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Post by lordphoenix on Feb 12, 2008 1:37:11 GMT -6
I would like to see this thread stickied. I feel that it differs from the new skills thread enough in that this is exclusively about making the various chaotics of Darlow even more devious than before by suggesting an array of new abilities for them. The sticky is for the brotherhood to decide, of course. Enough chatter on it, time to talk abilities.
I had been tossing around how to make the bosses more devious than they already are, and new attacks were one of the first things to come to mind. Without further ado.
Vallatio- You see him use draining fangs as a sort of story point, so how about turning it into an actual skill?
Draining Fangs: Vallatio bites an investigator for 1.5x normal physical attack damage. The damage dealt is restored to Vallatio's HP.
Kaug- Because blind rage means blind power and savagery.
Hurl: Kaug must be under rage status. He grabs an investigator and throws them savagely. They are hit for 2x normal physical damage, and crash into another randomly chosen investigator for 1/4 normal physical damage + an amount equal to the thrown character's equipment weight. If no other investigators are standing/present , the victim receives an additional 1/4 damage and stands a 50% chance of becoming immobile for one full combat round.
Grygasz- I know he's already downright evil, but why should that stop a new attack?
Maul: Grygasz viciously bites an investigator, causing 2x normal physical damage and destroying any status effects that are removed upon wounded state (hide, forcefield, etc.). This ability also inflicts bleeding damage for 2 to 5 combat rounds after equal to 1/2 of the investigator's level. This bleeding damage cannot be dispelled or otherwise cured or prevented.
Geyser- Another angry boss that could use some appropriately angry attacks.
Shatter: Geyser punches an investigator so furiously as to fracture/shatter bones. Damage is 1.5x normal physical attack, stacks with boost, and can critical/mortal wound. This attack inflicts weak 1, slow 1, and lock 1 on the target with 100% success.
Magora- We have no idea what her new bag of tricks will be, but I'll get a head start on thinking up at least one.
Ensnare: Magora tightly constricts an investigator in her tendrils, delivering a poisonous jab with a free appendage. Target is hit for 2x physical damage, has residual damage equivalent to poison 2, and is completely immobile for a number of turns equal to 1/10th of current level, rounded up. The immobile status cannot be cured in any way, the poison is treatable as normal.
One more idea for normal foes:
Piledrive: For chaotics with flying ability, such as gargoyles and dragons. The chaotic soars at and snatches up an investigator, slamming them furiously to the the ground at maximum speed. Grounded investigators suffer 1.5x normal damage. Airborne dragoons suffer 2x normal damage, and a 30% chance of paralysis.
All comments are appreciated, as are more suggestions.
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Post by mikehappy on Feb 12, 2008 2:03:00 GMT -6
Draining fang sounds a lot like renaming drain to it. I like them all. You get an A for this thread.
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Kumog
Hunter
[glow=orange,5,150]Master Soloist[/glow]
Kupo!
Posts: 75
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Post by Kumog on Feb 12, 2008 2:06:41 GMT -6
Draining Fangs sounds pretty in-line to me, and would be cool.
Kaug's would be one-hit kills on FF'd black mages, guaranteed. Bit too brutal in my opinion.
Grygasz's would also be a one hit kill on pretty much anyone, and one hit kills are lame.
Geyzer's....well, he already has boost, and that'd just be a double-overkill that would probably one hit kill any class but a pure-hp fighter.
Ensnare is...interesting, but it should also make Magora's attacks weaker in some fashion, such as reducing one hit for each time its used.
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Post by Takahashi on Feb 12, 2008 10:48:49 GMT -6
I'd give Kaug a Tremor skill, where he smashes the ground and causes the ground to shake. Does damage equal to attack power / 3 to everyone in the party while also having a chance at causing party members to lose their turn (if they haven't taken it) or to lose their next turn (if they already have). The less weighted down a character is (i.e., the higher their evasion), the more likely they are to be knocked off of their feet.
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Post by Kyou on Feb 12, 2008 11:52:32 GMT -6
hehehehehe hehehehe, so its finally happened. I promised myself I wouldn't cry Ok, just to start off, since I'm on a limited time basis right now. I'll only go into my Imp Imitation theory. Basically my view is the imps would imitate the players abilities, just weaker. EX: Imps: stay the same they need to suck Forest Imps: Imp Camo Dire Imps: Imp Slash +20% damage +10 hit chance Mountain Imps: Imp Rage (War Cry) +25% Damage Rating +1 hit Dark Imps: Hide (or Imp Camo) and Impstab (but Impstab would NOT need hide status), *Hell give these ones all the abilities, just make it so Imp Rage and Hide/Camo wouldn't stack*
and as for an ability for Geyzer, if Geyzer had an inherent instill of ice 1 or 2, that would be sweet.
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Post by lordphoenix on Feb 12, 2008 14:06:21 GMT -6
I'd give Kaug a Tremor skill, where he smashes the ground and causes the ground to shake. Does damage equal to attack power / 3 to everyone in the party while also having a chance at causing party members to lose their turn (if they haven't taken it) or to lose their next turn (if they already have). The less weighted down a character is (i.e., the higher their evasion), the more likely they are to be knocked off of their feet. Wouldn't that fit better for gry, being a massive stomping muscle flexing tyrannosaurus? Or is he already covered on bastard tactics?
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Post by Kyou on Feb 12, 2008 14:33:22 GMT -6
Elementals: I had an idea that when you physically attack an elemental you would be hit by a spell of their element.
"It's a creature of pure fire/ice/whatever, and getting that close to it means you are going to be feeling that heat/forceful wind/electricity" --- LordPhoenix
Also, the big flying monsters with a huge eye. (but mostly for Death Stares) - Gaze - Adventurer is afflicted with both Paralyze and Lock 1 status.
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Post by Takahashi on Feb 12, 2008 14:55:04 GMT -6
Wouldn't that fit better for gry, being a massive stomping muscle flexing tyrannosaurus? Or is he already covered on bastard tactics? Grygasz is more of a 'I roar and eat things and then roar a bit more' type of boss as opposed to a 'I smash and crush and smash and crush and SMASH' single-minded rage bundle. Kaug doesn't really have any special traits aside from generic boss traits (higher than normal HP, higher than normal stats). He just hits things a lot, which is easy enough to dampen the effects of with Shield, Fast and Barrier spells. As such, he really needs something to make battle strategy a bit more complex than 'buff up then hope the randomizer doesn't turn this into a two-hour battle of attrition'.
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Post by lordphoenix on Feb 12, 2008 15:32:26 GMT -6
Wouldn't that fit better for gry, being a massive stomping muscle flexing tyrannosaurus? Or is he already covered on bastard tactics? Grygasz is more of a 'I roar and eat things and then roar a bit more' type of boss as opposed to a 'I smash and crush and smash and crush and SMASH' single-minded rage bundle. Kaug doesn't really have any special traits aside from generic boss traits (higher than normal HP, higher than normal stats). He just hits things a lot, which is easy enough to dampen the effects of with Shield, Fast and Barrier spells. As such, he really needs something to make battle strategy a bit more complex than 'buff up then hope the randomizer doesn't turn this into a two-hour battle of attrition'. I must agree with you seeing this explanation. On that note, how about him dealing physical damage to all acting party members when a push is resisted?
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Post by Rand on Feb 12, 2008 19:42:45 GMT -6
I approve of the Vallatio idea for his fangs as well as Kaug having a tremor attack, and Geyzer having an Instillation of Ice. The Imp idea sounds amusing too, I might do it.
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Krelian
Investigator
A man with a machine gun
Posts: 16
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Post by Krelian on Feb 13, 2008 0:17:15 GMT -6
well, i have heard the rumor of Rub being taken off in V8 or future versions, so, to make the Magora fight a bit more interesting, i had some ideas...
Mag's tentacles could be used like the ones from Ruby Weapon from FF7. One would drain hp/mp for Magora and the other cause status (or both do it all). She could regenerate them from time to time, and instead of Rub, a Nuke spell would be good, one-hit kill for most classes (except morphed rangers, since they cant re-morph), but with the possibility of being revived. Some critical moments skill for mag - Fallen Angel... reduces everybody's hp to 1. It would be the last attack of the turn, so people wouldnt bother being owned by minions and would have a slight chance of healing themselves next turn. Even so, it would only be used when Magora was in near death status.
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Post by Jumin on Feb 13, 2008 0:23:27 GMT -6
mag already has nuke... and this thread doesn't sound like fun.. it sounds like BM rape with no lube
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Krelian
Investigator
A man with a machine gun
Posts: 16
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Post by Krelian on Feb 13, 2008 5:01:27 GMT -6
I posted it yesterday and turned computer off right after. As I was going to sleep, I remembered: 'damn, Magora has nuke already', so i was hoping to come here in the morning and correct it.
As for mp attacks that i sugested, i was thinking... 30 mp damage wouldnt be much for a lvl 50 BM, but it would be a pain for any melee class, so i thought it should be a % of the total mp... this way melee classes would lose like 2 or even 1 mp while mage would lose more... not something to be painfull... maybe half of one meditate. If you meditate for 15% mp back, maybe mp attacks that would take 5 or 10% total mp from target
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Post by Sur Realis on Feb 19, 2008 12:57:05 GMT -6
Just a random thought: lower the occurance of Gore, but make it so that it does particular effect, such as Leg Gore - Attack Speed and Evasion Speed -35% for 3 turns, or Arm Gore - Damage Rating and Max Hits -40% for 4 turns, or Chest Gore - Robe, Leather, or Mail defense no longer adds defense for the rest of the battle.
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Nemorian
Explorer
Cure or White? You won't know until it hits you in the face.
Posts: 42
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Post by Nemorian on Feb 21, 2008 15:05:35 GMT -6
Ogres carry big ol' clubs, right? Dumb and ugly or not, they should be able to use a couple skills with their hunks of wood. Here's a couple I was thinking of...
Crush: A heavy, straight-down swing. Does slightly higher than normal damage (+20%?) and stuns the investigator for the turn if they haven't already acted.
Impact: Hits an investigator into the air one turn, and they don't come back down until the next one, taking damage from the strike and landing. (Dragoons would probably be immune to the landing damage, since they know how to take a fall... or maybe even turn it around and do some chaotic damage on the landing instead.)
That's all I've got for now...
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Assailant
Hunter
All literary men are Red Sox fans. To be a Yankee fan in a literate society is to endanger your life
Posts: 119
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Post by Assailant on Feb 26, 2008 17:18:47 GMT -6
Seeing as how Magora lives by the spell, how about giving her Osmose? It would make things MUCH more challenging when you think about it. For example:
A blackmage, a bluemage, 4 dragoons, a blackbelt, and a fighter are fighting her. She osmoses the resting dragoon waiting for a boost and BAM! He can't jump next turn as planned.
As for new skills for them, how about Iron Defense for the guards throughout the game (Gold Guards, Silver, etc.) Description: The defense of the user is now tripled. This wears off if dispell 2 is cast.
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Post by Sur Realis on Feb 26, 2008 17:44:28 GMT -6
Silver Guard(1): HP: 175 / 175 Level: 33 Attack: 175 - 190 Defense: 80 Attack Speed: 125 Evasion Speed: 85
Gold Guard(2): HP: 150 / 150 Level: 35 Attack: 180 - 200 Defense: 40 Attack Speed: 116 Evasion Speed: 17
Triple sounds a bit much considering Silver Guard's Defense, don't you think? 240 Defense? Seriously?
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Post by lordphoenix on Feb 26, 2008 18:22:47 GMT -6
Silver Guard(1): HP: 175 / 175 Level: 33 Attack: 175 - 190 Defense: 80 Attack Speed: 125 Evasion Speed: 85 Gold Guard(2): HP: 150 / 150 Level: 35 Attack: 180 - 200 Defense: 40 Attack Speed: 116 Evasion Speed: 17 Triple sounds a bit much considering Silver Guard's Defense, don't you think? 240 Defense? Seriously? Considering they want the game to be less soloable, ruining physical attacks isn't a bit much.
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Post by Kija on Feb 26, 2008 18:50:54 GMT -6
When did we ever say we wanted the game to be even less soloable? Right now, that is a actually a big problem. I want the game to more soloable. I do not want to have people have to spend hours trying to grind a single level by themselves because there is no party around. However, parties will still have to be important because of the strategies it will allow, especially in the many different situations. But I do not want people to feel like they have to for every single area of the game. There will be a balance and one that will work well. There is a lot of big changes coming to the battle system to make it work right, and one of those changes is to help make sure that people do not feel like they have to grind or wait all day for a party member to be able to do anything.
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Solemn
Explorer
The Legendary...
Posts: 30
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Post by Solemn on Mar 11, 2008 23:02:45 GMT -6
I can assume people have suggested this before, but I would like to see the chaotics not just dissipate when they die, but lay there K.O.'d like a player, with certain mobs eligable to ressurect, namely the ones that heal as is. I personally think that would make it more challenging, and also require one to pay more attention to their opponents, more so than the fastest, or heavy hitters, or spellcasters, like it is now.
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Post by Kija on Mar 12, 2008 1:39:50 GMT -6
Well, I do not like giving out too much information, but I will say this, death states for monsters on the field has already been planned.
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Post by U. Dye on Mar 12, 2008 16:14:19 GMT -6
Oh good. D'you think we could, y'know, target dead stuff for Area attacks? <_<
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Post by Jumin on Mar 12, 2008 23:30:22 GMT -6
ooooo areas on dead targets would be nice... but would our characters bother targeting dead enemies metagame?
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Post by U. Dye on Mar 13, 2008 10:41:21 GMT -6
Hey, if it's there and it's a viable option, why not take it? It's not like our characters haven't already done some crazy shit (such as making a big freakin' dinosaur eat out of their hands).
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Post by Button on May 15, 2008 20:02:48 GMT -6
I think that large chaotics should have a 5% chance to ground airborne dragoons when they are lured.
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Post by Sur Realis on May 17, 2008 22:39:01 GMT -6
I think that large chaotics should have a 5% chance to ground airborne dragoons when they are lured. OH GAWD I HAVE TO MAKE A PICTURE FOR THAT~! !~Edit~!
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Post by lordphoenix on May 17, 2008 23:42:24 GMT -6
The whole idea of tremor knocking investigators about gave me an idea some time ago that I shall now post for you.
Tunnel- For worm type enemies such as gigas worms, sand worms, crevice beasts. Could also be applied to other large, burrowing chaotics. When this ability is first used, the worm will tunnel underground for a turn. While underground, most physical attacks will be an unreliable option, but earth based attacks (wink wink) and certain skills (new skills thread, more to follow) will become much more effective. On the second turn, providing the chaotic has not been killed or uprooted somehow, it will burrow under the party violently, attempting to knock them all down, dependent on the weight of the characters. The chaotic will then spring from the earth under a randomly chosen investigator, eating them with a 100% success rate.
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Post by Sur Realis on May 17, 2008 23:47:21 GMT -6
The whole idea of tremor knocking investigators about gave me an idea some time ago that I shall now post for you. Tunnel- For worm type enemies such as gigas worms, sand worms, crevice beasts. Could also be applied to other large, burrowing chaotics. When this ability is first used, the worm will tunnel underground for a turn. While underground, most physical attacks will be an unreliable option, but earth based attacks (wink wink) and certain skills (new skills thread, more to follow) will become much more effective. On the second turn, providing the chaotic has not been killed or uprooted somehow, it will burrow under the party violently, attempting to knock them all down, dependent on the weight of the characters. The chaotic will then spring from the earth under a randomly chosen investigator, eating them with a 100% success rate. ...My poor Knight. <GOD DAMN EAT!> Howzzis work for Confuse? And I'm sad cause you didn't comment on my picture.
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Post by lordphoenix on May 18, 2008 0:03:50 GMT -6
The whole idea of tremor knocking investigators about gave me an idea some time ago that I shall now post for you. Tunnel- For worm type enemies such as gigas worms, sand worms, crevice beasts. Could also be applied to other large, burrowing chaotics. When this ability is first used, the worm will tunnel underground for a turn. While underground, most physical attacks will be an unreliable option, but earth based attacks (wink wink) and certain skills (new skills thread, more to follow) will become much more effective. On the second turn, providing the chaotic has not been killed or uprooted somehow, it will burrow under the party violently, attempting to knock them all down, dependent on the weight of the characters. The chaotic will then spring from the earth under a randomly chosen investigator, eating them with a 100% success rate. ...My poor Knight. <GOD DAMN EAT!> Howzzis work for Confuse? And I'm sad cause you didn't comment on my picture. My post was being made while that picture was coming into being. I chuckled at it. As for confuse, I would assume them still capable of burrowing, and attempting to knock down a row of allies, and eating one of them successfully, be they a land based, organic foe.
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Post by Sur Realis on May 18, 2008 0:11:15 GMT -6
...Hmn.
Theres like. A total of one enemy that will not fall under that category. Ghosts.
Way to give them MOAR power.
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