[NEW MILLETIANS] Please note that all new forum users have to be approved before posting. This process can take up to 24 hours, and we appreciate your patience.
If this is your first visit, be sure to check out the
Nexon Forums Code of Conduct. You have to register before you can post, so you can log in or create a forum name above to proceed. Thank you for your visit!
About my new skill idea for warriors.
My idea of a new warrior skill I like to call for now is "Exploit Open", a skill that always will deal a critical hit, you deal a critical hit while using the skill. This skill uses your knowledge of knowing what hurt your foe the most, by knowing during a critical hit you deal even more pain causing them to get stunned a little bit more for follow up attacks. Using this skill will open up your foe for the next attack while painfully stunned.
Rank N will deal +5% Critical Damage when used for 5 seconds with a 40 second cooldown. +0.5 Second stun. 1 Attack will be a Critical hit.
Rank F will deal +7% Critical Damage when used for 5 seconds with a 40 second cooldown. +0.5 Second stun. 1 Attack will be a Critical hit.
Rank E will deal +9% Critical Damage when used for 5 seconds with a 40 second cooldown. +0.5 Second stun. 1 Attack will be a Critical hit.
Rank D will deal +11% Critical Damage when used for 6 seconds with a 40 second cooldown. +0.5 Second stun. 1 Attack will be a Critical hit. +2 Str
Rank C will deal +13% Critical Damage when used for 6 seconds with a 40 second cooldown. +0.5 Second stun. 1 Attack will be a Critical hit.
Rank B will deal +15% Critical Damage when used for 6 seconds with a 35 second cooldown. +1.0 Second stun. 2 Attacks will be a Critical hit. +2 Dex
Rank A will deal +17% Critical Damage when used for 7 seconds with a 35 second cooldown. +1.0 Second stun. 2 Attacks will be a Critical hit.
Rank 9 will deal +19% Critical Damage when used for 7 seconds with a 35 second cooldown. +1.0 Second stun. 2 Attacks will be a Critical hit. +2 Str
Rank 8 will deal +21% Critical Damage when used for 7 seconds with a 35 second cooldown. +1.0 Second stun. 2 Attacks will be a Critical hit.
Rank 7 will deal +23% Critical Damage when used for 8 seconds with a 35 second cooldown. +1.0 Second stun. 2 Attacks will be a Critical hit. +2 Dex
Rank 6 will deal +25% Critical Damage when used for 8 seconds with a 30 second cooldown. +1.5 Second stun. 3 Attacks will be a Critical hit.
Rank 5 will deal +27% Critical Damage when used for 8 seconds with a 30 second cooldown. +1.5 Second stun. 3 Attacks will be a Critical hit. +3 Str +3 Dex
Rank 4 will deal +29% Critical Damage when used for 9 seconds with a 30 second cooldown. +1.5 Second stun. 3 Attacks will be a Critical hit.
Rank 3 will deal +31% Critical Damage when used for 9 seconds with a 30 second cooldown. +1.5 Second stun. 3 Attacks will be a Critical hit. +3 Str +3 Dex
Rank 2 will deal +33% Critical Damage when used for 9 seconds with a 30 second cooldown. +1.5 Second stun. 3 Attacks will be a Critical hit.
Rank 1 will deal +35% Critical Damage when used for 10 seconds with a 25 second cooldown. +2.0 Second stun. 4 Attacks will be a Critical hit. +4 Str, +4 Dex
"Exploit Open" Will always deal a critical hit. After using "Exploit Open" will cause your next melee attack to deal a critical hit. The stun from "Exploit Open" is Additive to all melee attacks.
What are your thoughts? O 3o
Comments
Maybe make it a defensive skill like Defend or Counterattack where loading it makes you stationary and you have to await an attack?
Under the logic of the skill though, the loading of the skill would realistically represent the act of realizing the situation, so that after using it nearly all your subsequent attacks also would have to be crits. If you've injured someone, they're still injured especially after two attacks, so what's stopping further ones from criting?
A crit on top of a crit? Its just a skill...that can only be used WHEN you crit first...then once you crit you have 3 seconds to use this skill to deal another attack that will always crit... Although maybe after using this skill your next attack will cause a critical hit?
The Idea of this skill is to keep your enemy stunned and reset the knockback meter to do follow up damage. (Assuming your not using smash or windmill yet) plus exploit open has a 3 second window of use, if you were to had done a smash crit, you can do assault slash then use exploit open to cause them to be stunned and just do your follow ups till another crit when cooldown is over.
The Idea of this skill is its an offensive not defensive skill.
Although as a Defensive skill, Id had to make another post of an idea for an defensive skill since this current skill I am trying to make an idea of is a complete offensive.
What I'm saying is that any skill in the game has a chance to crit. Since the damage table of the suggested skill simulates a critical hit you COULD end up effectively getting a crit on crit; see what I mean?
I understand that you presented it that way. I suggest making it defensive in order to limit it, to avoid the possibility of it becoming an "I win" button, say, like Final Hit is.
Additionally, I would have it set up where there is a random combat-skill that is designated as the attack-skill needed for your critical hit, because most experienced fighters aren't going to fall for the «same trick same attack» twice in a row (somewhat like chess-traps that aren't being done at blitz/bullet-speed; don't just think that, just because your Smash critical-hit the first time, that they're not going to load Counter-Attack in preparation for your next Smash, etc).
Further to this, rather than relying on the critical-hit skill to land by «chance» percentage, a «forced» critical-hit ought to be a «guaranteed» critical-hit if you first successfully land specific sequences of attack-combinations, similarly to how it is so distracting to launch a flurry of punches at someone in an earth-world fight such that whilst they might try to lean backwards to avoid getting hit in the face, your previous attacks were so «distracting» that they've left their loins wide open for you to be able to thrust your knee into their «jewels» to give them a bit of an incapacitation that should leave them «stunned» for long enough for you to be able to make your next attack a critical one.
Anyway, I also noticed that you have a Defense-Skill thread up in this section, but my feedback to your feedback will probably still be similar to my first response. In an actual combat-scenario, depending on the skill-level of your opponent, he won't always give you an opening. There are certainly ways to force «openings» but, against a much higher-skilled opponent, pulling that off either becomes a lot more difficult or time-consuming (and thus energy-draining) or some combination of both...
...certainly in a video-game version of combat, you aren't going to have the multiple tools and techniques that can be employed to «set up» your opponent for guaranteed exploit the moment they make even one mistake, such as grabbing dirt from the ground and tossing it into their eyes so that they're too distracted by trying to defend against an attack that might temporarily blind them to notice/consider a follow-up kick to their shins, but if I am not mistaken there is already some sort of skill in the Chain-Blade Talent called Death-Mark which is similar to the Exploitation of Weakness for consistent Critical-Hits, except that it's not looped or linked together in a Bash-Style format like you are suggesting.
Forcing of Openings : So, what I am going to respond with this time, is in regards to the initial forcing of an opening, for «weakness-exploiting» purposes. This is based on so-called real-world martial arts, such that a skilled martial artist is literally able to force or bait the opponent to using a specific defense or attack, only for it to end up being a «set-up» for a counter-attack. For a reference that might be easier to visualise, with literal visuals, see the Halosar Trap video on the Chess Talk channel; it's something like that but in real-time-combat with hands/feet/weapons/etc., instead of chess-pieces. If we convert it into game-format...
Exploit-Weakness / Stage 1 / Attempt : «You are attempting to lure your opponent into a false sense of security by pretending to let your guard down...»
Exploit-Weakness / Stage 2 / Success : «Your opponent took the bait and will now take the most damage from the [?] skill !»
(Note : [?] can be any random warrior skill, such as Bash, Smash, Windmill, etc)
Exploit-Weakness / Stage 2 / Fail : «Your opponent doesn't seem to be falling for your tricks. Try to distract them first...»
(Stage 3 is reached only upon Stage 2 Success)
Exploit-Weakness / Stage 3 / Attempt : «You've successfully landed [??] ! Now use [?] & [?] in that order within [x] seconds for maximum damage-potential !»
(Note : [??] is the skill from Stage 2 Success. The [?] & [?] refers to follow-up attack-types, such as Smash & Assault-Slash in sequence, etc.)
Exploit-Weakness / Stage 3 / Success : «You're really going to town on this guy ! Keep it up with [?] + [?] + [?] within [x] seconds for your follow-up !»
Exploit-Weakness / Stage 3 / Fail : «Your opponent caught on and deflected your attempt at one-upping him !»
Just for the record, it would also be possible to integrate the «Defense» skill into this, too.
I don't know how much «martial arts» (so-called real-world) everyone here has but there are plenty of movies with interesting video-game ideas.
Anyway, designed like that, you would definitely have more of a true test of actual skill and in-game timing, rather than just, say, spamming the same moves or (near-)exact same sequences of moves all day throughout the whole entire (or most of each) dungeon or shadow-mission. With each combination-sequence getting longer and longer, and because you can't just have «ground & pound» which is pretty much near auto-win in the so-called real-world (video-game balance and play-ability purposes), the risk of being interrupted by his buddies increases, but the reward-factor should also be pretty good if you can actually pull it off, and could be fun !
Final Note : In so-called real-world martial-arts, although most people will never see it, the highest-levels of skills who bother with a «real» fight will usually result in the fight coming to an end within literally ten seconds or less... usually less than three. We wouldn't want to bore the audience though or make the skill seemingly over-powered in the way of course and, unlike one-button AoE-OHKO talent-moves, the example here is something to take actual pride in mastering.