Skill Gain: Ambush vs Abilities
Posted: Wed Mar 15, 2017 10:20 am
So, as I'm sure most of us are aware when you ambush a target from stealth successfully you cause its defenses to drop down to near the real low end of the spectrum. What is interesting to note, is that despite the creature's defenses ending up at say 100 when it is normally 1000... when you land your hit, it will still treat it for gain purposes as though the creature had a 1000 defense.
What I think would be very nice to see, is if this was somehow able to be translated to the usage of abilities as well. Currently, if someone tackled a Creature, knocking it down and stunning it, and then took a swing at it, any chance of gain is diminished by that loss of defense. The same with the more injured a Creature gets. It slowly begins to lose its defenses as it gets injured/exhausted, until by the end of the fight you've a very high chance of not getting any gain at all despite the work having gone in to defeat/kill it. It is possible this applies to group pushdown as well. A group of adventures who took on a Drakolin, might not get any attack skills (except maybe defensive, if they managed to dodge anything at all) because there was enough of them fighting it that its defenses dropped down so low.
I think it would be nice, and a lot more intuitive to new players and a lot more interesting hunting if as I said, this was changed. Got abilities that weak and hinder your opponent? Use them, it will help you train and keep you on the field instead of... got abilities...? Don't use them, you're just slowing your progress down.
Whether just base skills are used for combat gains, or some other way of doing it? I don't know. All I know, is I think this would encourage both more group play and also people being a little more active in how they train.
What I think would be very nice to see, is if this was somehow able to be translated to the usage of abilities as well. Currently, if someone tackled a Creature, knocking it down and stunning it, and then took a swing at it, any chance of gain is diminished by that loss of defense. The same with the more injured a Creature gets. It slowly begins to lose its defenses as it gets injured/exhausted, until by the end of the fight you've a very high chance of not getting any gain at all despite the work having gone in to defeat/kill it. It is possible this applies to group pushdown as well. A group of adventures who took on a Drakolin, might not get any attack skills (except maybe defensive, if they managed to dodge anything at all) because there was enough of them fighting it that its defenses dropped down so low.
I think it would be nice, and a lot more intuitive to new players and a lot more interesting hunting if as I said, this was changed. Got abilities that weak and hinder your opponent? Use them, it will help you train and keep you on the field instead of... got abilities...? Don't use them, you're just slowing your progress down.
Whether just base skills are used for combat gains, or some other way of doing it? I don't know. All I know, is I think this would encourage both more group play and also people being a little more active in how they train.