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Post by Sur Realis on Feb 26, 2008 16:52:16 GMT -6
So, most all us forum lurkers know Kaug's a dick. Many times he constantly moves forward the immediate turn after pushing him, and often resists a full-party push that could have toppled him over the edge. Then, some noob comes along and utterly pwns him and claims he pwns cause he can strategize. So, we need to fix this, right? Right.
I suggest that Kaug gain a new skill that he -always- uses every, let's say, 7th turn, whether he is stunned or not. If he is stunned, he comes out of being stunned with the amount of HP he has left (say he gains 600 HP, and is dealt 200 more, then the 7th turn passes, he has 400 HP and is on his feet). This skill has a 90% chance of moving him one space forward, and a 70% chance of moving him two spaces forward. Here's what I suggest for the skill:
Barbaric Rage - Rage must be activated. Attack all Investigators with 150% percent damage and 125% accuracy. Upon impact, one buff is dispelled from the attacked.
This way, people can't be OMG INVINCIBLE just cause they have a Red Mage and a White Mage together, it sets up an actual need for a level of strategization, and will end the unneeded 3 hour long battles only leading to a crash on the last attack.
Comments? Questions? Concerns? POST THEM NAO!!!
Edit: And for clarification, after pushing Kaug the 'counter' resets.
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Post by Kyou on Feb 26, 2008 16:57:38 GMT -6
Make the bridge trolls stronger. Or give Status Spells a "Life-limit" as in, after 4 turns they have a 75% chance of wearing off.
*Goes to the bridge and teaches Bridge Trolls how to use Lit1*
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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 17:06:05 GMT -6
So, most all us forum lurkers know Kaug's a dick. Many times he constantly moves forward the immediate turn after pushing him, and often resists a full-party push that could have toppled him over the edge. Then, some noob comes along and utterly pwns him and claims he pwns cause he can strategize. So, we need to fix this, right? Right. I suggest that Kaug gain a new skill that he -always- uses every, let's say, 7th turn, whether he is stunned or not. If he is stunned, he comes out of being stunned with the amount of HP he has left (say he gains 600 HP, and is dealt 200 more, then the 7th turn passes, he has 400 HP and is on his feet). This skill has a 90% chance of moving him one space forward, and a 70% chance of moving him two spaces forward. Here's what I suggest for the skill: Barbaric Rage - Rage must be activated. Attack all Investigators with 150% percent damage and 125% accuracy. Upon impact, one buff is dispelled from the attacked. That all sounds like utter Hell to me. I would rather have the current Kaug that I struggle to get through, rather than a super Kaug that will make me want to never enter Death Mountain with another character. Anyways, I like Kyou's idea better. Fighting bosses is all about buffing abilities in large parties. Giving Kaug the ability to erase these abilities would make him more challenging and require more strategy, without making him too overpowered. The trolls do also need a little more "Get up n' go" since they really have never posed a problem for me personally. I do think that his move up rate should be slightly reduced if these were put in.
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Post by Sur Realis on Feb 26, 2008 17:15:59 GMT -6
His 'move up' rate should be decreased -PERIOD-. He -camps- on the damn column, I swear. Anyway, so it's a bit overpowered. I didn't think it very well through, but personally if he moved up in a more routine manner but did more damage rather than moving up every time you push him and thusly poking you with a stick gently I don't think he would be so bad. As it stands, after people get up all their buffs the designated healer can more or less just sit there until someone gets criticaled, unless the party is severely underleveled.
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Post by lordphoenix on Feb 26, 2008 18:27:35 GMT -6
His 'move up' rate should be decreased -PERIOD-. He -camps- on the damn column, I swear. Anyway, so it's a bit overpowered. I didn't think it very well through, but personally if he moved up in a more routine manner but did more damage rather than moving up every time you push him and thusly poking you with a stick gently I don't think he would be so bad. As it stands, after people get up all their buffs the designated healer can more or less just sit there until someone gets criticaled, unless the party is severely underleveled. I think we should wait and see how kija's new cutoff percentage system will work before we start throwing out ideas to make kaug act in a less cheap manner. If you don't know of it, ask him for details. As a matter of fact, please post your new mechanic system for kaug's movements in this thread, if you don't mind doing so, kija.
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Post by Kyou on Feb 26, 2008 18:46:15 GMT -6
What, no one likes lightning wielding Bridge Trolls?
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Post by Kija on Feb 26, 2008 18:58:20 GMT -6
The new chance system revolves around making sure he does not move forward too often or not often enough. It is not completely worked out, but the way this is done is by having a cooldown, a base chance, and then an increased base chance. For instance, we could say he cannot move forward in no more than four turns, and then after that, he will have a 25% chance to move forward, and after each round that he does not move forward the chance is increased by twenty percent, until it is eventually one hundred percent, in which he does move forward. The system will work something like that. Those are only example numbers, and the system is still being worked out, which will be first released with Geyzer, since it is being tested on him.
The new chance system is meant to combine cooldown routine like systems with a normal chance system to make sure his movements feel more even without being too predictable that you instantly know when he is going to do something just by counting the rounds.
Edit: I also want to add that this is not the only system being considered. For instance, a second, which is very similar, does not use any base chance, but rather more of random rounds. For instance, dealing with the previous example of the cooldown of four rounds, there would then be a random selection of something of the sort of rand(0,3), for the extra rounds before he moved forward, still keeping it even but not too predictable. With enough looking over and testing different system types, the best one will be added. Comparing the two, I like the rand one the most so far, since it allows for more specific control on when a certain move should happen, and it would require less checks and changes each round. There are several more systems being planned, which these systems are not neccesarily just for boss moves. Perhaps I can talk about that later sometime.
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Post by Sur Realis on Feb 26, 2008 19:14:04 GMT -6
Hm. Okay, I guess I can live with that, but here's a thought: Instead of Kaug being able to cast Dispell, his Bridge Trolls do. That way people have to worry about the trolls and Kaug doesn't waste a turn dispelling someone that can generally be completely rebuffed in the next turn before Kaug goes again to bash their face in?
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