DocSpock wrote:
What you could do though I really see it not happening is remove taunts as we know them. Start over with heel and face and have the face's get "taunts" or some crowd pump up factor that boosts their stamina, ag and hp as it does now and levels as it does now ( but we start form 0 again ) and for heels they get to create a custom weapon move like an additional finisher basically with 3 executions per match of it's own also and it too levels up except not like a finsiher but like a TM so it boosts it's dmg and injury/bleed chances per level.
The test for taunts is currently initiative I believe so I think for heel weapons it should be the same instead of block/ab just a initiative test against just like it is for taunts so both types don't suffer from differing stats.
Lastly a purely random, non stat controlled DQ factor would exist for heels, maybe 1 in 100?
For faces the same 1 in 100 chance of something going wrong with their "taunt" that leads 100% chance of success roll up pin?
Thus both classes get the chance for an auto win if something goes wrong with thier aligned move so to speak.
Although my original idea was basically a text swap to differentiate between Heel (distraction + weapon) and Face (automatic initiative + generic comeback or "Hulking Up" message), I like the deeper roads of thought with yours. I don't have a problem with weapons being used in No DQ matches and I like the recent attempt to change up a bit how weapons work, but I would like to see some kind of nod to the idea of wrestler alignment. It's as basic as pro wrestling can get; two people don't like each other and fight, while the crowd cheers for their champion and boos the underhanded swine who will stop at nothing to win. But I begin to digress.
I am particularly fond of the notion that Heels under your rough model would start with an advantage, as it would be some time before the Face taunt would be leveled up to a point where it could be competitive against the Heel's weapon. Like the dark side of the force, it wouldn't be stronger than the light; it's just quicker in the short run. I would suggest a minimum time between alignment swapping, if it were available at all, and cost a decent amount of TP. Even then, you get no executions back from either alignment and must start over each time you switch.
And while we're dealing with hypothetical changes, what if the third finisher was removed along with universal taunts? Faces would get a taunt and two regular finishers, while Heels would get the third finisher back and no taunt. What would make this appealing? The extra finisher is not powered by adrenaline, but rather a new pool called Heat and has no set required position: it can trigger in any position. Heat is gained by performing Heel moves (like mule kick, eye rake, low blow, kick to groin, etc.), which would force a slightly more strategical look at move sets: does a Heel rely on a few dirty moves to power their illegal attack and trust in their normal moves to deal damage, or do they load up on less powerful dirty moves and look to cheat for their victory often? To counter that, perhaps Faces would need to build up a pool of their own to power taunts. We could call it Pop.
Face moves that generated Pop would fall under similar guidelines as Heat moves; namely, they would primarily be pulled from the lower damage and lesser used moves. I could see placing many of them within Stunned (only a few things pop a crowd like an aerial assault). Again, this would allow some strategy to creep into move set planning other than damage versus bleed %, AB versus damage, and obtained's synergy with required. While Inner Rage would remain to boost up AG for the two universal finishers everyone has access to, Pop and Heat would only be generated by their relevant moves and would only be modified by the level of said move (not the damage, though). So a level 1 dirty move would generate 1x it's Heat, a level 20 move would generate 20x, and on like that.