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New Promotion: Raider (LEGENDARY) (WIP)
#8
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
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