Distinct Offensive Categories - Printable Version +- The Lurker Lounge Forums (https://www.lurkerlounge.com/forums) +-- Forum: Lurker Games (https://www.lurkerlounge.com/forums/forum-6.html) +--- Forum: Diablo III (https://www.lurkerlounge.com/forums/forum-30.html) +--- Thread: Distinct Offensive Categories (/thread-14133.html) |
Distinct Offensive Categories - the Langolier - 08-23-2012 I am trying to classify categories of offensive abilities that characters can use to damage enemy targets that are distinct from one another. So far I have: Melee: attacks with a weapon in hand-to-hand combat Missiles: attacks with a weapon that fires projectiles Spells: attacks with innate abilities (at any range) Contraptions: attacks with non-targetable fixtures placed in the environment Summons: attacks with targetable, persistent minions that follow the character Enchantments: attacks with passive, persistent effects I'm not really trying to categorize abilities according to their mechanics (such as DoT, debuff, CC, burst, etc.) but rather into playstyles or archetypes. For example, fire arrow and firebolt have identical mechanics, but they feel very different in use. Can you think of any other categories? RE: Distinct Offensive Categories - Jaffa Tamarin - 08-23-2012 Maybe a Mind Manipulation category, tricking your enemies into damaging each other. Also if your concern is how things feel in play, I think you need to break down the spell category a bit. I would divide it at least into single-target vs AoE spells. Having a single category for all spells is like having a single category for all weapons, including both missile and melee. RE: Distinct Offensive Categories - Concillian - 08-24-2012 Yeah, you kind of need another layer to this: - single target - Arc - piercing - area RE: Distinct Offensive Categories - Occhidiangela - 08-29-2012 Can we add "freakin' annoying timers" and degree of annoyance to this category? RE: Distinct Offensive Categories - Crusader - 08-29-2012 (08-29-2012, 02:08 AM)Occhidiangela Wrote: Can we add "freakin' annoying timers" and degree of annoyance to this category? No, they're gone as of last patch. RE: Distinct Offensive Categories - Occhidiangela - 09-03-2012 (08-29-2012, 02:12 PM)Crusader Wrote:OK, I am in no small way annoyed by certain cool downs on garden variety skills. Not something like "Earthquake" on the barb, of course, but simple things like Leap.(08-29-2012, 02:08 AM)Occhidiangela Wrote: Can we add "freakin' annoying timers" and degree of annoyance to this category? No further comment, I am sure that a certain amount of play balance demands that melee chars suffer along with spell casters. Misery loves company, I suppose. RE: Distinct Offensive Categories - the Langolier - 09-03-2012 There's one final category and pretty much all bases are covered: Enchantments: attacks with passive, persistent effects Think D2's thunderstorm, thorns, or hurricane. I'll post a total breakdown that differentiates targeting (single, multiple, AoE), how damage is applied (projectiles, etc.), specifics of the effect (persistent, channeled) and the application (immediate, DoT). Pretty much any (offensive/damage) skill from any game you've played can be categorized with a few metrics. RE: Distinct Offensive Categories - the Langolier - 09-09-2012 Here's a full breakdown of offensive skill categories and effects: Discipline - general category of type of attack that applies the effect Quote:Melee weapons Type - the way in which targets are generally determined Quote:Single target: effect is applied to a single target Trigger - mechanism that causes effect to be applied to the target Quote:Projectile: missile that collides with anything along its path Behavior - nature of the effect, which is primarily damage for offensive skills Quote:Immediate: specified amount of damage applied at once Duration - the nature of the area or path that applies the effect (as opposed to how long the effect itself lasts) Quote:None: area or path triggers the effect once Motion - how a persistent area or path of effect changes over time Quote:Static: the area or path does not move |