[i]Disclaimer : This post is an example of a larger gameplay philosophy[i]
This is an idea I had a little bit ago while posting about charing skills. And it ties into a larger gameplay concept, which is to create slightly different gameplay mechanics for different classes.
That being said, I have an Idea about a combo meter. Instead of the Assassin having mana, or a deplete-able energy source, it works in reverse. You build up energy, determined by how much damage you've dealt in a given amount of time.
ALGEBRA TIME :
A = Damage Dealt
B = Damage taken
t = Time
(A/t) - (B/t) = Total Combo Energy
When you use a skill, it doesn't drain the energy. Instead, you need so many points to use each skill.
I get it. It's not even something that I care a ton about. But for me, I think it would be neat to have each class manage mana differently, or have some different gameplay mechanics.
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Common sense goes a long way...
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This is an idea I had a little bit ago while posting about charing skills. And it ties into a larger gameplay concept, which is to create slightly different gameplay mechanics for different classes.
That being said, I have an Idea about a combo meter. Instead of the Assassin having mana, or a deplete-able energy source, it works in reverse. You build up energy, determined by how much damage you've dealt in a given amount of time.
ALGEBRA TIME :
A = Damage Dealt
B = Damage taken
t = Time
(A/t) - (B/t) = Total Combo Energy
When you use a skill, it doesn't drain the energy. Instead, you need so many points to use each skill.
Thats cool that its your opinion, but..... ummmm..... What type of game does it belong in then?
Thats cool. I never played wow(if you couldn't tell). It just to me, almost every game I've ever seen a combo meter in was a hack n' slash.