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As I'm working on my game more and more, I'm trying to brainstorm to myself the different sorts of ways to implement a "defense based" character or class.
I am not here to talk about "Healing". Healing is a completely different conversation.
Today, I'm thinking about the different mechanics (skills, states, or equipment) that a game can have to make a character feel "defensive". I'm wondering if anyone else has input or things they've seen that I'm not thinking of.
This is what I have so far:
Challenges:
These are just a few things about "Defense" that make it a difficult concept/stat to work with. This includes "Magic Defense".
Taunt:
"Taunt" here means "A state applied to a defensive actor. The state forces all enemies to attack the player who has the state, and no one else.". Just like Yanfly's plugin.
When designing my RPGs, I used Taunt a lot in order to put a defensive character's Defense Stat directly into practice. Which is to say, the higher my "taunter"'s Defense is, the directly more effective a "taunt" is. This is the main draw and a huge advantage of Taunt. In addition, just like the Attack Stat, the whole party benefits from one player having high Defense. This is a way for an actor to share their high Defense Stat with the entire party. This is the reason I used it for such a long time.
However, Taunt has a few huge disadvantages. For one thing, it is remarkably difficult to balance; Taunt is a very powerful state to have. It's easy to make a single actor, pump up their Defense, and use them only for Taunt and Guarding because it gives the rest of the party such a big advantage. They become easy to use, and easy to heal. There is almost no disadvantage to this technique in most cases.
I used a few methods I used to curb this. First, I'd make Taunt last only a short while, so that the defensive actor would have to use it constantly if the player wanted to at all. Alternatively, I'd make it last for only a few of the opponent's actions, so that an actor would need more speed to make it useful. For the most part, this hasn't worked; despite the balance, using a sole "taunter" is almost always the best strategy. It's possible to make the cooldown for Taunt can be made higher than its duration, but at that point it becomes too unreliable to count on. Plus, some defensive mechanic should fill that gap anyway.
The other disadvantage to Taunt is that it makes it pointless for other actors in a party to have high defense. Two "taunters" are a lot more work than one for pretty much the same result. Raising the Defense Stat of other actors is a fool's errand if you'll only have one character ever taking damage.
One could always make ways for reducing the applicability of Taunt (such as enemies with attacks that hit random, or all party members), but that seems far too situational to make a "taunting" defensive actor reliable in a pinch. Shouldn't defensive characters be reliable? More reliable than offensive ones, even? It's hard to use Taunt without it immediately solving all of the party's Defense problems.
I'd be interested to know if other people had different ways of using Taunt. But I've also come up with other sorts of ideas.
Provoke:
Don't worry I have a lot less to say about the rest.
"Provoke" is also a state, but it's used on enemies. It means "A state applied to an enemy. When the 'provoked' enemy attacks, it will only attack whomever gave it the 'provoked' state.". Let's assume that an enemy can only be "provoked" to one actor at a time.
I recently came up with this (not to claim it as my original idea or anything) to serve as kind of a weaker version of Taunt. It benefits in that (1) it allows a defensive actor to use their Defense Stat directly, and (2) it allows players to engage with enemies in a very specific way. For instance, enemies that don't attack won't need to be "provoked". Enemies that have low health won't survive long enough to need to be "provoked". But, for enemies with strong attacks and a decent lifetime, it is to the party's advantage to minimize the damage by directing it toward a defensive actor. This is my favorite thing about Provoke; it is enemy-focused instead of actor-focused.
The next thing Provoke has over Taunt is that one can benefit from multiple party members with high Defense. One player can Provoke one enemy, and another can fight a different enemy. This is especially cool if the two defenders have high defense in different ways. Having one actor immune to lighting provoke a lightning enemy and one actor immune to ice provoke an ice enemy is what immediately comes to mind. This is a great way to keep the rest of the party safe as well; if enemies are all provoked by multiple party members at once, the remaining actors will be safe.
It is important to note that "Provoking all enemies" is the same as "using Taunt on oneself", but only if the "provoker" is he same for all enemies.
The power of Provoke is certainly dependent on the specifics of the state (how many turns it lasts, how easily the state is applied, etcetera). But, having a single skill that reliably "provokes" an enemy can make for a defender that can realize its role when necessary; and if there are two "provokers", they can even switch out if one gets too injured!
I'm convinced that this is the best idea among these. Any other thoughts about Provoke?
Cover:
"Cover" is an oldie but a goodie. It's "A state applied to an ally actor. If the affected actor would take damage, the actor who applied the 'cover' will take that damage instead, and act as a substitute". Variations include (1) there being a percent change that the substitution will fail, (2) that only a portion of the damage will be transferred, and (3) that a defender can only "cover" one other actor at a time.
This holds similar advantages to Taunt and Provoke in that the defender's Defense Stat is what is directly applicable. It's also nice in that multiple players can be responsible for defense(except for one, I guess). However, for the most part, this mechanic suffers the same weaknesses as Taunt, but on a smaller scale. If Cover can be used on all allies at once, it becomes very comparable to Taunt.
In my opinion, cover doesn't need all three variations at the same time. There's a lot to think about with Cover, isn't there, given all of these variations? I might get back to it. In the meantime I encourage someone else to think about the pros and cons and respond to this post with their thoughts.
Ward:
"Ward" I thought about some time ago. "A state applied to an actor. The actor will not be targeted for enemy attacks." The idea is that a defensive actor will use this skill on allies with lower defenses than them.
The biggest weakness to this state is that it will not directly apply the defender's Defense Stat. Only if the enemy attacks the defender will their Defense Stat be effective.
I think that, in general, Ward is more useful for healers than defenders. However, it does have an advantage in that having a party that is mostly balanced defense-wise is advantageous, since applying Ward to many allies could be cumbersome.
The real question is: "If Ward is applied to all party members, is it that they all become valid targets for enemies, or that enemies may not attack the party at all?"
That's for you to decide.
Shield Bash:
Now we're getting creative. Shield Bash is a skill. For the sake of discussion, it is any skill that uses the user's Defense Stat in its damage formula.
I've actually never liked Shield Bash. I always felt that, if players wanted their actors to deal more damage, they should try to increase their Attack, not their Defense. I might think differently, though, if it had some other sort of restriction or caveat. For example, if an actor could only use it if they had no weapon equipped aside from a shield, or something.
I'm really curious, though, to know more about peoples' opinions on Shield Bash. Please, if you have novel ideas or stories, do share.
Counterattack (or CNT):
This is a favorite. Some say it's a state, others say it's a skill. Essentially, when an actor is hit, they will immediately respond by attacking the one who attacked them. Some variations (with Yanfly's Counter Core plugin) can have the counter skill be almost anything, and it can vary depending on what type of attack was used on the defender.
For those who don't know, CNT is also one of the parameters you can change for an actor with RPG Maker MV. It defaults at 0%, but it can be increased with equipment or otherwise. It's a percentage chance of the counterattack occurring when the actor is hit with an attack. I think.
In its most basic form, though, Counterattack is not particularly defensive. I think it couples best with other mechanics above to the best effect. But, especially with Yanfly's Counter Core, this has a lot of potential to be interesting.
I want to know the kinds of creative ways people have done Counterattacks. Sometimes there are counter-heals, sometimes counter-magic, and other times counter-debuffs to lower the Attack Stat of whomever just attacked you! Please, if you have cool ideas, mention them.
Also, has anyone ever coupled the CNT Stat to the DEF Stat with a plugin, so that increasing DEF increases CNT as well? I wonder about this, too. Though it might be more interesting to couple to AGI (Agility).
Target Rate (TRG):
I actually went a long time without knowing about this Stat. So I will teach anyone who doesn't know. This stat is like CNT in that the RPG Maker MV editor can adjust it per actor by all sorts of means in the "Traits" window. For an actor it is 100% by default. You see, whenever an enemy or a skill makes a random target choice, that choice is weighted to those with the highest TRG. So, if an has more TRG than another, they are more likely to be attacked by an opponent's random actions.
High TRG is basically Taunt. Low TRG is basically Ward. That's my understanding of it.
Has anyone ever thought to couple DEF to TRG, such that more Defense would mean that actor would be attacked more often by enemies? This would be a pretty good way of having defensive actors apply their Defense Stat more often. I haven't fiddled with TRG much because I think it's difficult for players to really get a handle on. Plus, it seems a little too random to be reliable, which is something I prefer from my defenders.
I'm interested in these thoughts as well.
Others?:
Like most people on the internet, I'm just here to validate myself. But, if anyone has other ideas for mechanics or other thoughts about the mechanics I listed, please feel free to share. I'm really very curious! I will add them to this post if I find them to be particularly novel.
TLDR There is none. I'm thinking a lot about Defense. No need to talk about Healing. Don't talk about Healing.
I am not here to talk about "Healing". Healing is a completely different conversation.
Today, I'm thinking about the different mechanics (skills, states, or equipment) that a game can have to make a character feel "defensive". I'm wondering if anyone else has input or things they've seen that I'm not thinking of.
This is what I have so far:
Challenges:
These are just a few things about "Defense" that make it a difficult concept/stat to work with. This includes "Magic Defense".
- Defense isn't "shared" as well as Attack is. For example, if one or two actors have high Attack, they can both contribute to victory by fighting enemies. However, if one or two actors have high Defense, it doesn't (by default) contribute to the survival of the entire party.
- Finishing a battle usually hinges on vanquishing enemies. Having high Defense is secondary to that goal.
- By default, there is no specific action for a character to take that directly applies their Defense, save for some things I'll mention below.
- Like, nobody guards. Who guards? Guarding is uncommon, basically. But that's kind of a different type of design problem, in my opinion.
Taunt:
"Taunt" here means "A state applied to a defensive actor. The state forces all enemies to attack the player who has the state, and no one else.". Just like Yanfly's plugin.
When designing my RPGs, I used Taunt a lot in order to put a defensive character's Defense Stat directly into practice. Which is to say, the higher my "taunter"'s Defense is, the directly more effective a "taunt" is. This is the main draw and a huge advantage of Taunt. In addition, just like the Attack Stat, the whole party benefits from one player having high Defense. This is a way for an actor to share their high Defense Stat with the entire party. This is the reason I used it for such a long time.
However, Taunt has a few huge disadvantages. For one thing, it is remarkably difficult to balance; Taunt is a very powerful state to have. It's easy to make a single actor, pump up their Defense, and use them only for Taunt and Guarding because it gives the rest of the party such a big advantage. They become easy to use, and easy to heal. There is almost no disadvantage to this technique in most cases.
I used a few methods I used to curb this. First, I'd make Taunt last only a short while, so that the defensive actor would have to use it constantly if the player wanted to at all. Alternatively, I'd make it last for only a few of the opponent's actions, so that an actor would need more speed to make it useful. For the most part, this hasn't worked; despite the balance, using a sole "taunter" is almost always the best strategy. It's possible to make the cooldown for Taunt can be made higher than its duration, but at that point it becomes too unreliable to count on. Plus, some defensive mechanic should fill that gap anyway.
The other disadvantage to Taunt is that it makes it pointless for other actors in a party to have high defense. Two "taunters" are a lot more work than one for pretty much the same result. Raising the Defense Stat of other actors is a fool's errand if you'll only have one character ever taking damage.
One could always make ways for reducing the applicability of Taunt (such as enemies with attacks that hit random, or all party members), but that seems far too situational to make a "taunting" defensive actor reliable in a pinch. Shouldn't defensive characters be reliable? More reliable than offensive ones, even? It's hard to use Taunt without it immediately solving all of the party's Defense problems.
I'd be interested to know if other people had different ways of using Taunt. But I've also come up with other sorts of ideas.
Provoke:
Don't worry I have a lot less to say about the rest.
"Provoke" is also a state, but it's used on enemies. It means "A state applied to an enemy. When the 'provoked' enemy attacks, it will only attack whomever gave it the 'provoked' state.". Let's assume that an enemy can only be "provoked" to one actor at a time.
I recently came up with this (not to claim it as my original idea or anything) to serve as kind of a weaker version of Taunt. It benefits in that (1) it allows a defensive actor to use their Defense Stat directly, and (2) it allows players to engage with enemies in a very specific way. For instance, enemies that don't attack won't need to be "provoked". Enemies that have low health won't survive long enough to need to be "provoked". But, for enemies with strong attacks and a decent lifetime, it is to the party's advantage to minimize the damage by directing it toward a defensive actor. This is my favorite thing about Provoke; it is enemy-focused instead of actor-focused.
The next thing Provoke has over Taunt is that one can benefit from multiple party members with high Defense. One player can Provoke one enemy, and another can fight a different enemy. This is especially cool if the two defenders have high defense in different ways. Having one actor immune to lighting provoke a lightning enemy and one actor immune to ice provoke an ice enemy is what immediately comes to mind. This is a great way to keep the rest of the party safe as well; if enemies are all provoked by multiple party members at once, the remaining actors will be safe.
It is important to note that "Provoking all enemies" is the same as "using Taunt on oneself", but only if the "provoker" is he same for all enemies.
The power of Provoke is certainly dependent on the specifics of the state (how many turns it lasts, how easily the state is applied, etcetera). But, having a single skill that reliably "provokes" an enemy can make for a defender that can realize its role when necessary; and if there are two "provokers", they can even switch out if one gets too injured!
I'm convinced that this is the best idea among these. Any other thoughts about Provoke?
Cover:
"Cover" is an oldie but a goodie. It's "A state applied to an ally actor. If the affected actor would take damage, the actor who applied the 'cover' will take that damage instead, and act as a substitute". Variations include (1) there being a percent change that the substitution will fail, (2) that only a portion of the damage will be transferred, and (3) that a defender can only "cover" one other actor at a time.
This holds similar advantages to Taunt and Provoke in that the defender's Defense Stat is what is directly applicable. It's also nice in that multiple players can be responsible for defense(except for one, I guess). However, for the most part, this mechanic suffers the same weaknesses as Taunt, but on a smaller scale. If Cover can be used on all allies at once, it becomes very comparable to Taunt.
In my opinion, cover doesn't need all three variations at the same time. There's a lot to think about with Cover, isn't there, given all of these variations? I might get back to it. In the meantime I encourage someone else to think about the pros and cons and respond to this post with their thoughts.
Ward:
"Ward" I thought about some time ago. "A state applied to an actor. The actor will not be targeted for enemy attacks." The idea is that a defensive actor will use this skill on allies with lower defenses than them.
The biggest weakness to this state is that it will not directly apply the defender's Defense Stat. Only if the enemy attacks the defender will their Defense Stat be effective.
I think that, in general, Ward is more useful for healers than defenders. However, it does have an advantage in that having a party that is mostly balanced defense-wise is advantageous, since applying Ward to many allies could be cumbersome.
The real question is: "If Ward is applied to all party members, is it that they all become valid targets for enemies, or that enemies may not attack the party at all?"
That's for you to decide.
Shield Bash:
Now we're getting creative. Shield Bash is a skill. For the sake of discussion, it is any skill that uses the user's Defense Stat in its damage formula.
I've actually never liked Shield Bash. I always felt that, if players wanted their actors to deal more damage, they should try to increase their Attack, not their Defense. I might think differently, though, if it had some other sort of restriction or caveat. For example, if an actor could only use it if they had no weapon equipped aside from a shield, or something.
I'm really curious, though, to know more about peoples' opinions on Shield Bash. Please, if you have novel ideas or stories, do share.
Counterattack (or CNT):
This is a favorite. Some say it's a state, others say it's a skill. Essentially, when an actor is hit, they will immediately respond by attacking the one who attacked them. Some variations (with Yanfly's Counter Core plugin) can have the counter skill be almost anything, and it can vary depending on what type of attack was used on the defender.
For those who don't know, CNT is also one of the parameters you can change for an actor with RPG Maker MV. It defaults at 0%, but it can be increased with equipment or otherwise. It's a percentage chance of the counterattack occurring when the actor is hit with an attack. I think.
In its most basic form, though, Counterattack is not particularly defensive. I think it couples best with other mechanics above to the best effect. But, especially with Yanfly's Counter Core, this has a lot of potential to be interesting.
I want to know the kinds of creative ways people have done Counterattacks. Sometimes there are counter-heals, sometimes counter-magic, and other times counter-debuffs to lower the Attack Stat of whomever just attacked you! Please, if you have cool ideas, mention them.
Also, has anyone ever coupled the CNT Stat to the DEF Stat with a plugin, so that increasing DEF increases CNT as well? I wonder about this, too. Though it might be more interesting to couple to AGI (Agility).
Target Rate (TRG):
I actually went a long time without knowing about this Stat. So I will teach anyone who doesn't know. This stat is like CNT in that the RPG Maker MV editor can adjust it per actor by all sorts of means in the "Traits" window. For an actor it is 100% by default. You see, whenever an enemy or a skill makes a random target choice, that choice is weighted to those with the highest TRG. So, if an has more TRG than another, they are more likely to be attacked by an opponent's random actions.
High TRG is basically Taunt. Low TRG is basically Ward. That's my understanding of it.
Has anyone ever thought to couple DEF to TRG, such that more Defense would mean that actor would be attacked more often by enemies? This would be a pretty good way of having defensive actors apply their Defense Stat more often. I haven't fiddled with TRG much because I think it's difficult for players to really get a handle on. Plus, it seems a little too random to be reliable, which is something I prefer from my defenders.
I'm interested in these thoughts as well.
Others?:
Like most people on the internet, I'm just here to validate myself. But, if anyone has other ideas for mechanics or other thoughts about the mechanics I listed, please feel free to share. I'm really very curious! I will add them to this post if I find them to be particularly novel.
TLDR There is none. I'm thinking a lot about Defense. No need to talk about Healing. Don't talk about Healing.