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Setting Sanic [Setting Sun's minor tweak vs CEL] |
Posted by: Snake - 02-13-2017, 12:46 AM - Forum: Balance Fu
- Replies (11)
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Can Setting Sun happen on 'the beginning of your next turn', instead of 'at the end of the round'?
So like, it stops mattering if you are faster or slower than the opponent? It's pretty lame to invest in CEL and lose the usability of one skill. It should be the other way around, CEL is underused and it should matter more in some simple facts like this (Also, can open room to some Skip plays.)
Plus, it doesn't make sense for your opponent to be slower and avoid a god damn giant energy blast casually, right? Let's not slide in more tools for the fat, 0 CEL 99 STR/DEF/RES/VIT people to abuse.
I think that making this a thing would fix a lot of Setting Sun's balance problems, since everybody will have a chance to avoid it, by just having CEL. And the Monks can be rewarded for doing their Shukuchi + Dense Thunder plays. (Plus, it would be more fucking cool to observe some teamwork.)
Also, there's no excuse for people to cry about CEL being a big factor here, since Monks are supposed to be dodgy, they even have skills that scale from Wind ATK.
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Runic magic |
Posted by: Lolzytripd - 02-12-2017, 09:22 PM - Forum: Suggestions
- No Replies
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I'm still working on all the possible ideas that would fit or be applicable by my core idea, but the ideas been floating around long enough I feel like I could drop it.
basically any runic magic class would cast spells by inscribing chains of runes.
my idea is that each rune would cost 1m to cast and that the final spells effect would change based on how many runes and which runes you used. There would be 0m runes/skills to finish the set your are casting
Types of runes so far
Damage/Elemental runes-self explanatory
Effect runes- chance to apply statuses
Special runes-applying tile effects, map effects, temporal effects distorting turn order, ect
End runes- these cost 0m and would be for completing a rune chain.
Circle- imbues the runic spell into a circle on the ground, making a trap/map fixture ect
Blast- immediatley launches the runic spell at a target, apply the full power of the chain to a single target.
Imbue- Imbues the runic chain onto a weapon or armor depending on the effects.
Also some runic chains if performed exactly would cause particular runic spells to occur.
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Applying lessons from another game (Youkai rework) |
Posted by: Ranylyn - 02-12-2017, 08:17 PM - Forum: Balance Fu
- Replies (2)
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So I've been playing a game lately. A grid based SRPG about summoner battles. And I felt SL2 could potentially benefit from taking notes. It's actually pretty well designed, except for the fact that the entire game is moe (which I am not into.) Still, I checked it out for the SRPG summoner battles and was decently impressed; the strategy is actually pretty deep. This game is called Moekuri, and is available on Steam.
Here are the basic rules of Moekuri:
- You can collect 151 (not even joking, there are 151 playable summons) summons but need to form them into a team of 6.
- You can have 5 summons out at once, and some summons count as more than one.
- You can only summon once per turn.
- Summoning is not immediate, but delayed based on the power of the summon. Some weaker ones may be instant, but some really strong ones could potentially take over 20 turns before appearing. This means everything is viable in it's own way; do you Zerg Rush, or do you bunker down for the long game?
- Summons are considered "dead" when their SP hits 0, and can use even an expensive skill on just a few points of SP, at the cost of dying for it. They can be dismissed to regen a bit of SP per turn, but cost the full time/ cost to be resummoned.
- Summons do not have an upkeep cost, but rather, varying initial costs to call in the first place. This is further balanced around summoning time and raw power; some strong yet delayed summons don't always cost a lot, and some above average summons that come out immediately can cost a lot, to compensate. For example, Zipacna, a powerful, 11 turn summon costs 7 SP, while Chronos, a teleporting and constantly reviving little shit with an instant summon costs 14 SP (which is a massive strain on the summoner who starts with 16 and regens 4 per turn, if Chronos keeps getting resummoned)
- The equivalent of "Installing" can only be done by Haruka, the Channeler. She will channel the first summon per battle that she's beside on the turn it appears. This grants her benefits similar to installing in SL2.
- The equivalent of "Sync Mind" can only be done by Touka, the Possessor. She removes herself from battle to directly merge with the summon and use it's stats and skills directly. She cannot summon on her own, but simply goes through her list, one summon at a time, possessing the next one when the first one dies.
So what do I feel could apply to SL2?
- Youkai are already unbalanced, with some being objectively more useful than others, and the delayed summon system could potentially be used to great effect. For example, imagine if the dragons got some really nice buffs, but took 5-6 turns to arrive on the battlefield. On the flip side, some of the generally less useful ones, like Jack o' Lantern, could remain an instant summon.
- We'd definitely see far more actual summoning if the upkeep costs were replaced with a higher cost for the initial summon, instead. If the Youkai themselves hit 0, they're gone, and Energy Transfer takes resources (Momentum and FP) away from the summoner itself.
- With each Youkai being a bigger deal, they can be given a wider variety of skills, ranging from Weak but cheap, to Expensive yet powerful.
- Adding a delay to installing would make it more of a calculated risk and less of a reflex (Like seeing wings of fire in PVE and installing firefox.)
- While I don't think such a drastic change to Sync Mind as in Moekuri is needed, I could definitely see Sync Mind being a 3M skill to tap into a youkai's power for your own, until released. This way, the summoner doesn't just get 12 youkai's worth of skills at once. Either that, or they're added to your skill pool and cost slots to equip.
Anyways, this is just a preliminary "thoughts?" post. I can go more in depth as to what changes I think make the most sense for each individual youkai, if needed.
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Skill Swap |
Posted by: Slydria - 02-12-2017, 01:09 AM - Forum: Suggestions
- Replies (1)
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Right now, you can't reorder Skills without unequipping them all and equipping them in the right order which can be annoying if you like to order things in a particular way (or since it matters for a few skills like Auto-Enchant and Arcane Tattoo.)
It'd be nice if we could swap skills without needing to unequip everything else.
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Youkai Skills |
Posted by: Slydria - 02-11-2017, 11:40 PM - Forum: Balance Fu
- Replies (17)
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So I think we should talk about how the scaling on Youkai Skills are generally too strong.
This is especially the case with certain skills that scale on Defensive Stats with potent effects. Hunter Wind, Parraeta, Drown, Ruby Beam and Black Rose come to mind.
Honestly, I don't think these skills are a problem when the Youkai themselves use it but when players do it, it becomes overbearing due to players being able to heavily focus in Elemental ATK.
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Automated Dialogue [Shopkeeper Suggestion] |
Posted by: Autumn - 02-10-2017, 08:58 PM - Forum: Suggestions
- Replies (2)
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Is it possible that we could edit the welcoming dialogue of shopkeepers? Or provide some sort of shop description if that's not possible, I feel as if this would be somewhat helpful for shop owners and also provide a little bit more flavor text, and a new feature for an already expensive donation item.
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