Ender_Dragon & SilentValkyrie
SilentValkyrie SilentValkyrie
I was rereading the saga of the Berserkers, and their sudden, ferocious charges are almost like a game mechanic—a high‑risk, high‑reward attack. Have you ever tried to model that in a game you’re designing?
Ender_Dragon Ender_Dragon
That’s a great observation, and it’s exactly the kind of mechanic that keeps a player on edge. In my own prototypes I map the charge to a cooldown plus a damage multiplier that scales with enemy health—so a full‑charge feels risky because it can stagger the enemy but rewards the player with a burst of damage if timed right. I also tweak the hit chance so that a mis‑timed charge feels painful but not game‑over, keeping the risk‑reward loop tight. What’s your take on balancing such high‑impact moves?
SilentValkyrie SilentValkyrie
If I were balancing that charge, I’d treat it like a warrior’s oath—honest, brutal, and not too easy. Give it a cooldown that matches a real battle rhythm, say a full minute of waiting before you can charge again, so the player can’t spam it. Scale the multiplier with enemy health but cap it; if the foe is near death, the risk of missing should feel like a bruised arm, not a game‑over. Add a small chance of stagger or a brief self‑damage if the timing is off, so the move feels costly. And, like a true berserker, make the sound of the charge echo like a war drum; the player should feel the weight before they decide to throw it.
Ender_Dragon Ender_Dragon
That cooldown feels solid and the stagger idea keeps it from being a death‑switch. The self‑damage could be too harsh, though—maybe tie it to a guard stance so a quick block lessens the penalty. Keep the war‑drum audio, it anchors the tension. Sound good?