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New Promotion: Raider (LEGENDARY) (WIP) - Bjarn - 08-06-2017 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. Re: New Promotion: Raider (LEGENDARY) (WIP) - Bjarn - 08-06-2017 done for the night brain semi-melted, probably will fix typos at some point, still not finished yet Re: New Promotion: Raider (LEGENDARY) (WIP) - K Peculier - 08-06-2017 Axes. AXES? BY MY BEARD, THIS DESERVES MERIT. *Guard breaks you and pushes you off the map edge.* "WRAH!" All things considered, this seems neat, keep it up. I'll leave the analysis to the pro SL2 players. Re: New Promotion: Raider (LEGENDARY) (WIP) - Snake - 08-06-2017 A good class suggestion for once?... YOU HERETIC! I love it. Re: New Promotion: Raider (LEGENDARY) (WIP) - Chaos - 08-07-2017 If Rampage is going to make Raider skills cost less momentum in exchange for botched defenses, I'd suggest having it negate ALL defensive values/reductions, not just Phys/Mag Def. I'm not against another Combination Fighter, but if this version isn't going to botch offensive output, it sure as hell shouldn't let the player have any sort of defenses. I also wouldn't let the player toggle Rampage while it's in effect. Otherwise, this suggestion is actually quite sound. There's a few underwhelming skills, but I'll address those in a later post. Re: New Promotion: Raider (LEGENDARY) (WIP) - Raigen.Convict - 08-08-2017 Why is this not implimented yet? DO IT! JUST DO IT! MAKE YOUR DREAMS COME TRUE DEV Re: New Promotion: Raider (LEGENDARY) (WIP) - Slydria - 08-09-2017 So I decided to pretty much thoroughly go through this idea. Figured I'd break up the skills into their archetypes too. Pirate archetype: Viking archetype: Berserker archetype: The groundwork is mostly solid for the class idea but still needs more tweaks and polish. Re: New Promotion: Raider (LEGENDARY) (WIP) - Bjarn - 08-09-2017 it's part of the reason smash guard does no damage, prevents a full combo and also burns a solid 3m if used at the beginning of a chain with no crit chance whatsoever, so the gamble and tradeoff is simple, guarantee the next few hits are going to bypass guard and reaction skills for the cost of damage and less total M in the turn, or go all out and hope the enemy doesn't have riposte, stalemate, or any of the other things that would instantly shut down a serious combo other problems come with axes inherent inaccuracy, with little passives other than raw stats to carry it, and with strength almost required as a damage scaling stat with most of the good ones, that's a pretty huge stat investment another limiting factor that I baked in is that the FP costs for doing this class berserker style are obscene with your average damage focused build, though I agree on the one point thing, so I have a solution, adding a base accuracy debuff to each attack ability that is increased by how far you are in the chain, so say 1st chain you have -5, next you have -10, so on so forth, so it incentivizes getting higher ranks to make you able to hit anything with it the funny thing is there is meant to be cross use for a number of skills within the class, and the sole reason the debuff attacks exist is to give berserkers options but also to give other specs things to do as well a lot of the pirate abilities are given in vagueness, which is wholly my fault on the matter as I am not entirely sure what way to go, my thought at the moment is to have crashing waves instead emit a wave from only one pillage tile and the direction chosen by the player Plunder is designed with the idea that you're already using Pillawag tbh riot is getting changed to an area about the size of a lantern bearer lantern, because the entire map is excessive I agree the main idea for kindling hearth in spars being infinite is to allow for "infinite" spars where people can get low on health and just heal back up in a few skipped turns without leaving battle, but if that's an issue, 3-4 turns is a okay with summon crew, the individual minions are piss weak, as in even at max level your average powerful aoe spell should clear most, if not all of them out, I don't have the final numbers for this and I honestly doubt I ever will tbh, I have zero clue on statting minions and I don't really wanna dive into that can of worms for what is essentially a design suggestion rather than a fully functional right now SL2 class agree on most of the points for viking, 4 grudge is too low, planning on bumping it up to 6 or 8 depending on what popular consensus is, the main balancing thing for grudge skills is how much grudge you need to actually use them, so it's a solid one stop way to balance them without hitting anything else in the class for nerfing purposes my thoughts on cheap shot are reducing M cost or increasing damage, a small damage 1m for 1m trade sounds like it'd be the best combo and wouldn't allow the knock knock + who's there combo in the same turn either knock knock should get damage and so should who's there, maybe something scaling off of weapon damage but not a very powerful autohit obv as for the purpose of the grudge skills, I have to object to anyone saying they should be stripped out, the grudge skills and rampage are the two main standout things in the class and are the defining elements of what make the class what it is Re: New Promotion: Raider (LEGENDARY) (WIP) - Raigen.Convict - 08-09-2017 Personally the stat decrease skills should be able to stack up to 4 times but each stack lowers the accuracy of the hit for it by 10 on the second hit. Then doubles each stack. So first Flay is normal and gives -5 str. Flay 2 has -10 to hit and gives -10 str, Flay 3 gives -15 str and has -20 to hit, Flay 4 has -40 to hit and gives -20 str. And no two of these debuff skills apply to the same target. Re: New Promotion: Raider (LEGENDARY) (WIP) - Raigen.Convict - 08-09-2017 Also Crashing Waves should target a direction to launch waves OR should send waves in the cardinal directions. Ravage feels like it'd only affect fortune wind, Enchants, curate/Priest buffs, and Lantern Bearer effects which doesen't seem all that overpowered. Solid work. Shield Wall NEEDS to be coded to either not work for non player chars or for shared pain to not interact with this skill or else doomwall Raider Bonders will be a thing. A scary thing. Stand Ground should have a decreasing FP cost per rank. Kindled Hearth and Razed Ground need to last 4 rounds each and NOT show the skill name when placed. Razed Grounds damage per turn should be fire for flavor but also ignore def, res and fire resist. Summon Crew minions just need a similar statline to phase python level 60 with no affinity or buffs. The class should also get a skill where they command the minions to pillage the tiles in front of them at once. All I can think of right now. |