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Engineer and FP |
Posted by: Autumn - 08-06-2017, 08:14 PM - Forum: Balance Fu
- Replies (1)
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Engineer still has quite a few problems with FP when it comes to the bots, I understand the concern with their FP costs as a whole so instead I propose that we buff up Salvage a bit, to make it so that you're not blowing all your FP in the middle of the match.
Can Salvage be changed to have -2 FP Cost per rank, and maybe upping the scrap level a bit.
Currently I run an engineer with 350 max FP, which seems reasonable, and 8 FP Regen, they still have issues just maintaining rogue and engi, let alone their subclass.
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Giving GM's more GM tools in Battles- Electric Boogaloo |
Posted by: K Peculier - 08-06-2017, 04:29 PM - Forum: Suggestions
- Replies (3)
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GM events deserve more control with the love and care that goes into the story.
Can we please give GM full control or the ability to taker over control of mobs in battles? Mobs currently lack minute details that make them truly alive. Currently they just rush at people and/or use whatever skills they have not accounting for their personal situation because the GM's have to leave it to the AI.
For example, what if players are facing a notorious bandit crew? The mobs are literally going to throw all tactics and IC experience down the drain and rush the players through cinder hell with a smile.
I would also like to suggest that turn timers in GM initiated battles are also decided by the GM. Considering they can end battles at any time, I believe letting them set the turn timer for an unlimited amount of time so roleplay and story can be brought into the mix without having to be the fastest typist alive.
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Thoughts folks?
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Breakdown Meltdown |
Posted by: Rendar - 08-06-2017, 06:54 AM - Forum: Suggestions
- Replies (2)
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Could the Breakdown menu get a bit of an overhaul?
Right now it's a pain in the ass to just constantly drag items over there. I'd really just love if it was something similar to the pawnshop in design.
Allow you to right click on stuff to just put it in the menu and bring up the "Do you really want to break this down?" in the same action would be overwhelmingly nice.
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New Promotion: Raider (LEGENDARY) (WIP) |
Posted by: Bjarn - 08-06-2017, 05:05 AM - Forum: Suggestions
- Replies (9)
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not done yet nerds this got posted early on accident
Hailing from the northernmost reaches of Hyoya, only the most desperate and violent men live out in the reaches of the cold north. Clutching to their lives through good and bad, they make their living from others, seizing goods, food, and raiding monasteries to sate their needs and wants in equal measure. For every one the Hyoyans catch, ten more rise to take their place. They hold no master, no gods, and no goal save survive to the next day. Life is short, life is brutal, and their axes are hungry.
Promotion Class Name: Raider
Promoted From: Soldier. It could fit Rogue, but Rogue has enough promotion classes that avoid the classic rogue archetype already, and having a more active Soldier class that had more than a few tricks up its sleeves seemed like a fantastic idea.
There are three main archetypes I wanted to work into the Raider class mentality. These three archetypes are, I suppose, the main "builds" for the classes, so to speak. These three archetypes are as follows.
- Pirate: This class specializes entirely in the creation and usage of Pillage tiles. This archetype relies more on supporting type actions coupled with acid and water damage, in addition to having a number of crazy tricks up their sleeves that make things more interesting. I haven't quite established what tricks I want the Pirate to do yet, but it will be a grab bag of stuff that is versatile and somewhat obnoxious to deal with.
- Viking: One of the things that I found most disappointing about tanks in SL2 was that there was no ACTIVE component to tanking, save for slamming guard and bam you take less damage. it's not very satisfying from a game feel standpoint to be tanky in this game, so I thought about how a tank could still prevent damage to himself and others without it just being boring passive defenses and guarding and cover. The answer was pretty simple: Knockbacks, Knockdowns, and momentum reducing options that can hinder an opponent's ways of causing damage directly, rather than simply being too tanky to take any damage from folks, in addition to outright denying the opponent certain actions. Shields are a completely 100% mandatory part of the equipment set for this archetype, mostly due to the number of skills it possesses that require it.
-Berserker: I wanted Berserker to feel powerful, and to reward people from going in ham on someone and not relenting, but at the same time provide a pretty serious malus if they were unable to burst out their opponents. As a result, Berserkers are a glass cannon DPS build that is entirely revolving around melee burst damage, with their main gimmick rendering them incapable of doing any other job but that, but also allowing them to do that one job very very well and efficiently.
These are the three main design philosophies I wanted to touch on going into this design, and you'll clearly see the concepts laid out.
Offensive Skills
Flay
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A crippling strike that wreaks havoc on muscles. Engages a regular attack that must roll to hit and crit as normal. Reduces enemy STR by Rank on hit, does not stack.
Concussive Blow
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A smashing blow towards the head that leaves the target dazed and confused. Engages a regular attack that must roll to hit and crit as normal. Reduces enemy WIL by Rank on hit, does not stack.
Dislocate
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A brutal chop to the enemy shoulder, making proper aim painful and distracting. Engages a regular attack that must roll to hit and crit as normal. Reduces enemy SKI by Rank on hit, does not stack.
Hamstring
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A quick slice to the opponent's hamstrings (or equivalent thereof). Engages a regular attack that must roll to hit and crit as normal. Reduces enemy CEL by Rank on hit, does not stack.
Bone Breaker
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 10 at all levels.
Axe Skill. Targets a single tile within one range. A crushing, vicious blow that wears at the physical resolve of even the hardiest man. Engages a regular attack that must roll to hit and crit as normal. Reduces enemy DEF by Rank on hit, does not stack.
Smash Guard
Type: Offensive
Max Rank: 2
Momentum Cost: 3*
Range: 1
FP Cost: 20 at both levels.
No specific weapon required. Targets a single tile within one range. You quickly smash aside the opponent's weapon or shield, making them unable to counter you. Does no damage, but negates any on-hit reactions the opponent has, and removes blocking and guarding statuses. Lasts only one round. Counts for starting a Rampage chain.
Knock Knock
Type: Offensive
Max Rank: 3
Momentum Cost: 3
Range: 1
FP Cost: 15/20/25
Shield Skill. Targets a single tile within range. Rearing back, the Raider slams the shield with full force into his opponent. Knocks back opponent 3/4/5 tiles, causes 20/25/30 blunt damage, and applies a Staggered debuff, reducing movemment by -1/-2/-3 for 1/2/3 turns.
Who's There?
Type: Offensive
Max Rank: 3
Momentum Cost: 4
Range: 3/4/5
FP Cost: 20/30/40
Shield Skill. Targets any recently Staggered opponent within 3/4/5 tiles. Rushing forwards at the staggered opponent, the Raider slams into them at full force, knocking them down onto the ground. This applies the Guard Break status effect as well, increasing all damage taken by the opponent by 15% for 2/3/4 turns.
Plunder
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 15 at all Ranks.
Axe Skill. Targets a single tile within range. Swinging their axe recklessly, the Raider ruins the very ground the opponent stands on. Engages a regular attack that must roll to hit and crit as normal. Spawns a Pillaged tile underneath the opponent even if it misses, and has a 20/40/60/80/100% chance to spawn an additional pillaged tile in a random bordering tile.
Crashing Waves
Type: Offensive
Max Rank: 5
Momentum Cost: 4*
Range: N/A
FP Cost: 10/20/30/40/50.
Axe Skill. Targets all Pillaged Tiles on the battlefield. Even the oceans follow the Raider's call, when they beckon. All Pillaged Tiles send out a wave from them in a random direction, automatically hitting and bypassing evasion if an enemy is standing ontop of one. If this wave impacts an enemy, it pushes them 1/1/1/2/3 tiles away from the point of impact and causes 100%/110%/120%/130%/140% Water Attack Scaled Magic Damage.
Ravage
Type: Offensive
Max Rank: 5
Momentum Cost: 3*
Range: 1
FP Cost: 20 at all Ranks.
Axe Skill. Targets a single tile within range. The axe of a Raider is so keen, it cleaves even through magical boons, stripping them from those they benefit. Engages a regular attack that must roll to hit and crit as normal. On hit, strips any and all magical buffs from the target. Has a 3/3/2/2/1 round cooldown.
Cheap Shot
Type: Offensive
Max Rank: 5
Momentum Cost: 3
Range: 1
FP Cost: 20 at all ranks.
Shield Skill. Targets a single tile within range. Feinting with their weapon, the Raider instead jabs their shield into the enemy's gut. Causes 10/15/20/25/30 damage, and reduces enemy M by 1 on their next turn.
Attack Break (*GRUDGE SKILL*)
Type: Offensive
Max Rank: 5
Momentum Cost: 4
Range: 1
FP Cost: None.
Axe Skill. Targets a single target in range. Unleashing the wrath of their grudges, the Raider cleaves into the arm of their opponent, damaging it to the point where swinging a weapon is nearly impossible. Causes 100/110/120/130/140% Scaled Weapon Attack damage and disables any Attack actions for 2 turns.
Skill Break (*GRUDGE SKILL*)
Type: Offensive
Max Rank: 5
Momentum Cost: 4
Range: 1
FP Cost: None.
Axe Skill. Targets a single target in range. Unleashing the wrath of their grudges, the Raider chops roughly into the opponent's chest, dampening their spirits and making them unsure of their abilities. Causes 100/110/120/130/140% Scaled Weapon Attack damage and disables any Skill actions for 2 turns.
Spell Break (*GRUDGE SKILL*)
Type: Offensive
Max Rank: 5
Momentum Cost: 4
Range: 1
FP Cost: None.
Axe Skill. Targets a single target in range. Unleashing the wrath of their grudges, the Raider swings his axe in a mighty arc into the opponent's skull, scrambling their thoughts and making spells and summons harder to call upon. Causes 100/110/120/130/140% Scaled Weapon Attack damage and disables any Spell or Summon actions for 2 turns.
* - Indicates skills to which Rampage applies.
Defensive Skills
Shield Wall
Type: Defensive
Max Rank: 2
Momentum Cost: 3
FP Cost: 20
Shield Skill. Targets 1/2 squares next to the Raider when facing in a direction. Every Raider knows the importance of standing where you can cover your allies with your shield. Takes half of any damage received by allies standing on one or both sides, but reduces all damage taken by allies by half.
Plow Through
Type: Defensive
Max Rank: 5
Momentum Cost: 3
FP Cost: None
Range: 3/4/5/6/7 tiles
Targets any ally within the range. A Raider often doesn't care about his allies in his rush to get into the fight. Instantly moves the Raider to his allies position, and pushes the ally to a random neighboring square, or, if Shield Wall is active, to a square affected by it. Cannot target allies that are surrounded on all sides.
Utility Skills
Stand Ground
Type: Utility
Max Rank: 5
Momentum Cost: 3
FP Cost: 30
Range: N/A
Targets Self. How can you feel fear or fall back when the only thing that lies behind you is frost, fire, and death? When activated, provides immunity to knockback and later Fear for 1/1/2/2(Fear)/3(Fear)
Kindled Hearth
Type: Utility
Max Rank: 5
Momentum Cost: 3
FP Cost: 30
Range: 7 tiles.
Targets one Pillaged Tile within range. Sometimes, the best way to celebrate a raid is with a cozy fire and friends. Sets the Pillaged Tile ablaze with a cheery fire. Standing next to the hearth will restore 1/2/3/4/5% of HP and FP per turn when standing next to it to anyone. Can stack with multiple hearths. Hearths last 2 turns each, or an infinite number of turns in Spars.
Razed Ground
Type: Utility
Max Rank: 5
Momentum Cost: 3
FP Cost: 30
Range: 7 tiles.
Targets one Pillaged Tile within range. Other times, the best way to celebrate a raid is to leave a hellish inferno of death in your wake. Sets the PIllaged Tile ablaze with a cruel vicious fire. Standing next to the fire will cause 1/2/3/4/5% HP damage per turn. Getting knocked into the fire causes 100/110/120/130/140% Fire Attack Scaled Magic Damage, and sets a level 5/10/15/20/25 burn on the target. Blazes last 2 turns each.
Makeshift Barricades
Type: Utility
Max Rank: 5
Momentum Cost: 3
FP Cost: 45
Range: Circle AoE, 2/3/4/5/6 tile radius.
Targets all pillaged tiles within radius, and sets up barricades in each of them, rendering them immobile terrain. Each barricade has 10/15/20/25/30 HP and will break apart if their HP is depleted or if something is knocked into them. Anything knocked into Makeshift Barricades take 10/15/20/25/30 damage and can travel through multiple barricades.
Summon Crew
Rank D Invocation
Max Rank: 5
FP Cost: 50
Range: Map
Targets all pillaged tiles on the map. Sometimes, when you need to get the job done, you just need to call up all of your friends. Summons a weak minion into every single unoccupied pillaged tile on the map. These minions are not very good. I have no idea what their statline should be at the moment. I'll figure it out at some point. Point is, they're chaff that exist to fill space and give you Ganging Up bonuses. The minions last for 2/3/4/5/6 turns, and get better every rank too.
Riot
Rank D Invocation
Max Rank: 5
FP Cost: 50
Range: Map
Targets the Map. The best way to get a raid started is to get everyone all nice and riled up, isn't it? Has a 5/10/15/20/25% chance for each tile to change to a pillaged tile. Anyone standing on a tile that is changed takes 100/110/120/130/140% Acid Attack Scaled Magic Damage.
Passive Skills
Rampage
Type: Passive
Max Rank: 2
Just the scent of blood can drive a Raider into a frenzy, which grows more and more wild as the battle progresses. Toggleable skill. When active, each unique Raider Offensive Skill reduces the momentum cost of the next unique Raider offensive skill by 1, to a minimum of 1, and reduces Phys. Def and Mag. Def by 25% for 2 turns, which stacks down to 0% Phys. and Mag. Def. Cannot equip a shield if active. Rank 2 allows equipping without taking up a skill slot. Rampage Chains end after 5 attacks.
Grudgebearer
Type: Passive
Max Rank: 2
A Raider has a list of grudges a mile long. Just hope that you aren't on it. Untoggleable skill. Every time an opponent is knocked down or knocked back by any action the Raider takes, a Grudge is added. Only one Grudge can be added by non-Raider skills at a time. When a Raider reaches 4 Grudges, new skills can be utilized.
Innate Skills
Ganging Up
Type: Innate
Max Rank: 5
A fair fight isn't a fun fight at all. When an enemy is surrounded by allies, the enemy takes +1/2/3/4/5 *x number of allies surrounding opponent extra damage from the Raider.
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Dragon's Reach |
Posted by: Autumn - 08-05-2017, 06:43 PM - Forum: Bug Reports
- Replies (3)
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Dragon Gale uses the last enemy struck's fist weapon as it's casting tool when used from range.
For example, with A Brawler's Glove facing someone with no fist weapon equipped, it reads the fist weapon being used as Bare Fists, not Brawler's glove.
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Wraithguard's cooldown |
Posted by: Snake - 08-05-2017, 03:11 AM - Forum: Balance Fu
- Replies (23)
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I promise this is my last Balance-Fu thread for the rest of the month. (lies)
Quote:Can Wraithguard's cooldown be reduced to 3 rounds?
or
Can Wraithguard Ranks 3/5 grant you -1 Cooldown each?**
**
Added to that, you can steal Wraithguard with Cat Mask, you can dispel Wraithguard with Null Shell, and leave your opponent naked for 5 entire rounds. This is quite crazy when the Ghost is not a tank. The problem back there was when you could just refresh it anytime anybody took it away from you and keep it a permanent -30% damage reduction.
You just can't fight in groups as a Ghost anymore. And even as a tank Ghost, you can't survive Boxers or Arbalests anymore. Death got you good and for real this time.
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Hellish Summons |
Posted by: Rendar - 08-05-2017, 02:33 AM - Forum: Balance Fu
- Replies (15)
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I'm just going to be quick and concise on this matter. Summons have ridiculous as hell scaling, currently. And, due to the fact that CEL determines initiative order in a weird way (though i'm pretty sure it wouldn't matter either way), they are able to just absolutely ass blast whoever is your unfortunate victim.
This is just one excerpt, of likely many cases where this is just.. overbearing and insane.
Fast Offense is a MAJOR contributor to this, though that might be due to it likely being bugged and not working as intended. (Have 3 youkai, only 1 is bonded, so therefore you can use 3 youkai in total and all youkai summoned get +2 momentum)... Though spirits cause issue with that as well, since 6+1 = 7 and they can STILL have double-turn insta-act youkai.
I wasn't even the one getting fucked by this character, and I know that youkai doing 580 damage in 6m is ridiculous (especially with a slow summoner, so the youkai get to insta-act right after the summoner's turn)
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Arbarista |
Posted by: Rendar - 08-04-2017, 10:52 AM - Forum: Balance Fu
- Replies (7)
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Right now, Arbalest is kind of in a bad spot (outside of the cinder/oil chain push/pull strats of murdering literally everything that moves in your general vicinity). The new Stun mechanic has gimped the only thing Arbalest was really known for (which was fuck you and your whole turn). It's a very interesting class, but the fact that Archer hasn't really got good main class skills and the fact that it's so SP thirsty adds up really, really quick for why it's kind-of a bad class.
I've a few ideas that might make the archer route a bit more bearable, for right now, at least.
1) Combine Snipe and Keyshot. There's no real reason for these to be split up. Archers already take a -40 to their hit rate if they want to hit MA, and get DR if they want to hit a Duelist/MA. Just combining these two will save 3-4 SP and allow the archer to have some wiggle room.
2) Figure out a better main-class skill for it. Marked Target isn't that good, due to (still) how good and how overbearing movement skills are considering they (still) don't trigger traps. That, or just give them something like +15% damage on enemies at range or something. Since Duelists get 10% DR and 10% Damage boost, MA gets 10% DR (with a shitton of restrictions) etc etc.
3) Change the arrow types to be either 1M (for more fluidity in swapping), or make them cost 3 SP to get the same effect they have at 5 SP.
4) Add an actual gun path for this fucking class. Right now it gets +15 hit, fortune wind, a trap, and warning shot. That's it. Why the fuck does Magic Gunner build off of a base class that has almost nothing to do with guns.
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New Feature: Axe Duelist |
Posted by: Rendar - 08-04-2017, 10:01 AM - Forum: Suggestions
- Replies (9)
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Would it be possible for us to, later down the road, see an ax tree pop up in Duelist?
Ghost builds off of the concept of using Axes, but axes as a whole just really aren't supported in the slightest by Duelist. You get +CRIT, fleur, etc etc, but that's about it. Those benefits, alone, can't even be attributed to sword/spear/axe, due to the fact that anyone who is a duelist can get such a boon (though that is probably a balance fu thread waiting to happen).
I really have no idea what the skills would entail, but just some more support going to Ghost (and a berserker class in the future maybe) would be lovely to stack up with the berserker shell, etc.
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Terra Strike animation |
Posted by: Snake - 08-04-2017, 09:42 AM - Forum: Suggestions
- Replies (6)
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Quote:Can Terra Strike's ranged animation be changed from an 'Earth Dragon' to something akin to Verglas's Crawling Spikes, but made of dirt instead of ice?
It has been something that's irking me constantly whenever I see the skill being used repetitively. A dragon spawns out of nowhere from the ground as you punch it, and proceeds to headbutt the enemy several times, and somehow breaks the tile under them in the process.
This just feels... Wrong. Unfitting from an IC perspective. And I personally think it doesn't quite fit the theme of 'a heavy Ki strike to the ground that breaks everything on its way apart'. Besides, the 'Dragon' aesthetic already belongs to Dragon Gale, and a Mage's spell, Mud Dragon.
Setting Sun has an amazing animation that fits the thematic of a 'setting sun', Dragon Gale is super fitting due to what the skill was before and became post-update, a gut punch and a roundhouse that summoned the fury of a dragon... SO, why would a 'ground strike' also be a dragon? This needs to be re-evaluated on free time, Dev.
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