I figure since I'm thinking of dropping another poll eventually that I should drop some ideas on the options I'm thinking of including in such a poll. In regards to the last poll I made, I had made 'Wyrmic Breath Attacks' directly focus on Breath Attacks themselves and their use. As such for a following poll, I'm thinking of making options that 'indirectly' focus on Breath Attacks but related aspects to using them.
What I mean by 'indirectly' focus here is essentially in regards to supporting talents, resources used, and utility exhibited when using Breath Attacks. Some options might look as follows:
- - Only include Passive Talents that indirectly tie into Breath Attacks
- Additional Inclusion of Passive Talents that directly tie into Breath Attacks
- Additional Inclusion of Sustains or Active Talents for Breath Attacks
These thee options here would be in regards to what players want to see from supporting Breath Attacks talents in an overall Wyrmic Class Design.
Right now Wyrmics mostly just have indirect Passive Talents (Elemental Fury and Wyrmic Guile) which play a part in modifying Breath Attacks and their use. That's the status quo.
A little modification could be done to change Wyrmic Guile to centre more on Breath Attacks, but it would still be a passive - such as with SageAcrin broaching the idea of it reducing Breath Attack Cooldowns and what not. It could still centre on doing other things not related to Breath Attacks, but taking it would play a bigger part in the use of Breath Attacks.
In regards to Sustains or an Active talent, I'm thinking personally of the concepts for a 'Spam Button' or a 'Charging Breath Button'. This also begins to talk about some utility type talents that directly augment or change the nature of Breath Attacks and their use - outside of how they can be used by Default. Some of these talents might be more necessary on a Unified Breath Attack layout, but not necessarily - see below on further options I'm thinking about in regards to resources coming into play.
- Leave Breath Attacks only managed by Equilibrium usage and Cooldown
- Tie in a finite Additional Resource to manage Breath Attacks
These options are in regards to the resources that would be used when making Breath Attacks. Right now outside of cooldowns, Breath Attacks are hampered by Equilibrium failure. This means there is a chance that a Breath Attack will fail if one lets their Equilibrium run too high. Cooldown also plays a minor roll - could play a bigger roll too. Under this system, one can use Breath Attacks as much as they wish when Breath Attacks are available for use.
In regards to tying in a finite Resource however (such as Air Capacity or even Housepet's Stamina cost) the idea is to incorporate a hard limit that will comes into play in the number of Breath Attacks that can be made. As a note, with a Unified Breath Attack it could be entirely possible to set the Breath Attack Cooldown
TO ZERO BY DEFAULT and just let the finite resource manage Breath Attack spam in its place; this could be a rather abrupt way of satisfying the ability to Spam Breath Attacks without adding an additional button for it - it's just incorporated into the Breath Attack talent itself.
As a note on Additional Resources, some examination would need to be given to Adrenaline Surge, Highborn's Bloom, or other such talents. Additional factors might also need to be included as well.
- Modification of Breath Attack Damage based on Additional Resource for Breath Spam Purposes
- Prevent Modification of Breath Attack Damage based on Additional Resource for Breath Spam Purposes
This is perhaps a very limitly discussed concept, but this is very much based on ideas that led to me forming the 'Charged Breath Attack' concept. This isn't about the idea of draining ones Air Capacity to charge up ones next Breath Attacks, but rather it is about directly draining it to hamper Breath Attacks in general.
The idea, dropped in my Analysis thread, was on making ones Breath Attack Damage tie in to the 'Remaining' Air Capacity Resource. This could be a very good idea to manage Breath Attack Spam - for example, each Breath Attack could take some Air Capacity to use, and then your Breath Attack Damage is modified by the 'Total Percentage of Air Capacity' Remaining; like 47% Air Capacity means you only do 47% of your maximum Damage with a Breath Attack with your next Breath Attack (or we could apply the Damage Reduction AFTER the Breath Attack is made and make it so a player can never inflict a 100% Damaging Breath Attack).
Alternatively, this sort of above concept could only happen after reaching a certain variable - for example, maybe as long as Air Capacity doesn't drop below 50, you inflict 100% Damage with Breath Attacks. Below 50 and Breath Attacks will deal 2% less damage for every Air Capacity Unit below 50.
- Allowing Charging Breath Attacks for Extra Power
- Deny Charging Breath Attacks for Extra Power
Specifically on the concept that I had sort of formed, this is the idea of charging up Breath Attacks so that they are extra powerful and meaningful. Personally I don't think there would be much room for it if Breath Attacks were made more powerful individually to begin with since Dragons could potentially make insane use of it on players - barring appropriate constraints being put in.
Anyhow, that's just some thoughts I had rolling around for the next poll.