If you put any level of frostbite on an enemy and push them through ice tiles, they will only take around 1 damage per tile regardless of resistance or any factors.
Currently the ice tiles are listed as LV 0, so I believe its defaulting to how cinders work instead of having its own thing.
The exception is that if a mob or player walks onto the ice tiles themselves they will take the usual damage from the frostbite levels.
To start off on the right foot, I don't exactly think that Kensei is in too weak of a spot at the current moment, but that is largely due to how good Duelist is as a base class in order to carry the sub-class itself. Currently I can just list Kensei as the duelist that uses katanas worse than Ghost would, except it has autohits (that are situationally worse than Ghost's.)
Kensei's unique identity currently is the katana skills that are unique to it, but the build path for basic attacking and autohitting are very different, while a basic attack build CAN autohit its typically not very worthwhile unless you're met with an opponent with so much crit evade you have no hope of dealing any additional damage. (Even then basic attack weapons boast on-hits in order to supplement this.)
I think that there are a few things to add to kensei that give incentive to play it in the way that seems to be intended, and changes to make to some currently less useful skills it has currently.
Here is what I currently dislike about Kensei:
Quote:-Very little to offer for reliable consistent AoE, its current AoE that isn't straight line based is currently on Toiken which can be unruly to aim and Rajinken which is based on a Kensei combo effect, which is harder to pull off multiple times in a fight.
-Lack of incentive to utilize both Kensei's autohits and basic attacks other than through Wazabane and wazabane only to trigger combo effects and minimize FP spent with sacred art.
-Feels like Duelist just with a bit of spice and extra stats, nothing like Ghost or Firebird in their identities, nothing screams "I"M A KENSEI" other than its autohits, which every class has.
Here I have listed a bunch of ideas I'd hope to have shared and possibly looked over and implemented in some fashion, I went over each of the skills and hopefully nailed down some ideas that might cover over some frustrations that at least I currently have about Kensei.
New Skill ideas:
Quote:Hissatsu - Sword Only Skill
4m (-1m Cost with Katana)
0 Round cooldown.
32/34/36/38/40 FP Cost (Sacred art applicable)
120/140/160/180/200% Scaled Weapon Attack
A technique that can only be used when a Kensei fully understands their opponent, requires all three of Kenki, Sakki and Touki to be active on one opponent in order to target them and delivers unto them a lethal blow, consuming the statuses upon use.
Inflicts a lingering damage status equal to Rank*12 LV for 3 rounds.
Quote:Jiten - Sword Only
4m (-1m Cost with Katana)
0 Round cooldown
14/16/18/20/22 FP Cost (Sacred art applicable)
100/105/110/115/120% Scaled Weapon Attack
Targets all enemies in a 3 range circle around the Kensei, delivering a spinning slash and damaging all enemies around you, enemies on the outer edge take 25% more damage.
Kensei Combo effect - Knocksback 3 tiles, doubled on the outer edge.
Quote:Blade Zenith - Equippable passive - MAIN CLASS ONLY
By fully utilizing a katana's potential you are able to reach heights of swordplay unique to any other form's, provides bonuses to Kensei skill and basic attacks for meeting certain requirements, either buff can only apply once per round.
-Landing a basic attack with a katana weapon causes your next Kensei skill (Except Hissastu) in the same round to inflict or power up a lingering damage debuff. for 2 rounds. (LV = Skill rank *4)
-Landing a Kensei Skill (Except Wazabane) will cause your next basic attack with a katana in the same round to gain +25% critical damage
Existing Skill changes:
Quote:Absolute Pace
-Absolute Pace now reduces enemy's hit equal to Touki's LV for the duration.
(This would give Absolute Pace a lot of utility to at least use, this was its use before the Kensei changes took place, otherwise it gets overlooked as no one will trigger it ever intentionally.)
Quote:Hidden Cut
-Triggers any lingering damage effect on targets, causing them to take damage equal to its LV
(Hidden cut deals very little damage even with Hisen, the true utility of it is the sheath sword part, but this would also bring a lot more flair to the skill, such as making existing cuts bleed out suddenly.)
Quote:Tekagen
Halves the Kensei's Evade/Damage/Phys.Def/Mag.Def, provides 10 HP/FP Regen per round.
(Modernizing this skill to not butcher stats, saving HP Lost from having STR weakened, allowing the Kensei to still make accurate hit/crit checks but for significantly less damage, giving the feel of holding back still.)
As usual thanks for reading and possible consideration, I'd like to hear feedback if any is to be had.
It appears that wild ride is actually functioning with some wrong numbers.
What I mean by this is, the skill states that the SWA for your gun is treated at 25% its original value, whereas from some testing, it appears to be treating it as reduced by 25%. Leading to some rather hilariously painful results in 2v2 battles.
Debug is as follows, tested with a crazy coyote.
Debug: Wild Ride - /obj/skill/wild_ride
Debug: Checking cost negation effects.
Debug: Before Use Skill called. Shackled Serpent, OOC Huntress, Wild Ride, 1
Debug: Attack type: /obj/skill/fe_attack/gun
Debug: Serendipity; rounds = 1, rounds_over = 1, bonus_dmgs = 115, bonus_dmg_over =
Debug: bonus_dmg_this = 115
Debug: Basic Attack - Weapon Serendipity; 0
Debug: Total Power for Serendipity / Serendipity was 0.
Debug: Critical Multiplier for this attack is: 170.34%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Attack type: /obj/skill/fe_attack/gun
Debug: Serendipity; rounds = 1, rounds_over = 1, bonus_dmgs = 115, bonus_dmg_over =
Debug: bonus_dmg_this = 115
Debug: Basic Attack - Weapon Serendipity; 0
Debug: Total Power for Serendipity / Serendipity was 0.
Debug: Critical Multiplier for this attack is: 170.34%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Attack type: /obj/skill/fe_attack/gun
Debug: Serendipity; rounds = 1, rounds_over = 1, bonus_dmgs = 115, bonus_dmg_over =
Debug: bonus_dmg_this = 115
Debug: Basic Attack - Weapon Serendipity; 0
Debug: Total Power for Serendipity / Serendipity was 0.
Debug: Critical Multiplier for this attack is: 170.34%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Attack type: /obj/skill/fe_attack/gun
Debug: Serendipity; rounds = 1, rounds_over = 1, bonus_dmgs = 115, bonus_dmg_over =
Debug: bonus_dmg_this = 115
Debug: Basic Attack - Weapon Serendipity; 0
Debug: Total Power for Serendipity / Serendipity was 0.
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Attack type: /obj/skill/fe_attack/gun
Debug: Serendipity; rounds = 1, rounds_over = 1, bonus_dmgs = 115, bonus_dmg_over =
Debug: bonus_dmg_this = 115
Debug: Basic Attack - Weapon Serendipity; 0
Debug: Total Power for Serendipity / Serendipity was 0.
Debug: Critical Multiplier for this attack is: 170.34%
Debug: no_armor was in flags
Debug: projectile was in flags
Debug: Attack type: /obj/skill/fe_attack/gun
Debug: Serendipity; rounds = 1, rounds_over = 1, bonus_dmgs = 115, bonus_dmg_over =
Debug: bonus_dmg_this = 115
Debug: Basic Attack - Weapon Serendipity; 0
Debug: Total Power for Serendipity / Serendipity was 0.
Debug: Critical Multiplier for this attack is: 170.34%
Debug: no_armor was in flags
Debug: projectile was in flags
I would have screenshotted this, however it is incredibly long, and doesn't fit on my screen.
Furthermore, from the battle log, with a swa of 106 (Slightly higher in battle due to racial stats)
I am doing 80 damage during wild ride without a crit, and 137 during (50% crit damage from GUI)
OOC Huntress attacks Arctic Albatross with Serendipity and hits them!
Arctic Albatross takes 80 Pierce physical damage. (Serendipity)
Something seems a bit fishy here, and may require a look.
EDIT:
I should also add, outside of actual team fights, AKA when it comes to fighting 2 enemies, rather than 3-5+, the skill isn't as overwhelming. But when it comes to just 2 opponents, being able to drop out 600+ damage this easy is just absurb. Fun, but definitely broken.
On September 1st, my guild will be hosting a player tournament. I have spent some time in game handing out flyers, but there are some details that I am unable to articulate while in character. In this post, I'll be able to speak out of character and fill everyone in on the specifics.
This tournament will be single-participant and double-elimination. That means you fight one-on-one against other players, and you are eliminated only after you have lost two fights. It will be hosted inside my shop, The Hidden Gem, which some of you have already visited. I realize that team fighting is generally preferred, but as this is my first event, I have no idea how many players to expect. Rest assured that if we have sufficient participation, we will be hosting team tournaments in the future with even bigger prizes.
Speaking of the prizes, I'll address those now. Entry is free and there are no consolation prizes this time, but the top three players will receive compensation:
1st place: 5,000 murai + 2,000 bonus murai and 10,000 shop credits per entrant. 2nd place: 2,000 murai + 1,000 bonus murai and 5,000 shop credits per entrant. 3rd place: 1,000 murai + 500 bonus murai and 2,500 shop credits per entrant.
The more people who join, the bigger the prizes will be. If we have 15 people join, for example, then the 1st place winner would receive 35,000 murai and 150,000 shop credits. The 2nd place prize would be 17,000 murai and 75,000 shop credits, and the 3rd place prize would be 8,500 murai and 37,500 shop credits.
What are shop credits?
Shop credit is a form of currency that Lavender intends to track publicly on a sign board, inside the shop. In the near future, we will set up limited-access rooms with additional shopkeepers, where we will list incredibly valuable and fully-upgraded items at a high price. Your shop credits will act as currency toward purchasing items from these special shopkeepers. You tell us what you want, and we will remove it from the special shopkeeper and trade it directly to you. Then we will deduct your shop credits accordingly.
TOURNAMENT RULES:
1. This is an in-character event.
2. The fights themselves will be spars, and no serious injuries will be inflicted. If you want to role-play otherwise, understand that you may be at risk of punishment from the guards.
3. For the sake of everyone's time, the round timer must be set to 1 minute for all fights until the semi-finals. During the semi-finals and the final fight, you and your opponent can set the timer to whatever you like.
4. Similarly, if a fight has not concluded by the end of round 20, a judge will pick a winner and your fight will end. This rule does not apply to the semi-finals and final fight.
September 1, 2019 (Sunday)
1:00pm PST / 4:00pm EST
The Hidden Gem, Dormeho
When you arrive, I will add your name to the tournament brackets and match-ups will be randomized. Come early, because we will start no later than 10 minutes past the hour.
Other questions..
Can we swap around our classes and equipment?
Yes. In the future, we will likely host tournaments that restrict this. But for this one, participants will be allowed to do so.
Why singles?
Because I have no idea how many players to expect. I want to do group tournaments though, and I want to massively increase the prize payouts.
What is your guild?
My guild is just myself and a few friends who enjoy looking for rare items. But a person can only use so many items, so I decided to set up a shop. It is still under construction and I am missing several shopkeepers, but we're making progress.
Once again, a huge thank-you to everyone who has spent murai at The Hidden Gem. You have bankrolled this tournament into being a possibility, as well as everyone who has sold me asagorians.
Terra Strike is one of the most powerful tools of Monk, for good reasons. But also it's the most oppressive tool Monk has currently thanks to how it's done. The skill can be spammed with very to little drawback even upclose while wasting very little Ki in return, keeping their maximum damage.
The plan here is keeping it equal to Dragon Gale, which is barely used and taken as 'balanced'. Here are the changes:
Those are only suggestions that would make it equal to DG, while nerfing the skill a bit that requires it currently. As it's very easy to deal almost 200 damage with one cast, plus the fact of having very little counters if you don't build Magic DR/Earth Resistance.
Do you have any other suggestions? Leave a comment below!
It seems that on hits do not apply the right accuracy bonuses for the purposes of evasion checks, specifically to what I'm referring to is Snake Dancer.
I've brought this up before but due to a recent debug addition I've finally been able to test this out reliably and figure out the root on it, on hits like Serpent Strikes/Weapon On hits etc. seem to be missing A LOT of accuracy, which ends up causing my issue labelled before where on hits seem to never connect against a Snake Dancer.
Here is a screenshot of me performing a basic attack on a target with 100% accuracy, after hitting the Snake Dancer dodged the following 2 on-hits (Sharp Claws and Serpent Strikes) consistently, checking the debug info I was able to find this:
To clarify, my weapon's accuracy is 87% and I do have additional 30 hit granted from Golden Eyes as well, the remaining 5 hit that seems to be missing is so trivial I couldn't be bothered to hunt it down.
It makes the most sense though, On-Hits making accuracy checks seem to be ignoring Weapon accuracy AND accuracy bonuses like Golden Eyes/etc.
This is a group for players who wish to make villains and find followers or who want to play followers/goons that are reusable and replaceable.
Villains should have brief but realistic goals to ensure that there is potential closure on their schemes.
Villains should not become too invested in success or failure to ensure that there is no grudge from the side of the storyteller.
Villains should always allow their enemies to fail forward, escape, or otherwise succeed in removing themselves from lasting harm should they wish to, ensuring that they always understand that this is an option they can take. This is to ensure there is no grudge from those participating in your villainous deeds.
Villains are not just villains. They have goals related to the lore, tone, and stories of the world and its inhabitants.
Villainous characters should not interfere heavily with the storyline of other antagonists. Becoming an unending mercenary army for another group is more bothersome for your partners in storytelling than fun. With that said-
Have fun. Always.
The problem I see and how I wish to address it.
People become heavily invested in their characters. They grow to have motivations on those characters that counteract or otherwise conflict with the more comfortable side of the game, and then they disconnect and become what we refer to as villains. They create their own communities, and they still conduct themselves in ways that are antagonistic in the story to other characters. But one problem there is that Sigrogana Legends is a game that continues to go on forever. Unlike some other BYOND games that involve age and perma-death, both of which are strict and interesting game mechanics that most other games don't have need for and so it's an interesting thing to see at all happen, SL2 lacks a lot of closure. Most major villains are 'still out there somewhere,' after their player left or grew tired or inside their insular communities with the understanding that their own end is much more final than anyone that they could face. They have no reason to leave, nothing to gain but clout and frustration, and so have no reason to take risks. No reason to provide a fight that they could lose.
This is no critique on anyone in particular. Because it's the same reason people don't go attack them in their little enclaves. No one wants to lose so much investment against stacked odds. And often, if you're engaging, the odds are going to be stacked against you unless you take action when nobody is online.
So that's the problem. Trepidation and investment create stagnancy. The solution comes from what I wrote above, ideas that I've bounced around in some group chats.
A discord group. Maybe a guild in game represented specifically as a means of OOCly recognizing which people are IC and up for a scuffle, which people you can count on to have some motive that provides a point of contention for those who seek it. This group would be full of people who wanted to play both the role of throw away goons and followers of various types, builds, races, and personalities and those that wanted to play enigmatic leaders with which to spin the narrative.
What would this succeed in? It would mean that there would be driving forces acting against others who could be in the world or come to points of danger and contention where both sides didn't have to worry about being OOCly inconvenienced upon losing. For a character that you've accepted is executed upon capture when you made them, you can only see how far you can go before you can bank in that clout. And for a hero that will fail forward or be given a story of escape or of their (oocly) voluntary capture and what comes with that? You get your story. It would also mean that you'd only need the major villain and a few other people who could slot in their own faceless/brief-stint characters in with them to start something instead of requiring eight people to have a good schedule match up.
What would it need to do this? General staff permission to run characters that are almost entirely NPCs, disposable, and re-usable and a player bought and run location to host these scenes when they require some specific esoteric location like a compound, bunker, or anything you can't get in a city or campfire.
What are some examples of what this group would be used for?
Any idea for an antagonistic group that you want to see play out to its reasonable end could be used. A group of mechanation hunters who want to capture and ship off mechs using older methods of transportation would be a good starter idea for how frequently its referenced by characters and how infrequently it's realized in actual storytelling and gameplay. Their failure would be almost assured eventually, but it would provide some narrative for a nice rescue mission or jailbreak after a few too many mechs are imprisoned and go to break out. Inversely, being a group of mechanations rebels that have taken themselves out of Karaten to try to collect the arms and cash to fund their hometown revolution might resort to crime, creating a more polarizing conflict in roleplay between Order and Chaos instead of just Good and Evil. Their failure or success brings closure, as even if they do manage to win their fights or meet no realized resistance as they try to rob a bank or whatever else might be decided upon, they'll be gone back to where they've come from and out of IC hands.
A few of them write themselves. Some public manifestos posted on the forums of some group of Reapers who condemn the use and capture of spirits in possession and cursed weapons one day and then a few days later roll out your would be army of spiritualists who try to force exorcise people. Things get out of hand, and failure means deportation or execution after they resist the guards heavily. Or redrayders.
Any of this would provide compelling resistance. Sometimes it would be insurmountable. Other times? You might get a group of 4 together that can beat would be heroes for a time until you decide that your characters fade away into wherever they've come from. Anyone who loses can lose forward, gaining a story of escape or otherwise victory over insurmountable odds in the clutch moments.
Or maybe people do grow too attached to their goon or villain characters, and they reform or defect into a character with a realized backstory, a criminal history, and something compelling behind them. The power of friendship and all of that.
So far, this has been a lot. I wouldn't be playing this game if I didn't like to write. I think I've said a reasonable piece about the idea. Does anyone have any input on this, does anyone wish to see it crash and burn, or does any moderator have a reason this wouldn't fly or be acceptable? The name could definitely use some work, so ideas for that would be nice if you can think of one.