04-27-2015, 02:34 AM
The Phenex is really neat race that has a lot of fun RP potential. But like many things in the game, most people stray from using classes or races that have nominal benefits. IE something else is better.
In this case, I'm proposing changing it from
to
Reason being it's a near useless skill. I can only really see this come into effect when you get one shot the very first turn. Even then, it's likely to not do anything good.
I don't think this will really break anything, considering other races have means to heal for much less than half their fp cost. Plus, it will make the race more prevalent.
Addtionally, with the new revive changes:
This will balance out, and in my opinion, make it have a drawback instead of a plain benefit. [fp cost not withstanding]
Sidenoite: I'm not sure if this has been suggested prior or the reason for denying the suggestion, so if it has do spare me.
In this case, I'm proposing changing it from
Quote:The power of the Phenex clan was shown once by Heldonis, and his people are not much different. When the Phenex is reduced to 0 HP, if they have FP equal to their maximum possible FP, half of that FP is consumed and the Phenex restores that much HP immediately. This effect can only trigger once per 10 Rounds.
to
Quote:The power of the Phenex clan was shown once by Heldonis, and his people are not much different. When the Phenex is reduced to 0 HP, if they have at least 50% of their full FP, half of that FP is consumed and the Phenex restores that much HP immediately. This effect can only trigger once per 10 Rounds.
Reason being it's a near useless skill. I can only really see this come into effect when you get one shot the very first turn. Even then, it's likely to not do anything good.
I don't think this will really break anything, considering other races have means to heal for much less than half their fp cost. Plus, it will make the race more prevalent.
Addtionally, with the new revive changes:
Going from 0 HP to a positive HP amount counts as being 'revived'.
1) When you are revived, you lose 3 Momentum, as if you had been knocked down. (Skills that ignore knockdown or reduce its Momentum penalty do not take effect; it was just an example.)
2) When you are revived, you gain a status called Badly Beaten for 4 rounds, with a starting LV of 1. Badly Beaten causes the Momentum you receive from a new round starting to be reduced by its LV. If you are revived and are already suffering from Badly Beaten, the duration is extended by 4 rounds, and the LV is increased by 1. (Note that status effect duration is reduced even during turns you are incapacitated, so you get revived, then knocked out again, and 4 turns later you get revived, you will get a 'fresh' Badly Beaten, not a powered-up version.)
1) When you are revived, you lose 3 Momentum, as if you had been knocked down. (Skills that ignore knockdown or reduce its Momentum penalty do not take effect; it was just an example.)
2) When you are revived, you gain a status called Badly Beaten for 4 rounds, with a starting LV of 1. Badly Beaten causes the Momentum you receive from a new round starting to be reduced by its LV. If you are revived and are already suffering from Badly Beaten, the duration is extended by 4 rounds, and the LV is increased by 1. (Note that status effect duration is reduced even during turns you are incapacitated, so you get revived, then knocked out again, and 4 turns later you get revived, you will get a 'fresh' Badly Beaten, not a powered-up version.)
This will balance out, and in my opinion, make it have a drawback instead of a plain benefit. [fp cost not withstanding]
Sidenoite: I'm not sure if this has been suggested prior or the reason for denying the suggestion, so if it has do spare me.