Souls Series Wiki Forums

Would you like to react to this message? Create an account in a few clicks or log in to continue.

+4
Serious_Much
Latitoast
LunarFog
SadPanda
8 posters

    New Escape Mechanics

    SadPanda
    SadPanda
    Caffeinated
    Caffeinated


    Posts : 900
    Reputation : 11
    Join date : 2013-04-20

    New Escape Mechanics Empty New Escape Mechanics

    Post by SadPanda Sun Jul 21, 2013 8:52 pm

    Pretty self explanatory. I'd like to see:
    -Climbing to some extent, equipment load affects climbing speed
    -Special stun moves
    -Movement impairing moves
    -Something like chasebreakers in Assassin's Creed multiplayer, or opportunites to execute something similar
    -Traps. Lots and lots of traps, bear traps, runes/sigils, tripwires, you name it. Even a comical garden rake like in old school Scooby Doo big grin
    St1cky1cky1775
    St1cky1cky1775
    Addicted
    Addicted


    Posts : 140
    Reputation : 4
    Join date : 2013-05-27
    Age : 32
    Location : Minnesota

    New Escape Mechanics Empty Re: New Escape Mechanics

    Post by St1cky1cky1775 Sun Jul 21, 2013 10:57 pm

    SadPanda wrote:Pretty self explanatory. I'd like to see:
    -Climbing to some extent, equipment load affects climbing speed
    -Special stun moves
    -Movement impairing moves
    -Something like chasebreakers in Assassin's Creed multiplayer, or opportunites to execute something similar
    -Traps. Lots and lots of traps, bear traps, runes/sigils, tripwires, you name it. Even a comical garden rake like in old school Scooby Doo big grin
    I underlined everything I love about this post.

    I don't agree with "special" stun moves though, not sure why but I dislike them.
    SadPanda
    SadPanda
    Caffeinated
    Caffeinated


    Posts : 900
    Reputation : 11
    Join date : 2013-04-20

    New Escape Mechanics Empty Re: New Escape Mechanics

    Post by SadPanda Sun Jul 21, 2013 11:44 pm

    St1cky1cky1775 wrote:
    SadPanda wrote:Pretty self explanatory. I'd like to see:
    -Climbing to some extent, equipment load affects climbing speed
    -Special stun moves
    -Movement impairing moves
    -Something like chasebreakers in Assassin's Creed multiplayer, or opportunites to execute something similar
    -Traps. Lots and lots of traps, bear traps, runes/sigils, tripwires, you name it. Even a comical garden rake like in old school Scooby Doo big grin
    I underlined everything I love about this post.

    I don't agree with "special" stun moves though, not sure why but I dislike them.
    The stun moves would just be like a quick hit with a high poise break. It wouldn't have much damage effect.
    The "chase breakers" would be triggerable events like releasing a turtle knight, distinguishing a torch, or closing a door whilst running.

    Not that you have to agree, just clarification.
    LunarFog
    LunarFog
    Hollowed
    Hollowed


    Posts : 1856
    Reputation : 109
    Join date : 2012-12-05
    Age : 27
    Location : Darkroot Basin

    New Escape Mechanics Empty Re: New Escape Mechanics

    Post by LunarFog Mon Jul 22, 2013 1:29 am

    Sounds a bit like monster hunter
    Latitoast
    Latitoast
    Chosen Undead
    Chosen Undead


    Posts : 4520
    Reputation : 40
    Join date : 2013-04-03
    Age : 25
    Location : Rolling in circles while reading manga

    New Escape Mechanics Empty Re: New Escape Mechanics

    Post by Latitoast Mon Jul 22, 2013 3:38 am

    Interesting ideas.

    The rake thing needs to be implemented though.

    Seriously, why weren't there Four Pronged Plow traps in the Royal Woods, From?
    Serious_Much
    Serious_Much
    Moderator Trainee
    Moderator Trainee


    Posts : 14641
    Reputation : 287
    Join date : 2012-01-17
    Age : 30
    Location : The Dark Side of the Moon

    New Escape Mechanics Empty Re: New Escape Mechanics

    Post by Serious_Much Mon Jul 22, 2013 5:40 am

    Movement impairing moves.... *looks at twop*... You know what, don't think I want any more of them silly

     I'd love more traps though, and stun attacks would be cool- possible replace not of kicks on smaller weapons?
    Exclusive
    Exclusive
    Casual
    Casual


    Posts : 57
    Reputation : 1
    Join date : 2013-07-17
    Location : England

    New Escape Mechanics Empty Re: New Escape Mechanics

    Post by Exclusive Mon Jul 22, 2013 12:33 pm

    Nice ideas, Would love to see more traps in Dark Souls 2, Sen's Fortress is my favourite place in Dark Souls based on the traps and scenery. happy
    St1cky1cky1775
    St1cky1cky1775
    Addicted
    Addicted


    Posts : 140
    Reputation : 4
    Join date : 2013-05-27
    Age : 32
    Location : Minnesota

    New Escape Mechanics Empty Re: New Escape Mechanics

    Post by St1cky1cky1775 Mon Jul 22, 2013 5:31 pm

    Serious_Much wrote:Movement impairing moves.... *looks at twop*... You know what, don't think I want any more of them silly

     I'd love more traps though, and stun attacks would be cool- possible replace not of kicks on smaller weapons?
    It wouldn't like one as bad as twop, just like a 10% movement impairment would be cool.
    JoeBroski09
    JoeBroski09
    Chosen Undead
    Chosen Undead


    Posts : 4307
    Reputation : 62
    Join date : 2012-04-12
    Age : 28
    Location : Carim in the Pacific Northwest

    New Escape Mechanics Empty Re: New Escape Mechanics

    Post by JoeBroski09 Mon Jul 22, 2013 6:54 pm

    I'd like to see a low kick, like they teased us in the Prepare to Die trailer. It's be so cool. :3
    Jansports
    Jansports
    Hollowed
    Hollowed


    Posts : 1612
    Reputation : 86
    Join date : 2012-07-27

    New Escape Mechanics Empty Re: New Escape Mechanics

    Post by Jansports Wed Jul 24, 2013 2:37 am

    Ruinous Sigil: Chargeable spell, places a moderately sized magic sigil on the ground, which will trigger and explode when a hostile target approaches, deals moderate damage, charge increases damage slightly and adds a short stumble/stun, lasts 30 seconds. (Time limit in place to prevent pre-trapping an area to heck and back while getting invaded)

    Please Please Please Please.
    JoeBroski09
    JoeBroski09
    Chosen Undead
    Chosen Undead


    Posts : 4307
    Reputation : 62
    Join date : 2012-04-12
    Age : 28
    Location : Carim in the Pacific Northwest

    New Escape Mechanics Empty Re: New Escape Mechanics

    Post by JoeBroski09 Wed Jul 24, 2013 3:23 am

    Jansports wrote:Ruinous Sigil: Chargeable spell, places a moderately sized magic sigil on the ground, which will trigger and explode when a hostile target approaches, deals moderate damage, charge increases damage slightly and adds a short stumble/stun, lasts 30 seconds. (Time limit in place to prevent pre-trapping an area to heck and back while getting invaded)

    Please Please Please Please.
    Like.. the spell in Skyrim?

    Sponsored content


    New Escape Mechanics Empty Re: New Escape Mechanics

    Post by Sponsored content


      Current date/time is Mon Feb 06, 2023 10:35 am