And In/out of combat system that adjusts gameplay according to activity that allows quicker down time and faster/fluid session time.
While not engaged by enemies the players gain a passive minor movement speed increase to allow quicker exploration and down time between combat. And possibly grant the player a very small regeneration effect to let the player chose to wait and fully prepare before the next engagement or long travels.
On top of that, it would allow more flexibility on enchantments in how they functions. ex, the enchantment rampage, it should grant a small stacking attack speed based on how many individual mobs they kill and will remain as long as they stay in combat.
I believe this will allow for more larger & immersive maps as well.
Please sign in to leave a comment.
0 Comments