Wyrmic Breath Attacks
Posted: Fri Jul 04, 2014 7:45 pm
Wyrmic Breath Attacks have had various thoughts and inputs on how they might be restructured. The Democratic dragons 2 part.1 attempted to try and pool thoughts on what sort of directions players think Breath Attacks should take but it slightly lacks the options for players to vote with and it is questionably what sort of direction each poll is aiming to describe.
So I'm making this poll, and it will hopefully have enough options that distinctly give an idea on how Wyrmics (and Dragons) should get restructured with Breath Attacks. In generally I'm lumping the options into three specific areas - Base Breath Attack Talents, Spamming Breath Attacks, and Damage/Debuff Output.
The ability to Re-Vote is turned on for this poll. Users get 9 Votes each. The Poll will run for 10 days.
A 'Charged' Breath Attack Talent concept idea won't be used for this poll, since there isn't enough options; also due to the fact that it might not be completely compatible depending on what sort of direction players want Breath Attacks to take anyways. (Ie, Charged Breath Attacks can be a great idea if players want light-spammable Breath Attacks, not so great an idea if they want Strong and Powerful Breath Attacks)
Voting Options:
#1 - One Unified Breath Attack Talent for all Element Types
#2 - Individual Breath Attack Talents for each Element Type
These first two options are mutually exclusive. They refer to the generic 'Base Talents' that would form the general use of Breath Attacks. Neither of these options refers to additional related talents such as a 'Spam' Button, a 'Charge' Button, or a 'Decreased Cooldown' Passive - JUST the basic talent(s) for using Breath Attacks.
The options are pretty straightforward, and don't really need much additional explanation. The #2 option however relates to the current situation with Wyrmics.
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#3 - Breath Attacks Can Be Spammed - with or without a cost
#4 - Breath Attacks Can Be Spammed - with a hard limit
#5 - Breath Attacks Can't be Spammed - outside of cooldown Resets
These following options are Mutually exclusive. The general thinking for these three options is that it refers to how often Breath Attacks can generally be used. The thinking for these options is that it could work with the above 'Unified Breath Attack' or 'Individual Breath Attack' as desired.
#3 is somewhat of a reference to the current situation. Along with the current situation of allowing use of an individual Breath Attack turn after turn with a minor cooldown wait, Breath Attacks could also have no/minor cooldown to spam a specific Breath Attack over and over again. Adding an associated cost like high Equilibrium or something else that 'can' impact using Breath Attacks repeatedly but doesn't prevent the player from attempting to use another Breath Attack the next turn would be a part of this option, as would having a sustain talent that enables Breath Attacks to be spammed turn after turn.
#4 is about imposing a 'hard limit' on spamming Breath Attacks, but not preventing the ability to spam Breath Attacks in general. This could be done by making Air Capacity used as a Resource but not enough to prevent further Breath Attacks from being made by the user. Alternatively tying the spamming of Breath Attacks with 'limited' duration use Talent that could allow ignoring cooldowns or something else. Another example could also come in the form of making Breath Attacks have REALLY long cooldowns which would prevent players from using Breath Attacks for a really long time after using up the initial Breath attack Talents - outside of abilities that reset cooldowns or reduce them.
The key difference between option #3 and #4 is that the hard limit is there to prevent spamming Breath Attacks after a certain point is hit - where #3 is the option can include options to 'indirectly' prevent Breath Attacks from being spammed turn after turn after reaching a certain point, #4 is about 'DIRECTLY' preventing Breath Attacks from being spammed turn after turn after reaching a certain point.
#5 Would simply make Breath Attacks NEVER spammable - outside of Timeless, Nature's Equilibrium, or some other ability to reset the Breath Attack Cooldown coming into play. A Unified Breath Attack Talent would be the only Breath Attack Talent so just restructuring Breath Attacks just to a single talent and including no talent to allow 'Spamming' would be this sort of option. Alternatively, using an Individual Breath Attack Talent and then causing ALL other individual Breath Attack Talents to go on cooldown can also work. The idea here in general is to make using Breath Attacks turn after turn would be near impossible to pull off.
One should consider voting for option #5 if they think that Air Capacity should be heavily used in Breath Attacks - like using more then 50% of the users Air Capacity which in term would prevent Breath attacks from getting spammed the next turn.
Note, that thematically if following the idea of a 'Breath Attack' Talent shutting down other Breath Attack talents, this might need to take into account 'Warcries' and how they work. Using a Warshout for example on a Berserker might thematically shut down Shattering Shout, Battle Shout, and Battle Cry.
*******
#6 - Individual Breath Attacks deal Low Damage/Low Debuff
#7 - Individual Breath Attacks deal Low Damage/High Debuff
#8 - Individual Breath Attacks deal High Damage/Low Debuff
#9 - Individual Breath Attacks deal High Damage/High Debuff
The last four options are mutually exclusive. The general idea for these options is to describe the desired impact players want each specific Breath Attack they make to have when it is used. To some extent certain options like #6 wouldn't couple well if you pick Options #1 and #5, but for the most part these options are separate from the above 5 options.
All of these options are fairly explicit on what they do. #6 is a reference to the current situation with Wyrmics and is the only reason it is included as an option.
As a note, these options were included in regards to 'Charging' Breath Attacks and whether discussion or polling in the future on that topic should be included. Option #9 should be seen as a clear indication NOT to hold further thought on Charging Breath Attacks; Option #6 is a clear indication to do so. Option #7 and #8 aren't reason not to hold further thought but to sort of be taken into account.
So I'm making this poll, and it will hopefully have enough options that distinctly give an idea on how Wyrmics (and Dragons) should get restructured with Breath Attacks. In generally I'm lumping the options into three specific areas - Base Breath Attack Talents, Spamming Breath Attacks, and Damage/Debuff Output.
The ability to Re-Vote is turned on for this poll. Users get 9 Votes each. The Poll will run for 10 days.
A 'Charged' Breath Attack Talent concept idea won't be used for this poll, since there isn't enough options; also due to the fact that it might not be completely compatible depending on what sort of direction players want Breath Attacks to take anyways. (Ie, Charged Breath Attacks can be a great idea if players want light-spammable Breath Attacks, not so great an idea if they want Strong and Powerful Breath Attacks)
Voting Options:
#1 - One Unified Breath Attack Talent for all Element Types
#2 - Individual Breath Attack Talents for each Element Type
These first two options are mutually exclusive. They refer to the generic 'Base Talents' that would form the general use of Breath Attacks. Neither of these options refers to additional related talents such as a 'Spam' Button, a 'Charge' Button, or a 'Decreased Cooldown' Passive - JUST the basic talent(s) for using Breath Attacks.
The options are pretty straightforward, and don't really need much additional explanation. The #2 option however relates to the current situation with Wyrmics.
*******
#3 - Breath Attacks Can Be Spammed - with or without a cost
#4 - Breath Attacks Can Be Spammed - with a hard limit
#5 - Breath Attacks Can't be Spammed - outside of cooldown Resets
These following options are Mutually exclusive. The general thinking for these three options is that it refers to how often Breath Attacks can generally be used. The thinking for these options is that it could work with the above 'Unified Breath Attack' or 'Individual Breath Attack' as desired.
#3 is somewhat of a reference to the current situation. Along with the current situation of allowing use of an individual Breath Attack turn after turn with a minor cooldown wait, Breath Attacks could also have no/minor cooldown to spam a specific Breath Attack over and over again. Adding an associated cost like high Equilibrium or something else that 'can' impact using Breath Attacks repeatedly but doesn't prevent the player from attempting to use another Breath Attack the next turn would be a part of this option, as would having a sustain talent that enables Breath Attacks to be spammed turn after turn.
#4 is about imposing a 'hard limit' on spamming Breath Attacks, but not preventing the ability to spam Breath Attacks in general. This could be done by making Air Capacity used as a Resource but not enough to prevent further Breath Attacks from being made by the user. Alternatively tying the spamming of Breath Attacks with 'limited' duration use Talent that could allow ignoring cooldowns or something else. Another example could also come in the form of making Breath Attacks have REALLY long cooldowns which would prevent players from using Breath Attacks for a really long time after using up the initial Breath attack Talents - outside of abilities that reset cooldowns or reduce them.
The key difference between option #3 and #4 is that the hard limit is there to prevent spamming Breath Attacks after a certain point is hit - where #3 is the option can include options to 'indirectly' prevent Breath Attacks from being spammed turn after turn after reaching a certain point, #4 is about 'DIRECTLY' preventing Breath Attacks from being spammed turn after turn after reaching a certain point.
#5 Would simply make Breath Attacks NEVER spammable - outside of Timeless, Nature's Equilibrium, or some other ability to reset the Breath Attack Cooldown coming into play. A Unified Breath Attack Talent would be the only Breath Attack Talent so just restructuring Breath Attacks just to a single talent and including no talent to allow 'Spamming' would be this sort of option. Alternatively, using an Individual Breath Attack Talent and then causing ALL other individual Breath Attack Talents to go on cooldown can also work. The idea here in general is to make using Breath Attacks turn after turn would be near impossible to pull off.
One should consider voting for option #5 if they think that Air Capacity should be heavily used in Breath Attacks - like using more then 50% of the users Air Capacity which in term would prevent Breath attacks from getting spammed the next turn.
Note, that thematically if following the idea of a 'Breath Attack' Talent shutting down other Breath Attack talents, this might need to take into account 'Warcries' and how they work. Using a Warshout for example on a Berserker might thematically shut down Shattering Shout, Battle Shout, and Battle Cry.
*******
#6 - Individual Breath Attacks deal Low Damage/Low Debuff
#7 - Individual Breath Attacks deal Low Damage/High Debuff
#8 - Individual Breath Attacks deal High Damage/Low Debuff
#9 - Individual Breath Attacks deal High Damage/High Debuff
The last four options are mutually exclusive. The general idea for these options is to describe the desired impact players want each specific Breath Attack they make to have when it is used. To some extent certain options like #6 wouldn't couple well if you pick Options #1 and #5, but for the most part these options are separate from the above 5 options.
All of these options are fairly explicit on what they do. #6 is a reference to the current situation with Wyrmics and is the only reason it is included as an option.
As a note, these options were included in regards to 'Charging' Breath Attacks and whether discussion or polling in the future on that topic should be included. Option #9 should be seen as a clear indication NOT to hold further thought on Charging Breath Attacks; Option #6 is a clear indication to do so. Option #7 and #8 aren't reason not to hold further thought but to sort of be taken into account.