Tracking Overhaul - Ideas welcome!

IxionIxion Member Posts: 787 Transcendent
edited November 3 in Common Grounds
Problem: Tracking has long been silly, and needs to be fixed. In my opinion, pits add precisely zero to the game in any meaningful way. It's just not fun. Having pre-pit wars for events and other competitions sucks. On top of that, being obligated to be a tracker is not fun either.

Overall thematic change: The only way to give room for more dynamic and exciting abilities is to delete pits entirely, as simply adding would make the skillset perhaps too strong. Pit/spikepit/snakepit- 99% of tracking in combat is pits, so deleting them opens up a whole new world of possibility. Now, there are two obvious ways to go about replacing pits, either make the bond (dog/wolf) stronger, or make new trap abilities with actually good effects.

My thoughts are that making the bond stronger encroaches on guardian/wiccan territory, and as such do not want to make the dog/wolf -too- strong by itself. As such, remove pits and add traps that are not useless, and also tweak the bond skills to be more less awkward. The theme of traps are that they fire on entry. That has to change. On-entry gives no control to the tracker, and limits clever, engaging, or skillful play.

The new skills would all use balance/power to setup, but would NOT use balance/power on activation (free action), so you can combo with it dynamically.

Current ability list:
Keep/minor tweak

FootHold - Activate to extends tumble effects (tumble/roll/somersault/wind/etc.) by 2 seconds.
LegSnare - 5p setup, Activate trap to ignore parry and double wounding on gut/legs for next 3 attacks (6 for 1-handers) only for this tracker
BodySnare - 5p setup, Activate trap to ignore parry and double wounding on chest/head/arms for next 3 attacks (6 for 1-handers) only for this tracker
BloodthirstWoundDoggo - Replaces regular attack with a wound hit (no damage), can choose limb. Clamp chance removed.
BloodthirstHypnoticDoggo - Replaces regular attack with hypnoticgaze (like beast spellcasting). Clamp chance removed.
BloodthirstClampyDoggo - All attacks are now clamps, can attack only once every 15s rather than 10s.
Darts - Same setup as current darts (you envenom each one beforehand), but activates automatically with each with knighthood attack only for this tracker (on left-hand hits only, aka every hit for 2h, every left hand hit for 1h so it's fair).
IronMaiden - 7p setup, Encapsulate enemy, removing them from combat for 5 seconds (think like phase/maze, but very short term).
SavageDefense - 5p setup - Designate a bond/ent, will nullify the next attack from that entity on the tracker only. (i.e. a demon tries to hit you, blocks that hit on you. He attac, but he also protec). Tracker bond is left to recover, and may not attack for 30 seconds.

One trap per room, traps decay in 5 minutes. Tracking is now conscious and deliberate.




  • KaliKali Member Posts: 89 Adept
    I'm not super combat savvy, but would it be better to have lower/no power costs for prepping the traps ahead of time with a longer balance time, but then being able to set them up with like a FAST modifier or something for a higher power cost?
  • IxionIxion Member Posts: 787 Transcendent
    edited November 4
    The power requirement makes spamming an entire area with traps cost prohibitive and impossible in the short term for those traps, anyway. The new concept of tracking is proactive and strategic, rather than reactive and no-brain set it and forget it type. It could have low/no power cost as you suggest but then would need a huge balance recovery time to achieve the same effect, but that seems too restrictive.

    A little background here of why the theme has to change: Tracking has long been a mini-game that detracted from warrior kill methods (I say that loosely, they need to be fixed for sure) and damage/hindering attacks. A warrior tertiary should not completely negate your kill methods and buildup. For example, right now if you're resetting pits constantly, you're not spending your balances on warrior attacks, wounding, whatever else. Under the new style, it takes preparation and a little planning, but once set they would be directly enhancing your combat advantage, whether that is more wounds, removing an ent's hindering on you so you can press the offense more, and so forth.

  • ElrynGreythaneElrynGreythane Member Posts: 114 Apprentice
    So, I know next to nothing about tracking - but the core idea of changing pit functionality to be a setup/activate function sounds like a clever one to me, and seems to give a lot more agency in how they are used effectively.

    While I can't really comment on the PK combat balance side, I also like the various bond 'specialisation' abilities you've suggested, that allows you to focus your loyal companion on a particular task. I just think thematically that's pretty nifty. :smile:

    Hopefully you get more useful feedback about this!
Sign In or Register to comment.