I’ll mention that I absolutely love this type of rock-paper-scissor system where you need to pay attention to your skills and attacks to know what does most and what does least damage.
A few things that I think would benefit the system, and even reduce the apparent OP’ness that Swordsmen have early on:
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Make more enemies weak to differing types.
So far, a good 80~90% of the monster’s I’ve fought are weak to Slash type attacks. This makes Swordsmen able to take out plenty of enemies very easily as their basic attack is of the Slash type. Bringing more variety to mob types, like making more mobs weak to Pierce would consideribly help out Archers. And just, please, give Archer’s auto-attack Pierce. No property is depressing. -
The damage increase needs to be toned down. Things weak to strike are murdered by Strike attacks, things weak to slash get destroyed by Slash attacks. It should be a bonus, but not something that makes you kill things 100 times faster.
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Display the enemy’s defensive type in a little icon next to their HP bar, adding an option to toggle the icon on or off in the settings. Make it easier for players to determine what armor type an enemy is. Better yet, until you attack an enemy with the type it’s weak against, make the icon display a question mark. More exploration stuff!
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Have different weapon types of the same attack type (Say, 1H Sword vs 2H sword, which are both slash) add a differing amount of bonus damage. Likewise, change the penalty for hitting enemies strong to the attack type, depending on the weapon used. Even weapons of the same type could give specific bonuses to an enemy type. How about a bow that deals more damage to plate enemies than another bow would?
More ideas are welcome. So much could be done with this system really!
