider this one's prerequisite. It will naturally be a very steep prerequisite for a level 3 skill. Although this ability's name refers to swords, it applies to all melee weapons equally and may be subject to renaming as a result.