Massive Warrior Infodump
#11
Ruvanal,Jan 31 2005, 05:45 PM Wrote:It would make sense to me see someone getting enraged more from when they 'know' that their blow should have connected but instead was having its damage averted through some means such as parry/dodge/block.  This happened enough in real life table top gaming where we had to calm the attacker after the defender did the successful averting of the damage.  It was the attacking player that was the one that would get steamed up (sometimes even throwing the dice about the room and such), not the defender (who was usually more grateful that they were not take out in the game or by the thrown dice).
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Rage is clearly not tied to "anger" as in that case you would lose rage on each successful hit and gain far more than you do just on being hit... or you would gain more rage on being hit than you do on successfully landing a blow. Rage is simply not equivalent to anger, and to think of it this way just muddies the water.

Think of the way the game works. The game works on if you improve your character's abilities, then you do better. If you gained rage when your opponent parries, then you get better rage generation through your opponent upgrading his character? That doesn't make sense in how the game works.

I just don't think it would fit in with the game very well if you gained rage when your opponent dodged. I mean currently you gain range when the opponent successfully hits. Don't you think it should give an even larger "reward" when you successfully avoid an attack? Currently you gain no rage if you are able to avoid an enemies attack due to your abilities. This is counterproductive. It makes sense that increasing your ability to parry, dodge, and block should allow for BETTER rage generation instead of having to find an opponent who parries better.

The final argument is found in the second of Kalgons postings in how mobs that don't have a shield to block with, or a weapon to parry with, have those chances mapped to a miss. If you generated rage when you failed to land a blow, but only on a dodge or block or parry, then you would have a lower rage generation on beasts than on humaoids who can block and parry.

He says that the reason they mapped these to miss was to ensure all the mobs were relatively balanced for all the classes. So then why would they be adding rage on a block/dodge/parry of an opponent? This would be exactly opposite what Kalgon said they strived for in terms of mob balancing between beasts and humanoids.
Conc / Concillian -- Vintage player of many games. Deadly leader of the All Pally Team (or was it Death leader?)
Terenas WoW player... while we waited for Diablo III.
And it came... and it went... and I played Hearthstone longer than Diablo III.
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Messages In This Thread
Massive Warrior Infodump - by stabby - 01-30-2005, 06:29 PM
Massive Warrior Infodump - by Ruvanal - 01-30-2005, 08:00 PM
Massive Warrior Infodump - by Skandranon - 01-31-2005, 04:46 AM
Massive Warrior Infodump - by stabby - 01-31-2005, 05:34 AM
Massive Warrior Infodump - by Concillian - 01-31-2005, 09:45 PM
Massive Warrior Infodump - by Ruvanal - 02-01-2005, 12:45 AM
Massive Warrior Infodump - by Skandranon - 02-01-2005, 02:03 AM
Massive Warrior Infodump - by Occhidiangela - 02-01-2005, 02:10 AM
Massive Warrior Infodump - by Guest - 02-01-2005, 02:12 PM
Massive Warrior Infodump - by Raziel - 02-01-2005, 03:39 PM
Massive Warrior Infodump - by Concillian - 02-01-2005, 11:45 PM
Massive Warrior Infodump - by Malakar - 02-02-2005, 12:39 AM
Massive Warrior Infodump - by Ruvanal - 02-02-2005, 05:18 AM
Massive Warrior Infodump - by Concillian - 02-02-2005, 07:00 PM
Massive Warrior Infodump - by stabby - 02-02-2005, 10:05 PM
Massive Warrior Infodump - by Taeme - 02-03-2005, 01:06 AM
Massive Warrior Infodump - by Raziel - 02-03-2005, 05:00 PM

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