As of now, we expect to have three basic classes: Warrior, Mage and Rogue. These characters can be selected on bonfires to change the gameplay type. Each level can be completed with any of these classes, using unique features of them.
For the Warrior, the combat system should be as close to Dark Souls as possible.
- Shields and Weapon types: Different shields and weapon types can have different blocking capabilities and stats. For example, heavier shields can block more damage but reduce your movement speed, while lighter shields allow for faster movement but block less damage. Similarly, heavier weapons can cause more damage but are slower, while lighter weapons are faster but deal less damage.
- Stamina: Introducing a stamina system, similar to Dark Souls, would prevent players from simply spamming block or dodge. Every action (attack, block, dodge, sprint, etc.) uses stamina, which regenerates over time but can leave the player vulnerable if depleted. This would require players to strategically manage their stamina during combat.
- Shield Break: An enemy could have a specific, highly telegraphed attack that can "break" your shield if you attempt to block it, rendering you unable to block for a few seconds and dealing significant damage. This mechanic would encourage players to use dodging or parrying for these attacks.
- Aggressive Enemies: Make enemies more aggressive when the player is low on stamina or has their back against the wall. This would discourage players from always kiting back and would create more dynamic encounters.
- Enemy Formation and Cooperation: Enemies could work together and attempt to surround the player or attack in formation, forcing the player to move and engage rather than simply kiting back.
- Positioning: Include terrain and environmental factors that affect combat, such as narrow passages, cliffs, traps, and so on. This would require the player to consider their positioning in combat rather than just focusing on their enemy.
- Knockbacks and Launches: Certain weapons or abilities could have knockback or launch effects. This not only adds depth to the combat but also can limit the effectiveness of simply stepping back from an enemy, as some enemies might not be affected or might counter with a stronger attack.
- Combos: Allow the player to execute combos by combining different attacks. Higher-level combos would deal more damage but require more precise timing, rewarding skillful play and understanding of the combat mechanics.
- Shield Kick / Shield Bash: This is a special action that can be used while blocking. It consumes a moderate amount of stamina and, if it connects, it disrupts the enemy, breaking their guard and leaving them momentarily vulnerable to follow-up attacks. However, if the kick/bash is dodged or missed, the player character is left vulnerable for a short period.
- Stamina Management: Since the shield kick/bash uses a moderate amount of stamina, players must decide the right moment to use it, and they must manage their stamina wisely to make sure they don't leave themselves open to attack.
- Guard Break: This mechanic can be used to deal with heavily-defensive enemies that block attacks frequently. The shield kick/bash can break their guard and open them up for a damaging follow-up attack.
- Risk/Reward: If the player uses the shield kick/bash at the wrong time, they might miss the enemy and leave themselves open to counterattacks. This adds a risk/reward element to the mechanic, encouraging players to learn enemy patterns and choose the right time to use the kick/bash.
- Combos: If a shield kick/bash successfully connects, it can be followed up with a powerful attack or combo, adding depth to the combat and rewarding players who master the mechanic.
Some Souls-like elements.
Basic Attack (Magic Missile): Fires a magic missile at the enemy dealing moderate damage. No cooldown, and it can be cast continuously but has a small casting time. The missile's travel speed is moderate, so it requires some prediction for moving targets.
1. Skills and Spells:
- Fireball (Spell): Throws a fireball at the enemy dealing high area damage. It has a moderate cooldown. Consumes a fire gem (consumable) for each cast.
- Ice Wall (Skill): Summons a wall of ice in front of the mage that blocks enemy attacks and slows down enemies that move through it. It has a long cooldown. Doesn't consume any item.
- Lightning Strike (Spell): Calls a lightning strike that damages and stuns a single enemy. It has a short cooldown. Consumes a lightning shard (consumable) for each cast.
- Teleport (Skill): Instantly teleports the mage a short distance. It has a short cooldown. This can be used to dodge enemy attacks or to reposition in combat.
- Arcane Shield (Skill): Creates a shield that absorbs a certain amount of damage. The shield disappears after a short time or when its hit points are depleted. It has a moderate cooldown.
- Summon Elemental (Spell): Summons an elemental creature that fights for the mage for a short period. The type of elemental summoned depends on the type of elemental stone (consumable) used.
- Rewind (Spell): This spell allows the Mage to travel back in time, returning to the location, health state, and cooldown status they were in a few seconds ago. The cooldown of this spell would be quite long, given its potential power. Here are some strategic possibilities this spell would offer:
- Health Recovery: By using Rewind after taking significant damage, the Mage could effectively "heal" by returning to the higher health state they had a few seconds ago. This would make it a valuable tool for surviving difficult encounters.
- Positioning: Rewind can be used to return to a safe position after moving in to attack or explore. For example, the Mage could teleport into a group of enemies, cast a powerful AoE spell, then use Rewind to escape before the enemies can retaliate.
- Cooldown Reset: Rewind can reset the cooldowns of the Mage's other spells, allowing them to be used more frequently. However, since Rewind itself has a long cooldown, this would not allow the Mage to simply spam their most powerful spells. Instead, it would create opportunities for strategic combos - for example, using Fireball, then Rewind, then Fireball again for a high-damage burst.
- Risk/Reward: Using Rewind effectively would require careful timing and planning. If used at the wrong time, it could put the Mage back into a dangerous situation or even undo beneficial effects. This would add a risk/reward element to the spell, making it a powerful tool in the hands of a skillful player but potentially dangerous for those who use it recklessly.
2. Cooldown Management: Since all the skills and spells have cooldowns, the player needs to manage them effectively. The player must decide when to use each skill or spell to make sure they always have options available.
3. Consumable Management: Some of the more powerful spells require consumables to cast. Players need to manage their inventory of these consumables to make sure they can always cast these spells when needed.
4. Positioning and Movement: Unlike the warrior class, the mage class is less durable and relies on dodging, positioning, and crowd control skills (like Ice Wall) to avoid damage.
5. Crowd Control: The mage class can control the battlefield using skills and spells that slow, stun, or block enemies. This allows them to control the pace of the battle and create opportunities for dealing damage.
6. Combos: Certain skills and spells can be combined for greater effect. For example, the player could use Ice Wall to slow down an enemy, then follow up with Fireball for a guaranteed hit.
This creates a combat system where the player needs to think strategically about when and how to use each skill or spell, manage their cooldowns and consumables effectively, and combine their skills and spells to create powerful combos. It rewards skillful play and offers a wide variety of tactical options.
Again, very Souls-based.
Basic Attack (Dagger Strike): Fast, short-range attack with the rogue's dagger. Deals moderate damage and can be used in quick succession.
1. Skills and Abilities:
- Parry (Skill): The rogue can parry incoming attacks if timed correctly, leaving the enemy open for a counterattack.
- Invisibility (Skill): The rogue becomes invisible for a short duration or until they attack. While invisible, the rogue can pass unnoticed by enemies. It has a moderate cooldown.
- Dash (Skill): The rogue dashes a short distance, avoiding all damage during the dash. It has a short cooldown.
- Backstab (Ability): If the rogue attacks an enemy from behind, they deal significantly increased damage.
- Smoke Bomb (Item): The rogue throws a smoke bomb, creating a cloud of smoke that obscures vision and allows the rogue to escape or reposition.
- Throwing Knife (Item): The rogue throws a knife at the enemy. Deals moderate damage and can be used from a distance.
- Bow (Item): A ranged weapon that can be used to attack enemies from a distance. Deals high damage but has a slower attack speed than the dagger or throwing knife.
2. Stealth and Positioning: The rogue class heavily relies on stealth and positioning, using abilities like Invisibility and Backstab to get the drop on enemies and deal high damage before they can react.
3. Mobility and Evasion: With abilities like Dash and Smoke Bomb, the rogue has high mobility and is good at avoiding damage. The player must use these abilities effectively to stay out of harm's way.
4. Timing and Precision: The rogue's Parry and Backstab abilities require precise timing and positioning to use effectively. This rewards skillful play and provides a high skill ceiling.
5. Resource Management: The rogue's throwing knives, smoke bombs, and arrows are finite resources that need to be managed effectively. The player needs to decide when to use these items for maximum effect.
6. Combos: Certain abilities can be combined for greater effect. For example, the player could use Invisibility to get behind an enemy, then use Backstab for a high-damage attack.
This creates a fast-paced, skill-based combat system that rewards stealth, precision, and effective resource management. It provides a variety of tactical options and encourages players to think creatively about how to use their abilities and items to take down enemies. The rogue also has ‘Witcher vision’-type skill to find hidden keys and loot which are not available for other classes.