KeeKee wrote:This effectively eliminates all warriors from the game, in my mind.
It's already almost impossible for a warrior to survive and can not earn xp with archers and mages taking over all areas of the game. And, there is very little, if any, consideration of other players mobs. If an archer or mage comes into a fighting scene, they take it all away from those who started fighting in that area.
This is completely false, warriors are already subject to mob attacks when stacking, thus not much change. On the opposite archers or short range mages may be obliged to stay out of healing range

I am not hostile to some more risk when crossing a high mob density zone, but this implementation is quite a hard one.
I
do like Big Crunch's vision of splash damage (and Chicka's one consequently). If it is not possible to implement directional splash now, a "cylindrical" one with damage proportional to distance^(-2) could be a good compromise ?
o11c wrote:radiant wrote:Splashing seems nice, but an idea to build on it--could it apply to player->monster attacks too (even just with splash radius 0)?
That's technically feasible (with any radius). Is it worth considering what about PvP, and player versus players *and* mobs? (again, technically feasible)
But, if not applied to arrows it would make archer much less effective than a tanked warrior, who can afford to have multiple monsters bashing him.
Radiant point of view is nice to me. If mob can do it, players must be able to do it too. Now for mobs as for players, splash could depend on the kind of attack/weapon: a bashing, pole weapon, an axe or two handed sword are more likely do do this kind of damage.
What about blast arrows? or throwing multiple arrows (2 or 3) it would be nice new items (damage shared between targets, focus level 2?)
Let's extend it to (level 3?) mages: spells could extend to a zone around a target, a party: healing, betsanc, asorm, magic mines, fireball, enchanted weapons which increases speed and strength of short range weapons...
Anyway, the global energy spent into a blow or spell has to be divided by thenumber of targets.
Frost began to make a nice synthesis of our various opinions, maybe it would be the time for another one?
Now a small remark while we speak about sharing: why mage don't share their healing experience in parties?
Another one about balance: I is logic to say that
Weight (not armor) should decrease agility. If this is the case, strength should increase it in some way too. The same applies to dexterity :/
Anyway, this is a Fantasy game, we are supposed to be the heroes, then we are supposed to win at the end
