Weakspot/Bleed/Stun

Grudge Bringer

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Weakspot happens with piercing attacks.
Slashing dmg would have chance at 2dmg/second bleed for 5 seconds.
Blunt damage has a chance of 1 second stun/slow affect. (Or a Big Screen Shake, concussion effect per bbihah comment)

This would add some variety to damage types and balance out the combat dice rolls.(which I am actually a fan of) Without eliminating skill.
 
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bbihah

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Better yet; Reduce the (upfront)total damage from slashing a little bit. make X % of damage up front and the rest as bleeding. Works for all weapons that deal slashing.


Stuns don't belong in this game, but some big screen shakes on charged head hits could be useful.
 
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Rorry

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Please, no. Getting a clean hit is reward enough. We don't need any of that bullshit randomness to stand in for skill.
 

Grudge Bringer

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Jokes aside, a small amount of RNG adds variety and makes situations fresh, adapting to the situation as it evolves. Makes combat situations less predictable.
 

Rorry

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Jokes aside, a small amount of RNG adds variety and makes situations fresh, adapting to the situation as it evolves. Makes combat situations less predictable.
No, it makes every fight contain 5 kids with the cheapest, lowest skill requiring weapon who run around doing massive damage that ignores the defenses of good gear. Sorry, we've been there and don't want to go back.
 
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Grudge Bringer

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No, it makes every fight contain 5 kids with the cheapest, lowest skill requiring weapon who run around doing massive damage that ignores the defenses of good gear. Sorry, we've been there and don't want to go back.

Well it can be balanced. Like everything else.
 

Grudge Bringer

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Not necessarily. It can be perfectly balanced, weakspot, etc via the types of weapons and armor that prevent it. Yes a small amount of luck would be involved but that's life.
Knowing your chances is a skill as well.
 

Rorry

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I will just have to disagree, you are welcome to your opinion. The combat system is too complex to ever be perfectly balanced even without rng. It isn't now and MO1 never was. Adding to the complexity usually resulted in a few months of something being op bullshit that we had to endure until a rebalance made something else op and changed the meta again.
 
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ThaBadMan

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Not necessarily. It can be perfectly balanced, weakspot, etc via the types of weapons and armor that prevent it. Yes a small amount of luck would be involved but that's life.
Knowing your chances is a skill as well.
You got to remember that in the although rare case of one player getting say 10/10 weakspots and another 0/10 weakspots there is no balance. Such scenarios is 100% possible with rngs.

Losing to random factors in a skillbased game is worse than losing to bugs and we all know the thousands of players that quit MO due to bugs and other issues.