24-05-2017, 02:01 PM
(This post was last modified: 24-05-2017, 07:33 PM by Noname.
Edit Reason: Layout matters, Regeneration
)
I thought about it a little and had my own thoughts, which brought me to the following in terms of making this hero more of a true Juggernaut:
Increased staggering resistence
Juggernauts seem (at least to me) like an unstoppable style of fighting. This is the reason why they should not be staggering as easily and keep cutting the crop - while still receiving damage.
This could be useful for facing multiple bots at once. For example: 2 rangers are able to kill a commando with a 2h sword if they don't leave enough time to block, even then the other can still land a hit. The Juggernaut's special resistance would allow it to bypass blocking/staggering and switch to offense in order to take out one by another.
Reduced damage taken while blocking
Juggernauts are not meant to only sit behind the shielders and wait for the bots to come running at their swords - they're meant to take on bots in the middle of action, because their strong condition allows them to. Now if said Jug is driven into a corner, it should still be able to get away and use defense as a last resort. Once you realize you underestimated the bots you took on to, there is no choice but to retreat. In order to make it back in one piece, blocking could lower the damage taken.
Note: Shields allow blocking melee attacks already, thus a nerf in shielding skill might balance this out.
"Most-Wanted" bonus
For Juggernauts to adapt to battle, not only armour plays a crucial role, but also the type and amount of enemies. Thus Juggernauts' armour/health could increase with either
- enemies around them (eg. number of bots within X meters)
- enemies it is targeted by (eg. 10 of 80 bots are heading for the Juggernaut)
Whatever buff might be applied to the Juggernaut, it has to be capped. It is pointless to take in 30 bots if only 5 can reach you at a time.
Smooth retreat
I'm not quite sure as to how (rather if) this could be implemented, but it's just an idea: Juggernauts are given the ability to maneuver through the crowd without being blocked by enemies. This could prevent the need for the blocking buff and enable Juggernauts to make it out of dangerous situations easily.
Late edit:
Health Regeneration
Juggernauts could be able to regenerate health by either
- killing bots (eg. X health for a hit, Y health for a kill)
- stacking regen rates (eg. killing light/medium/heavy bots = +X/Y/Z health per second)
- resting in the same spot (eg. 10 seconds without moving and damage for fast regen)
This would allow for either quick charge attacks or longer periods of battle.
Another variant of this might be adding some kind of "shield" to Juggernauts health. This shield regenerates on certain conditions (no damage, time limits, no movement/actions, no bots nearby, ...); once the shield is down, excess damage will be dealt directly to Juggernauts' health (which does not regenerate).
Those are still just suggestions, some of which may not be suitable at all, but this is what we're discussing anyway; Go ahead and tell me what you think about it
Increased staggering resistence
Juggernauts seem (at least to me) like an unstoppable style of fighting. This is the reason why they should not be staggering as easily and keep cutting the crop - while still receiving damage.
This could be useful for facing multiple bots at once. For example: 2 rangers are able to kill a commando with a 2h sword if they don't leave enough time to block, even then the other can still land a hit. The Juggernaut's special resistance would allow it to bypass blocking/staggering and switch to offense in order to take out one by another.
Reduced damage taken while blocking
Juggernauts are not meant to only sit behind the shielders and wait for the bots to come running at their swords - they're meant to take on bots in the middle of action, because their strong condition allows them to. Now if said Jug is driven into a corner, it should still be able to get away and use defense as a last resort. Once you realize you underestimated the bots you took on to, there is no choice but to retreat. In order to make it back in one piece, blocking could lower the damage taken.
Note: Shields allow blocking melee attacks already, thus a nerf in shielding skill might balance this out.
"Most-Wanted" bonus
For Juggernauts to adapt to battle, not only armour plays a crucial role, but also the type and amount of enemies. Thus Juggernauts' armour/health could increase with either
- enemies around them (eg. number of bots within X meters)
- enemies it is targeted by (eg. 10 of 80 bots are heading for the Juggernaut)
Whatever buff might be applied to the Juggernaut, it has to be capped. It is pointless to take in 30 bots if only 5 can reach you at a time.
Smooth retreat
I'm not quite sure as to how (rather if) this could be implemented, but it's just an idea: Juggernauts are given the ability to maneuver through the crowd without being blocked by enemies. This could prevent the need for the blocking buff and enable Juggernauts to make it out of dangerous situations easily.
Late edit:
Health Regeneration
Juggernauts could be able to regenerate health by either
- killing bots (eg. X health for a hit, Y health for a kill)
- stacking regen rates (eg. killing light/medium/heavy bots = +X/Y/Z health per second)
- resting in the same spot (eg. 10 seconds without moving and damage for fast regen)
This would allow for either quick charge attacks or longer periods of battle.
Another variant of this might be adding some kind of "shield" to Juggernauts health. This shield regenerates on certain conditions (no damage, time limits, no movement/actions, no bots nearby, ...); once the shield is down, excess damage will be dealt directly to Juggernauts' health (which does not regenerate).
Those are still just suggestions, some of which may not be suitable at all, but this is what we're discussing anyway; Go ahead and tell me what you think about it