Thread is frequently updated.
Exhaustion: Just add it in
Exhaustion can push progress; if you never accumulate exhaustion you never progress. The more exhausted you get the higher XP you get when you recover. The more exhausted you are for longer, the higher Stamina gains.
EDIT:
Running and 'effort' could require spamming a button press to mirror physical effort and focus. Simply holding the button could be moderate power/ effect, and just tapping the button could be a little spurt of an attack that amounts to a jab.
This could be tied to every spell, running, dodging, and physical attack. A game-wide power boost.
If you compare that to fighting games or starcraft it's child's play. Having it on up to two buttons to switch fingers would be a quality of life nuance.
It would certainly make for a more visceral and satisfying game to many. The increased power would increase in-game exhaustion to be clear.
Exhaustion and Encumberence help balance crafting and transportation while creating an actual game to play.
But Exhaustion should be debilitating if you push it too far [like 'breaking down'].
Pacing is good. Vulnerability to damage should increase and power should decrease quite a lot, with 'moves' or spells requiring high to medium exhaustion being locked out when exhausted, up until auto-attacking is too much.
At some point you can't lift the Greatsword even if you have the Strength.
Having weightless, infinity swinging melee combat is not more fun. Having to weight your options is at least twice as fun.
You can do away with a lot of arbitrary cooldown finnicking by just ADDING EXHAUSTION. It practically balances itself, is immersive and makes it an RPG; it helps you figure out what the precise balance really is because there is a
cost/benefit involved with everything rather than just a spammy weightless
benefit with no grounding in reality.
For a game that amounts to Earthly medieval times but more fantastical, it lacks grounding.Every level needs to think about how quickly they can kill a target before engaging unless it's an easy encounter. Level 1 quickly learns the mechanic and starts getting in a rhythm and pace.
I'd prefer if everyone started at 20 so that level 40 is twice as strong and every level is a logical +5% power increase but that's another topic.
Classes like Fighters at level 1 should fight unarmed or with brass knuckles for a longer amount of time just fine. A dagger/ knuckle duster combo could be the ideal start.
Not every class should start as effective at combat; not everyone wants to play for pure Combat like someone picking up Fighter. I am referring to all Mana classes. They can do a profession for some XP, shoot their spell at some training dummies, and assist zerging Fighters in a difficult encounter with a 1-off spell that maxes their Exhaustion instantly [because they're novice and magic is tough].
In this way you progress when you rest. Stuff like food will push recovery. Clerics can help push recovery as well. Bards shouldn't be better at removing exhaustion; just help things along.
Spending 2/3 the time recovering is still monumental and I would put the limit at 33% quicker recovery from class abilities. In fact, removing other's exhaustion could be incredibly exhausting. Bards could temporarily lessen the effect of Exhaustion and slightly remove it without extreme benefit at less of a cost though [with diminishing returns from subsequent Bard effects].
Hence the Bard is good for smoothing out easier and shorter encounters and the Cleric is quite good for long encounters or ones where the team need to use their high exhaustion abilities to take it down quickly and not die.
Summoners might be good for avoiding Exhaustion all together. Summons should be weak imo; they should need to summon more consistently.
Each class has one type of main Exhaustion; Physical or Manic. And they simply put much less effort [lower or no effect] into stuff that creates unfavored Exhaustion.
Getting to Medium+ Exhaustion in one thing starts to add Exhaustion to the other [hence extreme physical exhaustion creates medium manic exhaustion].
Professions can create a certain ratio of Exhaustion; hence Mages tend to be great at pure Mental professions but Fighters can Lumberjack, Mine, etc and carry resources much easier.
CARRY BURDEN. People with high Stamina and Strength can simply carry more for longer. Thus physical classes are better at Gathering.
Exhaustion Posting From Other Threads:Attribute TrainingIntermittent Softlock from 'Training'https://forums.ashesofcreation.com/discussion/comment/365396/#Comment_365396https://forums.ashesofcreation.com/discussion/comment/365397/#Comment_365397https://forums.ashesofcreation.com/discussion/comment/365398/#Comment_365398https://forums.ashesofcreation.com/discussion/comment/365399/#Comment_365399
And all of this simply encompasses the stat "Stamina" and Progression. Deeper involvement can be created for every mechanic in the game.