All monsters/characters should be able to be "knocked down." And lay their until a couple of seconds. Then they are forced to rise again. This protects them from on-going attacks if they stay down. They can choose rise up at an early time... usually resulting in a spin attack upwards or just run out.
When laying down, they're vulnerable to down attacks. Certain skills can have ground-effect or characters can choose to use basic melee. (ground melee and air melee are different buttons) works great on lesser intelligent beings or those that cannot down attack well.
Counter: Defend for a short period of time. (I'm saying almost less than a second). It protects you from physical damage. For example it is meant to stop fatal swings from bosses or basic monsters...yeah. It has a cool-down time of 25sec? it also has a small % of dmg from the hit back to the monster. with lesser monsters, they can be pushed back when they hit the knight while in counter.
Play dead: It's the same as being "knocked down." Laying on the ground. It has a duration but you cant spin up, just move out if u want to cancel it. Duration 5sec? cool down 30 sec.
Provoke: provoke monsters in front of you... almost a semi-circle. Provoke lasts 15 sec. cool down 30 sec. Provoke flinches monsters toward you when you first cast it. Then they are aggravated toward you for 15 sec. also has a slow-down effect on the target. so some strategy you can use here is you can use obstacles to block monsters. other players can then come in and attack the monster without it retaliating (because their aggro is on you and not the other players dealing damage). This works on some bosses. not the big huge ones. if they have range attacks, u can be doomed if you're facing monsters same lvl as you. allso, all monsters lose aggro when u are too far away... this is meant for all characters.
Stun: stun a monster for a small amount of time. the area effect is not that big. usually it strikes only one monster, but if the monsters are concentrated enough, stun will knock them all down. and they will get up immediately and be stunned for an amount of time. the stun attack starts by having the player charge a few distance forward. some invincibility frames between but not that much.
Auras: I think some of the auras the knight can have is health regeneration(with +defensive stat), magic defense(all magic does not harm the knight...), berserk(all hits are critical)... auras require certain item to use them (catalysts? u pick them up throughout the game... usually in the form of plants probably?)
These are just the basic skills of the Knight. I think some heavy duty skills would be nice. Some sword skills/ destructive skills.
Icewall?: An icewall... when placed, it can aggro monsters. It has a certain amount of hp. so if powerful monsters were to hit it, it can be gone in a few seconds. it has a long duration.. maybe even up to a minute. otherwise, it is good for hoarding monsters and then the spellcaster can just use spells with big areaof effect. helps party a lot.
firebolt: 2 shots one from each hand. u can cancel anytime after casting by dashing out. has burn effects.
hydra: hyrdas are not really lfor damage i think. they do decent amount. but hydras dont have a sense of homing in the targets when blasting small fireballs at intervals of a time (in a circular path). the basic function is to flinch monsters when it hits. the more levels, the farther the distance.
freeze: the spellcaster levitates up (all frames are invincible until the spell reaches to the frame where monsters are frozen). monsters freeze for 1-3 seconds. this spell is for tight situations when you're surrounded by mass amount of heavy monsters. u become invincible so monsters can never cancel the spell. once monsters freeze, u can move away from th emob and start casting big spells like meteor or blizzard... of course there is an area of effect so in pvp all players have to do is run away and back but u gotta be quick
pillars: u can knock monster up into the air and start air combinations. u can also lift monsters laying on the ground.
ice breath: they're like homing missles with certain range. more when u put more lvl. if the ice breath reaches the monster, they get frozen and cant move.. but they can still attack.
grants some time to cast large spells...
Some more spells regarding pushing monsters back to give time for larger spells. (most large spells get canceled if u get flinched). like telekinesis pushes back monster/ground hands/etc.
also the spellcaster has the ability to charge back mana. this would make the caster vulnerable though... but in a party it would be fun. some other skills i would add a mana aura and some element resistance auras that require reagents.
passive poison... skill
hide (invisibility for an amount of time... this is also an aura that requires reagents..)
heavy knock back skills/fatal skills/ailment skills
back stab feature... assassins do more damage when attacking the back of monsters.
throwing knives skills...
knives have low damage but their basic function is to flinch monsters. however some skills that require a load of knives at a time would do a appreciative amount.
yadda yadda enough of skills.
with blacksmiths, u can fortify weapons to upgrade them... they would get +% of basic stats from the weapon each time it is fortified. u know like +6 or +10... each time greater chance of breaking/nothing happening/-1. but if u use catalyst and the right amount, it might work better. appraising a weapon can give it a random stat. -/+. Enchanting it with elements or anything else u need gems or even scrolls... ok u can only add 1 gem at a time. each time u add, it gets harder and u risk it breaking or not upgrading... adn even going back one. after 2 gems added, u can get another appraisal and so on.
oh and appraisals.. high level means higher stats. ding.
and your weapons dont get destroyed if u use it in battle =_=
i would like to say laying down/knocked back in air or suspended in air/standing-up stance are the three main states of a character. with some exceptions like jumping/etc... some interaction between these would be a good idea.
players are suspended in air if they are hit by magic/hit by a large boss or whatever attack that does that - during this phase players can be hit more than once if attacks coincide with them again in the air. Usually the player cant do a thing at this point but some additional features can be added (like other players can pull that player out of such dangerous positions). It may seem over the top but being in the air only takes a second or even less. sometimes being in a tornado might be longer.. you fall up and down though
Laying on the ground usually results in being knocked down/back. Not all monsters can knock down.They can just flinch or simply damage without flinching the player. Being suspended in the air always causes you to fall down in a state of laying on the ground. Almost always when you are knocked down you have a few frames of air time after the attack as short it as it may be... it probably cant be noticed.
While laying on the ground... there is a max duration you can stay down. Players however can instantly stand back up if he/she chooses right after being knocked down. But if the player chooses to stay down for more than a few initial moments, that player has to spin attack back up or wait until you cant stay down any longer (in which case you just stand up normally)... There are ways to cancel the spin attack too. For example if you spin up and move backwards, you can spin+move at the same time. So you don't have to stay in one spot while spinning all the time.
Down attacks are 5x stronger than regular melee. If a player is down attacked... that player has to stand up right after (u cant wait a little more to get up).
higher level - more damage/more shots/longer duration/more reagent cost/more mana cost/more range
Not all of these qualities evolve as you put more points... but almost all need more mana to cast as you put more points
provoke - more range/longer aggro time
play dead - less cool down/ more -hp when used/
counter - less cool down/more reflecting dmg
stun - distance/dmg/ but aoe is still the same
auras - longer duration/ more reagent cost (more material needed)/ higher effect
icewall - longer duration/more hp to the wall.
firebolt - more dmg/burn dmg
hydra - longer duration/more range/more dmg
freeze - more dmg/same range
pillar - more height/more dmg
ice breath - starts from 2 shots. max would be 9 shots. more dmg.
heh u can use your imagination really. its not very concise what im summing up. they're just ideas to be build on.
There are some ideas here i like and some are either already made...or not well thought out. There is a master list here in diablofans.com that is composed of all the best ideas put together by yours truely Elfen Lied. Go check it out and see for yourself.
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