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The issue with using higher damage + high cooldown is that while it would work in 1v1, it would be OP when you have groups of players involved. When you have a group like say... a guild in a tower, suddenly the cooldown no longer serves as a balancing factor. 3 players = no cooldown, and high damage output.
It's best to look into alternative factors that act as status effects rather than messing with damage. I'm not saying it would be a full-out RPG, but looking into things like momentary stun, slow down, and even something like cursed(can't use your sword) would be much better uses of newer items.
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Yes! I would love this kind of stuff!
By the way, though, a solution to the problem you brought up about group pvp, in addition to the player with the hammer having a cooldown period, you could make it so the player that was hit by the hammer gets a momentary status effect that makes him immune to hammer damage (alongside the standard "immunity" that one gets for a brief period after being hit with a sword) for the same amount of time as the cooldown period, thus making it impossible for 3 people to kill one person too quickly.
But I love the idea of status effects like slowdown, stun, and curse. Maybe even a poison-type effect that could be applied to one's sword (or even arrows) and has, say, a 10% chance every swing to apply a poison effect that drains a quarter heart every second for a set period of time, or until the target that applied the poison dies. Also, the confusion gas from era; Would love to see that confusion effect used in some way as well. There's just so much potential. It's fun to talk about, but it would be even better if any of this stuff was actually in the works..