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Post by Takahashi on Jun 13, 2008 15:08:08 GMT -6
Pretty much every single one of those is grossly overpowered and would make Rangers the only melee class worth using. As a bit of perspective, these are the melee-centric skills Rangers currently get:
Now in regards to your list of skills... well, I might as well start at the top.
- Sabertooth puts Grizzly (currently the best wereform) to shame in almost every aspect; only the boost to HP is worse than what Grizzly offers and +damage between the two favors Sabertooth because of the absurd boost to critical and mortal wound rates. It is basically taking everything that the other forms do well and improving those traits instead of working on a trait or two that wereforms currently do not address (defense, magic defense, etc.).
- Maul ends up adding more damage than all low-tier and most mid-tier melee skills in spite of starting with a 80% damage base. With an appropriate MP cost, this one looks fine.
- Stalk and Pounce are bastardized versions of Jump and Crush except somehow with MORE unbalancing traits than those two Dragoon skills. No matter the MP cost attached to these, they're not going in as written because of their 'just like the most abusable skill in the game, except better' nature.
- As for Predatory Instincts... a passive, non-dispellable version of Fast 2 with extra perks? Seriously?
- Crippling Fang, given a fitting MP cost, looks fine. There aren't enough status ailment-style melee attacks as it is, so attacks like this are good to see popping up in this thread.
So, two skills that I like and four that I don't.
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Post by Bolt on Jun 14, 2008 12:26:41 GMT -6
I still like the boomrang idear even though ya added the Phantasy Star reference XD. Slicers are badass.
Back to topic: With the boomrangs I think it would also depend on where you are in the line. If you're towards the top you'll have a better chance of hitting targets at any point in the board. Same with the middle. Now if you're at the bottom you'd have a hard time hitting things at the top of the board.
I fully support the boomrang idea though. Brings in a new...god I'm bad at finding words today. If a boomrang was ever put in, I'd say make it a late weapon, like Hassen. And be the only brand of it. Hell just to make it fair, if you're using a boomrang you can't use sheild-type equipment. I just realized how bad that last sentence was since I'm thinkin of the big-ass one in Inuyashia XD. Instead of sheild-type equipment, you'd need light-weight armor. I don't think you'd be able to throw a boomrang effectively with a hunking piece of armor, like a knight or fighter would have.
Now to rant on Earth spells.
Personally I'd like to see something like Earth-based spells be put into play. Might as well add the Wind spells if ya include Earth. I've had ideas on Wind spells so I might as well put them rather than continue on my Earth rant XD. Oh and if ya know me, I won't put any calculations for damage since I dont' pay much attention to them anyway. Oh and Earth and Wind spells should belong to Bluemages or possibly Redmages.
Aero- 8MP- learned lvl 8-10. Aero 2- 15MP-learned lvl 18-25 Aero 3-20mp-learned lvl 30+
With the Wind spells they would have a chance to inflect Slow 1 on the target. If you were getting hit by a huge gust of wind you'd be goin a tad slower as well. More wind based spells!
Funeral Wind-55MP-learned 40+ While doing normal damage, has a 5% chance to instantly kill its target. 2% chance on large creatures.
Storm-45MP-Learned 40+ Deals damage in a 4x4 radius of target.
Healing Wind-25MP-Learned 25+ Think of it as a Cure 2 with a little more push. Can't be used inside battle.
I think all wind spells should be only used in areas with open skies, which would make them useless past SS. Well, I think it certain areas, like Mon and IC Entrance, you'd have some wind so you'd be able to use them there. In ToTE you'd still be able to use them since theres steam rising off the magma or w/e so you'd have that to use.
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Post by lordphoenix on Jun 14, 2008 21:23:38 GMT -6
Funeral wind wouldn't work because all instant death skills are being removed along with all fixed damage skills. They might let a percentage that low slide, but most likely not.
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Kumog
Hunter
[glow=orange,5,150]Master Soloist[/glow]
Kupo!
Posts: 75
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Post by Kumog on Jun 17, 2008 2:17:24 GMT -6
Ranger - Call of the Armadillo
Gain between Cougar and Beevar
20% Max MP cost to use.
60% HP boost, 25% str boost, 60% defense boost, 50% magic resistance.
It'd fix the whole niche of a complete lack of 'tank' options for ranger, since Beevar is the closest, and yet their massive HP goes down fast endgame due to usually abysmal defenses.
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Post by Sur Realis on Jun 17, 2008 5:11:07 GMT -6
Ranger - Call of the Armadillo Gain between Cougar and Beevar 20% Max MP cost to use. 60% HP boost, 25% str boost, 60% defense boost, 50% magic resistance. It'd fix the whole niche of a complete lack of 'tank' options for ranger, since Beevar is the closest, and yet their massive HP goes down fast endgame due to usually abysmal defenses. For some reason, Digimon 02 comes to mind. "Armadillomon!"
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Post by Bolt on Jun 17, 2008 16:54:52 GMT -6
I did not know that bout the instant death and fixed damage things. Now I do. TTFN
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Post by Sur Realis on Jun 17, 2008 17:31:57 GMT -6
Unfortunately, Bolt, you aren't the only Thief 'round here. You can't say the wonderful thing about thieves is that you are the only one. =)
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Post by Firemaster on Jun 20, 2008 8:34:39 GMT -6
-RedMages-
-BlueMages-
Kamikaze - 65 MP - Level 45 - Has a 65% chance of success on big enemies. 85% chance of success on small enemies. If successful its a 1 hit kill for the exchange of 350 hp. Player loses HP even if the spell IS NOT a success. If it IS a success the player loses the 350 HP and Loses all buffs and bars(boosts, bars, ff, fast, etc.)
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Post by Takahashi on Jun 20, 2008 14:43:16 GMT -6
...so, a spell that basically translates to being Rub except it hurts the caster. As such, it won't see the light of day in v8 given that all instant kill skills and 'gravity' element abilities are being removed by then.
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Post by Sur Realis on Jun 20, 2008 17:13:36 GMT -6
-RedMages- -BlueMages- Kamikaze - 65 MP - Level 45 - Has a 65% chance of success on big enemies. 85% chance of success on small enemies. If successful its a 1 hit kill for the exchange of 350 hp. Player loses HP even if the spell IS NOT a success. If it IS a success the player loses the 350 HP and Loses all buffs and bars(boosts, bars, ff, fast, etc.) Okay. Fire. I am begging you now. Use your pitiful excuse for a brain.
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Post by Ambush Magnet on Jun 22, 2008 6:52:40 GMT -6
-={ Thieves }=-
Blinkstrike - 3 MP
User dashes towards the target monster, taking it by surprise and hitting it with an extra 50% accuracy for 150% normal damage. Additionally, if the Thief is not in Hide status when this attack is used, any monster on a horizontal line between the party zone and the target (same area effect as a BB's Rush) becomes disoriented and unable to attack the next round, and the Thief subsequently gains Hide status. Cannot be used on the same target more than once.
The idea behind this one is that a Thief can move fast enough to attack a target before it knows what's happening (ie. in the blink of an eye). Any monsters between the two will see nothing but a blur and wonder what the hell is going on, thus distracting them from eating the nearest cloth-wearing staff-wielding punching bag.
Yea yea, I know the name sucks. I'll leave that to the Brotherhood in the unlikely event they would consider it.
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Post by Firemaster on Jul 3, 2008 10:46:56 GMT -6
-RedMages- -BlueMages- Kamikaze - 65 MP - Level 45 - Has a 65% chance of success on big enemies. 85% chance of success on small enemies. If successful its a 1 hit kill for the exchange of 350 hp. Player loses HP even if the spell IS NOT a success. If it IS a success the player loses the 350 HP and Loses all buffs and bars(boosts, bars, ff, fast, etc.) Okay. Fire. I am begging you now. Use your pitiful excuse for a brain.Just a suggestion... You are seriously getting on my nerves now.
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Post by Ambush Magnet on Jul 3, 2008 11:34:48 GMT -6
-={ Fighters }=-
Avenge - 2MP - Requires Warcry status
Once this skill is activated, if a party member dies, the Fighter will fly into an uncontrollable rage and repeatedly attack the monster that killed the party member with 100% chance to hit and 50% extra damage until either it or the Fighter dies. During the duration of this effect, any healing effects on the Fighter are reduced by 50%.
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Post by Sur Realis on Jul 3, 2008 11:49:11 GMT -6
-={ Fighters }=- Avenge - 2MP - Requires Warcry status Once this skill is activated, if a party member dies, the Fighter will fly into an uncontrollable rage and repeatedly attack the monster that killed the party member with 100% chance to hit and 50% extra damage until either it or the Fighter dies. During the duration of this effect, any healing effects on the Fighter are reduced by 50%. Nice thought, but abusable easily.
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Post by Takahashi on Jul 3, 2008 14:58:16 GMT -6
Make it so that they only go berserk if the party member was being Blocked by the Fighter, meaning that they get magicked to death, and it'd be a bit less abusable. Add in that things like Eat, sleep and paralysis would give Avenge the middle finger (and they'd better), and it wouldn't be too strong at all.
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Post by Ambush Magnet on Jul 3, 2008 16:43:08 GMT -6
Make it so that they only go berserk if the party member was being Blocked by the Fighter, meaning that they get magicked to death, and it'd be a bit less abusable. Add in that things like Eat, sleep and paralysis would give Avenge the middle finger (and they'd better), and it wouldn't be too strong at all. Hey, that's your job, not mine ^^ I was originally going to have the Fighter select a particular target party member...
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Post by Sur Realis on Jul 3, 2008 22:18:26 GMT -6
I believe the song, 'Let the Bodies Hit The Floor' would be an appropriate response to this ability, Avenge.
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Post by Ambush Magnet on Jul 3, 2008 23:53:06 GMT -6
*sigh*
OK, I'll try it again.
-={ Fighters }=-
Avenge - 2MP - Requires Warcry status - Requires Block to be active
Once this skill is activated, if the blocked party member dies, the Fighter will fly into an uncontrollable rage and repeatedly attack the monster that killed the party member with 100% chance to hit and 50% extra damage until either it or the Fighter dies. During the duration of this effect, any healing effects on the Fighter are reduced by 50%.
Happy now?
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Enni
Explorer
And the moon light shines like a luminous girl tonight
Posts: 45
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Post by Enni on Jul 5, 2008 11:37:46 GMT -6
Hey there. Hey, I like this idea. It's basically like an auto-activated hunt without the HP gain. I don't agree with the 100% to hit but getting bonus's to dmg seems only fair. In fairness while penalize yourself and give yourself -50% to healing. Just lose the 100% hit rate and make it a normal boosted 'hunt' type attack. I also like the "Blinkstrike" ability idea and am in favor of "attack activation" for disadvantaged abilitys. I also like the idea of "Instill Element" becoming attack activated. That way more abilitys will enjoy the ease of use abilitys such as "Warcry".
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Post by Ambush Magnet on Jul 5, 2008 13:43:36 GMT -6
Hey there. Hey, I like this idea. It's basically like an auto-activated hunt without the HP gain. I don't agree with the 100% to hit but getting bonus's to dmg seems only fair. In fairness while penalize yourself and give yourself -50% to healing. Just lose the 100% hit rate and make it a normal boosted 'hunt' type attack. I also like the "Blinkstrike" ability idea and am in favor of "attack activation" for disadvantaged abilitys. I also like the idea of "Instill Element" becoming attack activated. That way more abilitys will enjoy the ease of use abilitys such as "Warcry". I don't know how much you've played of Rangers, but Hunt has a 100% hit chance too: Hunt - Stage 6 - 10% of max MP - Must have used CALL sense - User selects one target and continues to strike that target at +5 to hit roll (+25%) and never misses. Upon target's death, user gains HP equal to user level *2 +1 to 10. WARNING: user can do nothing else until target reaches 0 HP, user reaches 0 HP, or battle ends.
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Enni
Explorer
And the moon light shines like a luminous girl tonight
Posts: 45
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Post by Enni on Jul 5, 2008 21:31:34 GMT -6
Yeah heh heh.... guess I never noticed that. :::scratches head ;D::::
not sure I agree with that either heeee:::: ;D
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Post by Divusmors on Aug 7, 2008 0:34:01 GMT -6
Dragoon - Duel - 2 mp - Must stay on the ground to use. Causes the user to aim specifically on a single monster without miss. This ability grants 40% increase chance of a critical hit, and a 10% increase chance of a mortal wound.
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Post by Ambush Magnet on Aug 7, 2008 12:34:45 GMT -6
-={ Knights }=-
Shield Wall - 2 MP - Requires Shield
The Knight raises their shield in the defense of the targeted party member, increading their total defense by twice the defense value of the Knight's equipped shield for 1 round. This ability can not be used in consecutive rounds, but can be self-targetted.
Parry/Improved Parry - Passive - Requires Melee Weapon
The Knight has a 5/10% chance to parry the melee attack of any monster, taking no damage and inflicting Slow 1 on the monster whose attack was parried until the end of the next round. Does not activate if Retort is active.
-={ Thieves }=-
Rend - 1 MP
The Thief strikes at a weak point on the target's body, slicing it open causing 125% of normal damage. Additionally, the target will take physical damage each turn equal to three times its' level for the next 3-5 turns. This damage over time is modified by the monster's physical damage mitigation (NOT defense). Does not use MP if it misses.
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Yea yea, I know, defensive skills for Knights are blegh in the Brotherhood books, but personally I don't think anyone could get away with giving a class known as 'THE tanks of Darlow' absolutely no defensive manoeuvres whatsoever. As for the Thief skill, I've seen enough of Shane's rants in the Discussion board to know Thieves are in dire need of a skill in lower levels that doesn't depend on Hide.
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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 Aug 7, 2008 15:30:35 GMT -6
Redmage
Double Buff Cast (20 mp) (Level 29): This spell is casted when the user's turn comes up (not like jump or retort). The user will be able to choose only from the single target buffing spells they have. The user can only use the spell on his or herself. In addition, the MP used for each spell will be charged normally (this spells MP cost will not negate other costs in other words).
This spell would save time in battle at a cost. It'd be very useful for later in the game when the Redmage can sometimes struggle to be part of the battle if they use their buffs.
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Post by Sur Realis on Aug 7, 2008 21:32:04 GMT -6
-={ Thieves }=- Rend - 1 MP The Thief strikes at a weak point on the target's body, slicing it open causing 125% of normal damage. Additionally, the target will take physical damage each turn equal to three times its' level for the next 3-5 turns. This damage over time is modified by the monster's physical damage mitigation (NOT defense). Does not use MP if it misses. Three times is a tad bit much. Poison 3 doesn't even do three times - Poison 2 does, what, 1.5x? Three times will make a Ballistic Tiger lose some 36 HP a turn, more than 1/5 of their max HP. That is a LOT considering the MP cost of Rend. Just thought I'd point it out.
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Post by Bolt on Aug 7, 2008 22:32:52 GMT -6
A theif basicly needs somethin like that, but rather than have damage delt every turn how about inflicting a random debuff like slow 1, weak 1, etc. The name Rend makes it sound more like rendering the target weak and defenseless.
Theif:
Life's Chances - 3MP - Basicly a hit or miss move. Deals 150% more damage. If it misses user takes 15% of current hp. I'd say its based on Dex*3/2. I'm not good at math but meh.
Can't hit me! - Passive - Has a 40% chance of dodging melee attacks and a 15% chance of dodging magic attacks. (Tweaking is a good idear but I'm not good with that stuff)
Cheap Shot- Passive - Has a 30% chance of dealing damage to previous target before the round begins. Damage delt is Str/2. ((EX:Last hit is done and everyone is choosing their next move. When the last person is finished the target is delt damage. Not the brightest of ideas but it helps with a theif's nature. How much it does makes it not too powerful.))
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Post by Ambush Magnet on Aug 7, 2008 22:39:48 GMT -6
Fine, fine, I'll nerf it a little.
-={ Thieves }=-
Rend - 2 MP
The Thief strikes at a weak point on the target's body, slicing it open causing 125% of normal damage. Additionally, the target will take physical damage each turn equal to its' level for the next 3-5 turns, and damage taken from all melee attacks is increased by 5% for the duration. This damage over time is modified by the monster's physical damage mitigation (NOT defense). Does not use MP if it misses, and cannot be used on a target already afflicted by Rend.
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Post by Bolt on Aug 7, 2008 23:02:06 GMT -6
Now I like the skill ^^
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Post by Ambush Magnet on Aug 8, 2008 3:15:44 GMT -6
-={ Redmages }=-
Instill Shield/Improved Instill Shield - MP = Level - Requires Shield
The Red Mage imbues their shield with one of the three elements (Fire, Ice, Lit), reducing damage taken from spells of that element by 30/50%. Cannot be used while Instill Element is up.
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Post by U. Dye on Aug 8, 2008 4:03:29 GMT -6
-RedMages- -BlueMages- Kamikaze - 65 MP - Level 45 - Has a 65% chance of success on big enemies. 85% chance of success on small enemies. If successful its a 1 hit kill for the exchange of 350 hp. Player loses HP even if the spell IS NOT a success. If it IS a success the player loses the 350 HP and Loses all buffs and bars(boosts, bars, ff, fast, etc.) I like the look of this skill. It seems to have some merit. It just needs a tweak or two, is all. Lemme put my spin on it and see what we think... [glow=red,2,300]-RedMages-[/glow] [glow=blue,2,300]-BlueMages-[/glow] Kamikaze - 65 MP - Level 45 - Causes an explosion of non-elemental damage to one target. Causes 200 HP of damage to the caster, but inflicts ((willpower + 100) * 3) + (10 - 30) damage to the target. Spell will not be cast if the target has less than 200 HP when their turn comes. Reasoning behind the extreme power is that the caster is effectively casting as hard as they can, to the point that they exceed what is considered their "normal" maximum and hurt themselves in doing so. Of course, they cause so much damn harm to themselves that they can't really do that sort of thing consistently, unless they have their own personal healer, otherwise they run the risk of killing themself or being finished off in their weakened state. Of course, even with their own personal healer, the high MP cost would still limit the usage. Plus, unless that healer is their alt, this tactic begs the question of why it's not better to just use Nuke, Pearl, White, etc. since those have a higher damage multiplier, without the cost of blood. It's a good spell to use when the situation calls for high damage output, but to sit there and spam it is an act of idiocy.
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