Roots wrote:I understand your concerns and don't disagree with them. I'm more concerned about making this so complex that the player is overwhelmed with information. How would we indicate the HP of various body parts? How would we show that they are "dead" or disabled? How would a player know that "killing the arm" would prevent an enemy from using their most powerful attack?
It would definitely require an overhaul out of scope with what we can do for the nearest target date, that's for sure. I think our best bet for now it to make it clear what the benefits and downsides of attacking certain body parts are.
Sorry, I guess I wasn't clear. Cool-down time is done on a per-ability basis. Warm-up time is also on a per ability basis. So we could have a skill that takes a long time to "charge up" but is relatively quick to recover from, or a powerful physical attack that can be executed quickly, but really tires out the character requiring a longer cool-down time.
Really? We should mention that in the abilities then...I didn't even notice that.
But I was talking more like a "Use Ability. Cool-down normally. You're free to use other abilities, but THIS ability has to wait X seconds before it can be used again."
The idea behind possibly having a vulnerability during these windows was to make it yet another piece of strategy that the player had to consider when selecting a skill. If they know that a character will have a window where they would take increased damage, they might consider not using powerful attacks while their character is in a low HP state. Again, this whole vulnerability concept is just an idea at this point and hasn't been implemented.
That makes a lot more sense if cooldowns are tied to ability usage rather than character-specific traits. Hadn't known about the ability-specific cooldown modifiers when I raised my concern there.