Re: about LoG 2 intended secondary attacks (see AH blog too)
Posted: Fri Aug 16, 2013 3:27 pm
A have 100% faith in you guys and the solution definitely can work and play well.
The main thing that I find problematic with the mechanic is that this kind of forces 1 char to hold the focus, and the rest of the party just standing there, so I think it's a mechanic better suited for a 1-char realtime rpg. I have this image of the fighter getting ready for a deadly thrust, and the rest watching him "hey, nice blow, Contar.", "yeah, you really nailed that snail!", "Ok, can I shoot my arrow now?".
Unless the cooldowns are much higher, another problem I see is that it could render them less significant: if you want to use special attacks by 2 or 3 chars, by the time you charge and use all of them, when you get back to the first it's cooldown will probably have finished and you can just attack again.
Another way to put it: You attack with fighter #1. Now he's in cooldown. With fighter #2, the cost of waiting for the charge is lessend, since you have to wait anyway for the cooldown of champ #1, let's use it productively to charge a weapon.
I made some test graphs with excel, and the most efficient scenarios are either when both fighters attack with normal or with special attacks. If however champion #1 uses a special attack and champion #2 a normal attack, the attack rate is the same as when they were both using special attacks (considering cooldown stays constant).
But of course, in other scenarios it works well, anyway it's always a trade-off, every system will have some weaker spots.
The main thing that I find problematic with the mechanic is that this kind of forces 1 char to hold the focus, and the rest of the party just standing there, so I think it's a mechanic better suited for a 1-char realtime rpg. I have this image of the fighter getting ready for a deadly thrust, and the rest watching him "hey, nice blow, Contar.", "yeah, you really nailed that snail!", "Ok, can I shoot my arrow now?".
Unless the cooldowns are much higher, another problem I see is that it could render them less significant: if you want to use special attacks by 2 or 3 chars, by the time you charge and use all of them, when you get back to the first it's cooldown will probably have finished and you can just attack again.
Another way to put it: You attack with fighter #1. Now he's in cooldown. With fighter #2, the cost of waiting for the charge is lessend, since you have to wait anyway for the cooldown of champ #1, let's use it productively to charge a weapon.
I made some test graphs with excel, and the most efficient scenarios are either when both fighters attack with normal or with special attacks. If however champion #1 uses a special attack and champion #2 a normal attack, the attack rate is the same as when they were both using special attacks (considering cooldown stays constant).
But of course, in other scenarios it works well, anyway it's always a trade-off, every system will have some weaker spots.