Monday, April 16, 2012

Idea for the Monk's Second Resource - Page 3

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One of them I can however:

A new player with his first Skill Point will be forced to choose a Ying or Yang attack. Which means he'll probably be screwed until he hits the next lvl.




Well, Blizzard has specifically mentioned that they wanted the Monk to be a player that was challenging to play at the beginning. That said, this only means that he can't constantly throw around abilities at the start of the game; exactly like every other class at the moment. Moreover, the Yin/Yang gradually returns to neutral while outside of combat. And if a speedier recovery is needed, that's what orbs are for.|||I really like the idea and think it fits very nicely with the Monk style and lore.

As for the lore, i agree with theeliminator that the logical deduction about the bar fight is that all those men were disguised demons other wise they wouldn't dare have attacked the monk to begin with seeing how all the other humans were afraid of him.

As for balance, i also agree that being nice with Abd-El Hazir and very violent with the monsters is indicative of the contrast inside the Monk, why .. cause we can have a guy fighting demons but also who is very violent and aggressive towards other huamns (not enough to kill them but still very aggressive can include punches, kicks, bone breaking, robbing, humiliating .. etc etc)

So even though that supposed guy is fighting demons he can also be a lowly bastard with humans .. unlike the Monk very friendly behavior with humans and very crazy violent behavior with demons .. there is contrast and balance here indeed.

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As for the technicalities of the system, there can be some problems regarding the system of course but it can be worked out indeed.

Like some say that you must mix Yin and Yang skills on any build, how is that a bad by default, it's all about which skills will be Yang and which will be Yin .. if the Yin and Yang tags are spread smartly over skills it won't be a problem at all to have to mix and match yin and yang skills.

But if enforcing such mixing is really a problem there can be a third kind of skills that serves as a method to shift all your Yang energy into Yin or vice versa ... of course such skills will be a handful (two or three max) and would probably have other minor benefits ... or even drawbacks.

Example

Let's say you are using Yin-building Yang skills which depletes your Yang and fills up your Yin to a point where you can't use your Yang skills anymore ... skill (A) comes in .. once you activate it all your backed up Yin turns/transforms into Yang energy and you can resume using your Yang skills again ... a drawback here could be that upon doing this your defense is reduced 15-20% for 10 secs, or reduce you HP by 15% temporarily or any other similar drawback to counteract the benefit of getting your Yang filled again instantly.

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Those skill could be called "Balance Shifters" or "Scales of Balance" or whatever name that indicates their role in shifting the balance between the monk's Yin and Yang energies ... problem solved .. now a pure Yang or pure Yin monk can be made as much as a balanced Yin/Yang monk can be made and used .. and all three will be indeed viable and fun to use.|||To peasant, i guess it's about time you shared your idea with the Devs, read here.

http://diablo.incgamers.com/blog/com...r-class-ideas/

I'm pretty sure they will like it or at least take inspiration from it.|||I really like this idea. I would spice it up by making skills cost mana (or 'focus', as I would name it for the monk), but using one type of skill (yin or yang) causes your mana globe to gradually turn white or black. Then that type of skill will grow weaker, and the other type will grow stronger. Or something like that, just something I made up on the spot.|||I think it's a very interesting idea, and it could be made to work. One thing is, though, you could infinitely use your most powerful skills pretty much without restraint if one of them is a Yin and the other is a Yang, which could mean that they'd have to introduce longer cooldowns for these skills. For balance issues, they could make it so that your defense (and perhaps speed) is higher when your yin/yang are 50/50, so that players really want to achieve a constant balance of yin/yang, something that really powerful, high-consuming skills wouldn't be able to do. (e.g. if the final tier of skills each consumed a lot of either yin or yang, and then all the uber-skills have a longer cooldown, so you'd end up spamming some weaker yan/ying skills to quickly put the balance back.)

I think it's a very interesting idea and it certainly could work with some tweaks.|||Quote:








which could mean that they'd have to introduce longer cooldowns for these skills.




Personally i think most high end skills for all classes need some sort of cooldown ... it reduces single spell spam, adds the chance to introduce cooldown modifiers on items or skill runes, .. etc etc.


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For balance issues, they could make it so that your defense (and perhaps speed) is higher when your yin/yang are 50/50, so that players really want to achieve a constant balance of yin/yang, something that really powerful, high-consuming skills wouldn't be able to do. (e.g. if the final tier of skills each consumed a lot of either yin or yang, and then all the uber-skills have a longer cooldown, so you'd end up spamming some weaker yan/ying skills to quickly put the balance back.)




Very very interesting idea, i really like the notion that being at the balance state gives some kind of benefit for the player ... be it faster skill cast rate, more speed, more regeneration ... etc etc ... it really balances nicely with the benefit given by maxing either Yin or Yang (i.e being able to use most powerful yin or yang skills).

This system just keeps getting better with every suggestion. |||I enjoy the concept of the two resources flipping back and forth as the monk progresses through combat.

Perhaps the nomenclature is all that's causing contention; Yin/Yang (or its Sanctuary equivalent) is an external force, whereas mana, fury, or even vancian memorizations and psionic power points are internal measures of combat endurance, and are engineered to fit the theme of the class, not vice-versa:

A barbarian is a passion fighter; his anger is his weapon.

The wizard's mind can only take so much before spellcasting poses a sincere threat to the caster's health; thus the pan-genre use of a resource that mimics health points (mana)

The monk can't be a passion fighter like the barbarian; he can't afford to be, as his attacks are precision trained and require intense skill to achieve. Attack success aside, the Monk also lacks the physical fortitude to simply trade hits as a pain-blind barbarian does.

Therefore, keeping the same tradeoff concept with differing names, perhaps the contesting internal aspects of the monk's psyche are his passion, as displayed by the glee at combat in Abd's journal, and his control/precision. If he follows too many passion-fueled attacks, he instinctually is forced to revert to more controlled, easy movements. Too many precise movements, and his frustration with the battle's pace brings out his passion combat side.



--Just a thought, dissect away.|||@BatSoup:

I think your idea is similar to the yin/yang idea (or could work on a similar mechanic), but I really like the passion/precision idea. Fits well with the concept of the monk, and is easier to explain than some abstract division of the skills (IMO the most difficult thing about individual resource systems will be making them easy to understand).

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