Of course, this would require some rebalancing of the numbers… But numbers are just numbers.
I’m just interested in the gameplay here.
Imagine that building a rip was not just building 5CP+potential buffs+one rip, but instead rip would be stackable.
In other words, if you had a rip on a target and casted another one on the same target, then the duration would refresh (as usual) but the damage of the new rip would also be added to the old one.
What do you think ?
That’s basically how works deep wounds and ignite, except these are passive effects.
We would not need Bite anymore, so Savage Roar could be baseline again.
I’d like that.
It’s just… maybe Rake shouldn’t stack… or maybe it should! Then we’d have no Shred and something else could take its place if rotation seems too easy/bland.
Yes this could be very fun.
Just thought about something when reading your comment about rake.
At first, I was really thinking about rip only. But… What if they implemented something where once certain amounts of bleeding occur, various effects can take place ?
Just a crazy idea for now. So I don’t really know what kind of effects… But feral have already infected wounds which slows the target down. Maybe there could be more effects ? How do you choose them… I don’t know. Maybe randomly. Afterall, it’s a wound, not something you can really control.
Well we already have combo points, and then if multiple applications of Rake procced something - I’m afraid that might get clunky, just as Bloodtalons talent now is.
Unless ofc it procced something simple, like cooldown reduction on Berserk or Tiger’s Fury.
Oh you mean bleed overall, not just from Rake… Possibilities are endless! I like that
“Once your target reaches critical bleed level - your Cat form transforms to Lion, enhancing your offensive abilities”
Even something like this
Or more realistic simple stuff - upon reaching critical bleed level - your bleeds spread to nearby X targets.
Now that I think of it… it’s a little bit like Fire mage - build up your DoT and then spread it.
Yea, spreading to other targets is not simple in fact. At least computationally it’s expensive. Moreover, if it makes sense for a firemage, it makes no sense for a bleed to spread to other. However, if you bleed on someone else, you may spread a disease.
But things like "upon reaching certain amounts of bleedings, your bleed ticks have a chance to:
reduce target speed by X (disease).
reduce target strength/agility/intellect by X (disease).
reduce target crit chance/haste/mastery/versatility by X (disease).
reduce target max health by X (disease).
give you 1 combo point.
give you X energy (it’s something that exists on rogues).
Indie company certainly don’t know how to balance dot damage throughout all classes, in their ideal world every body would have 2 buttons, 1 for builder 1 for spender and these would do the same damage across all characters. I feel butthurt because i love dot classes and how enemies are supposed to rot…
That would take away any gameplay revolving around different finishers. Rip is the finisher with the highest total damage over its duration, if it could stack then we would just use it over and over and all others finishers would be useless.