The ideas were just off the top of my head. You need something other than just leveling numbers to make the encounters feel different from the very first one. Most of Dark Souls is spent just leveling numbers. As a Dex build (probably other builds as well), you kinda decide on your final weapon rather early, then you level it up to +14/+15 to get the Dex scaling to A from B. The actual enemy encounters don't change whatsoever.DaViller said:Monster hunter has pretty much the types of skills your describing through armor skills(there is no leveling in mh other then gear). That said i wouldn't want the same in dark souls.
Doing this would also funnel certain builds to only use certain playstyles (or weapons). For example a dex built with the X% more damage after rolling thing. A skill like that would favorise weapons with good rolling attacks naturally, so weapons that are dex but have shit roll moves wouldn't benefit from that at all even. In the end you might wanna use a weapon that would benefit from the str skill while your forced to level dex to get any damage going. A typical dex build right now has 4 primary weapon choices, the scythe, katanas, curved swords and rapiers (only most common, I know theres more). They all play very different, but they benefit from dex to the same amount, your rolling skill however would pretty much do nothing for the scythe or rapiers (not to sure on those) since theyr rolling attacks suck. This would artificially put certain weapons above others.
Finally the random dodge thing pretty much hinders immersion if you ask me. My character is supposed to represent me, so making my character capable of feats outside of my controll just takes me out of the game. In a game like dark souls a feature like this would feel very out of place and also lead to cheap moments with pvp. In that regard it would feel like adding random critical hits to street fighter or something.
You wouldn't be forced to take the +10% damage after a roll passive ability, there would be choices, I was just listing one such example. The whole point is leveling Dex or Str for the weapon damage scaling, why would you use a Dex weapon and not level Dex? The game has already forced you to level Dex, I'm just saying to give us some passive abilities that go along with leveling the stats we are already leveling.
I can see people not wanting something like the evasion thing in the game; again, it was just an idea. I also listed several rules along with evasion like it won't even activate if you are blocking or rolling. What about the one-use power idea (something to give you basically a second chance when caught in a bad spot), which actually works perfectly with the bonfire mechanic?