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The Elimination of the Tanks and Healers in MMO is finally possible. With GW2 eliminating Taunts and Heals that out heal damage, the next logical step is to eliminate Health Bars and Mana Bars.
With Tera and GW2 with its Action Combat and Dodge mechanics, we are no longer limited by our technology.
This is my new take on Health Bars and Mana Bars, each armor and weapon have DAMAGE THRESHOLDS
Every Player have 1 HP , weapons can be used to block and to inflict damage. Each piece of armor has its own Damage Thresholds that it can sustain before its destroyed. So its a Combat based on placement, each skill focuses on a body part, and body part are based on disciplines and weapon choices. So you can have 5 skills, and 3 of them focuses on the head, and 2 on the body, you can also swap weapons like in GW2 that focuses on other body, legs for cripple, arms to disarm. And if you attack your opponent's arms, and they were attacking your arms, your weapons collide and no one receives any damage.
Once the Armor protecting the body part is exposed, its an finisher that kills your target.
Armor Damage Threshold
- Heavy Armor: 30
- Medium Armor: 20
- Light Armor: 10
Weapon Damage Threshold
Great Sword - 25 blocking threshold, 5 attacking threshold
Sword - 20 blocking threshold, 3 attacking threshold
bow - 5 blocking threshold, 3 attacking threshold
daggers- 15 blocking threshold, 2 attacking threshold
duel daggers- 30 blocking threshold, 4 attacking threshold
What this means is if your weapon breaks, then you switch to your secondary weapon, if that breaks, then its hand to hand combat.
Dodge mechanic :
Heavy Armor : Dodge Recharge 50% less
Medium Armor: Dodge Recharge Normal
Light Armor : Dodge Recharge 50% faster
No heals available because once you are exposed, first you are in a downstate, then you die if no one comes to help you.
Magic and Range users have limited Arrows and Magic uses
What this means is Health Bars and Mana Bars are changed to damage thresholds and available uses.
Not only will you have to be tactical about its uses, if you are ambushed after a heated battle, you have to run and hide.
Because the only way to repair your armor and replenish your Magic is items used out of combat. Not only will it eliminate Zerging, it will also really be about skill. Since all armor have the same Damage Thresholds and the only difference is AOE effects. Like a spiked Armor provides an Aura of hurt to those fighting against them, or Holy Armor providing additional 2 damage threshold for everyone.
I think this would be the next logical step to overhaul the MMO genre. Health for the Armors and Weapons.
Because I can never understand how you can take a sword to your body, yet you only lose 200 hp, and in every fantasy novels and fantasy movies that you see, once you slice through the armors, you are dead. If you have seen the recent Game of Thrones TV show, you will realize, what they shown is the reality of combat. Those that can move away and block attacks are the ones that survive, and armor only protects you until they are broken.
What do you all think??
Life is a Maze, so make sure you bring your GPS incase you get lost in it.