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View Full Version : A Push Skill/Class


Confuted
05-19-2010, 03:38 PM
Was playing TQ the other day and it occurred to me that none of the skills actually stop the enemy from advancing onto your position (aside from stuns, fear or death). I think it would be a nice change up for a character to have the ability to "force push" the enemy away from them; like Dreams Distortion wave except instead of the slow effect, the enemy gets pushed backwards...and off cliffs if there are any.

Maybe have a skill that either trips the enemy(ies) or launches them into the air to then fall prone on the ground. The skill would do minimal damage but it would decrease the enemy's defensive ability by % until they stand up again. (the skill could visually be related to making a wave in a blanket or a line of wire).

Continually, how about a class that has skills that mess with the enemy (and may or may not do significant damage). While playing DDO as a cleric, "Command" was my favorite skill just because it made funny things happen. Enemies would charge at me or a friend and suddenly trip and fall to ground in front of us, only wish I had a kick skill after that :p. http://compendium.ddo.com/wiki/Spell:Command

Kardiophylax
05-19-2010, 09:32 PM
It looks like this type of thing (knockback/knockdown) may be possible in Grim Dawn, but was not possible in TQ.

It isn't in yet but we're planning to allow for enemies to be knocked down / back with ragdoll while alive (which wasn't possible in TQ) and get back up.

Malpheas
05-20-2010, 07:23 PM
I would like to see small AoE just larger than melee range skills that centre on the caster and stagger enemies. Large cool down (30 seconds), combat openers mostly. Maybe includes the necessity of Shield or melee 2h weapon only?

Maybe a pin skill for ranged attackers (no AoE).

As well for casters a non-dmg dealing skill that slows enemies attack but not move speed or move speed but not attack.

OTTOMH suggestions,

Cheers,

Malpheas

P.S. Just a small addition on cool down, I know there's a thread about it already, and I'll go look for it. I think it's reasonable to implement a hard cap of -50% reduce cool down.