Fighter - Class Design
Im really looking forward to playing a fighter, it is definitely the archetype which I will roll; with my second class being up in the air currently, Im thinking either a Shadowblade, Spell Blade, Weapon Master or High Blade. To preface this I play fighter type classes in most games, and I have to say for the most part mmo's generally do a sub-par job in capturing the feel of being a warrior, usually its reduced to hitting some buttons as they light-up and watching numbers appear... Im not sure how that is meant to translate to feeling like a warrior swinging a huge weapon and timing your blows perfectly, and in reality it simply doesnt.
Thinking about this I thought a cool idea which would really capture what it should feel like to swing a weapon and be a fighter, would be to introduce a swing system.
The swing system is reliant upon when you start to hold down your key; for example you hit 1, as soon as you hit 1 your character starts drawing back their blade, winding up for a big hit... and upon release it attacks; a system which could easily be translated into action combat rather than tab-targeting.
Based on the timing of your swing a differing type of hit occurs
0-0.9 Second Swing Time
the attack deals 75% damage, and applies the debuff Expose Weakness
Expose Weakness, increases all damage taken by the target by 3.333% stacking 3 times to 10-ish% damage from all sources
1-1.9 Second Swing Time
The attack deals 100% damage and applies a bleed effect stacking 3 times
2-3 Second Swing Time
The attack deals 125% damage and applies a 1 second stun, with diminishing returns on the stun.
this system could then be introduced to a range of strikes for example cleaving strike, the attack hits everything in a frontal cone
devestating strike, the attack focuses a single target with increased critical chance etc.
Having these different effects all of which are beneficial would encourage the fighter to be actively engaged in a differing range of swing times and hits if they wanted to actively keep up all of their relevant debuffs and then when they have them start smashing away with massive blows. and to me would be far more immersive then just hitting buttons as they light up which could literally be translated into any other class, this way you are intrinsically immersed in the action of swinging your blade which should be the key focus of a warrior at heart.
would love to heart what you all think, thoughts opinions or comments.
Cheers.
Edit:
4 more abilities off the top of my head; remember this is a framework for design:
Heroic Throw
does a Linear weapon throw where the fighter throws their weapon in a line damaging and dazing all enemies struck, and then the fighter may actually use rush on their weapon to reclaim it, performing an instant leg-swipe whirlwind on reaching it.
Whirlwind
the fighter holds down the X key and starts to wind up and when releasing they spin in a 360 spin which depending on the windup e.g 0-0.9 leg-swipes all enemies nearby for 50% damage and slows them for 50% speed, 1.0-1.9 Crushing Blows all enemies for 75% damage and stunning for 1 second, 2.0-3.0 seconds Blade Storm and knocks all enemies within 5 meters, 10 meters from the centre of the vortex, allowing a huge amount of peel and utility for example rushing near a healer and getting players or npcs off them.
Riposte
upon the enemy parrying you have 0-1 second allowing you to perform a reactive instant strike disarming them and applying expose weakness
Bellowing Roar
Where upon charging for 0.5 Seconds buffs all party members increasing damage and making them fear immune for 5 seconds, charging for 1 second dazes all nearby enemies in a nearby area, and on 2 seconds causes all nearby enemies to flee in terror.
Ruthless Kick
Upon an enemy dodging the fighter has 0-1 seconds to perform a Ruthless Kick, knocking the target down for 2 Seconds, While knocked down Devestating Strike has a 100% chance to critical strike.