|
Post by Kyou on Feb 12, 2006 11:34:58 GMT -6
I know I've sort of mentioned it before, but today I was bored in church.... *I'd going to hell if I believed in it* anyways I actually thought of a way an archer class could be implemented in the game without disrupting the storyline balance etc. etc.
But if its out of the question I'll delete the thread, Give some thoughts first.
|
|
|
Post by bebopthedino on Feb 12, 2006 11:45:57 GMT -6
I could see how an archer would be cool, but I mean, what would be differentiate it from a knight. Other than the way it looked and what weapons it used.
Because Like
Multi Arrow would be just like Puree
Double Shot would be just like Double Strike
Hard Shot would be just like Slash
So, other than how cool it would look I dont see a point, unless youve come up with some good Ideas for skills
|
|
|
Post by Keepa on Feb 12, 2006 11:49:24 GMT -6
well there's also not much difference From the knight and black mage skill either if you look at it that way...fire...Lit...same as defr...dice. do stuff like magic Missle and make some good names for skillz for the Archer. did anyone think of a boost for magic?...maybe we can give the archer a skill like that for a magic missle skill and they can use it on mages and it will increase mage use. thats one way i look at it.i'm sure Magic boost was suggested but why not again. Fire arrow but make it like it does fire damage but not cast the spell fire like remages. posion missle or even make it like a sharp shooter like in Ff 8 i think is the one.
|
|
|
Post by Kyou on Feb 12, 2006 11:52:46 GMT -6
I have thought of some different skills, and the skills are more for strategicness *<3 the ness* than raw physical power, in fact if my archer class and a knight ever get in a fight, brawn would never be the reason an archer wins. I'm currently typing the discription up.
|
|
|
Post by Erb on Feb 12, 2006 12:00:36 GMT -6
Archers probably wont be put into the game. if they r theyll be like thiefs,, almost useless
|
|
|
Post by Kyou on Feb 12, 2006 12:34:43 GMT -6
Well, Here goes nothing.
Archer
Stats per lvl +9 HP, +2 str, +2 vit, +3 dex, +3 agi For MP, I thought they'd get more MP fast and have alot of it, since the archer uses more brain over brawn. Equipment, Bows (duh) and knives up to Poignard (I'll Explain later). All Robes and Leathers, No Shield (Need 2 hands for bows), Headpieces and Rings
EXP required, should be more than a fighters.
Bows will always only have 1 hit and the damage rating somewhere between a sword and an axe, and they will be extremely heavy maybe even more so then axes. One shot means its all-er-nothing, weak hits will be hated.
Move list
Lvl 3 Aimed Arrow (1 MP) A normal attack that never misses or does a weak hit.
Lvl 9 Marksman eye (3 MP) Damage Rating and Attack Speed are increased by 20% (Cannot stack with boost)
lvl 13 Armor Pierceshot (2 MP) - 25% damage, Normal attack target afflicted with lock 1
lvl 16 Counter-Stab (Passive) Here is where the knife I mentioned before comes into play, basically whenver your hit, you have 20% chance of countering that attack with 1 hit with a knife *Must have a knife in inventory* So all in all its a very very weak version of a counter, and it might be difficult to code. (Maybe you could code it as 1 hit with -50% damage as long as there is a knife in inventory)
lvl 18 Sonic Arrow (4 MP) A unique attack. Has an instant 25% chance of failing when you select it (No MP lost for failing), but if it doesn't fail, You'll do a normal attack (You could still miss) that bypasses any barrierlikness ... *Don't know how to say it in proper turns* that the monster has. i.e. Iron Golem, Demon Smoke, Armadon etc etc. If the monster doesn't have a defensive trait like thoses, then it still does a regular attack. (Basically means your sacrificing 4 mp for a regular attack going straight for their defense rating)
lvl 22 Silencing shot (3 MP) Normal attack, target hit with mute
lvl 25 Battle Medic (5 MP) Heals the party for 40-60 HP and cures all lvl 1 status ailments (Poison 1, Weak 1, Paralysis, etc. etc.)
lvl 27 Vital Arrow (2 MP) + 40% standard attack *Yea I know, its like slash, but its learned WAY later and not as good*
lvl 31 Poison-tipshot (3 MP) Standard attack target afflicted with Poison 2 status.
lvl 34 Marksman Spirit (Passive) + 30% Attack Speed when in non ambushes... for the rest of you LIFE mwahhahahah, by then you are an experianced Archer and your accuracy should show it.
lvl 39 Flurry (4 MP) User attacks multiple times (total # of attacks = lvl/10) after a monster has been hit if the flurry is still on a random monster is chosen, cannot attack the same monster again unless there are no new monsters.
I know that some of the statuses are supposed to be strictly bluemageness, but if you shot someone in the throat with an arrow that had poison at its tip, would they not be able to chant incantations and would they not also be poisoned?
|
|
|
Post by Sarm on Feb 12, 2006 13:43:37 GMT -6
I thought they said no more new classes ever (and especially not archers), but let's have some fun with this as if it were a possible idea anyway. First off, a typical longbow weighs just under 2 pounds. Marksman's Eye sounds horrible. 3 MP for a physical class just to powerup less than a Boost spell? Can someone say, "Old Warcry"? Armor Pierceshot is awkward. I'd rename it to Cripple Shot or something. Sonic Arrow. When you say barrier bypassing, do you mean innate stuff or normal spells like Shield and Barrier? Silencing Shot. No no no. Let the Bluemages keep that status effect, even if it does suck. Battle Medic. Ick. There are enough classes that have healing ability already. Poison Tipshot? Paging Mr. Namingway. "Poison Arrow" sounds simpler and gets the point across too. I was iffy on the initial thought of Poison 2, but at that level Poison 3 is available anyway and it'd override the arrow if they both hit the same monster. I think the Marksman Spirit passive is kinda overdoing it. They'd already get +3 Agi and don't wear heavy armor anyway. Flurry. It sounds like you learn that WAY too late, just to get the ability to hit more than one monster. Overall evaluation. Why not just play as a Dragoon? And yes, if you shot someone in the throat they wouldn't be able to speak. They'd probably die immediately. If you hit someone in the throat with any other weapon there's a good chance the target won't be speaking anyway, and going by that logic all melee attacks ought to give a % chance to mute enemies. Then again...the mute status wears off when the victim is hit anyway. That's not realistic either. Neither is magic. Also, thank you for the religious jab.
|
|
|
Post by just2slick4u on Feb 12, 2006 13:43:59 GMT -6
Kyou, I love you man, forgive me for butchering your idea u_u 1.They equip this "bow" why not, every archer have thier bow, and they buy better arrows for it? 2.This whole one hit idea...multi arrows = multi hits, judging by their stat growth, they seem to be more agile than strong, give them a bunch of hits to be on par with the low strength Ok, the lvl 3 move is too "good" I mean, not being able to miss something isnt learned until lvl 34 for knights, since we are comparing them, and like 6 for fighters, but they need warcry to chop...maybe if you switched up vital shot in place of aimed arrow This "marksman eye" well, your giving them a sufficient boost at level 9, that isnt necessary to perform any other skills, Blackbelts dont let Bear Str until,(jeez its been forever fogive me if i am wrong) late twenties or early thirties, i could understand if it was just a fast1 with a eyeball icon, like the quicksilver for dragoons... I like the battle medic idea, but if the healing should be based on the willpower stat(like blackbelts) or just eliminate the healing altogether and make it a simple cure all ailment move other than that, i love archers, and if they were made, i'd name him Slik and make him my new main n_n
|
|
|
Post by Kyou on Feb 12, 2006 15:28:52 GMT -6
Damn, tear me a new one cuz I don't want to use obvious names Sarm, You act as if the BH wouldn't edit it anyway, or if it wasn't up for more suggestions by players.
Battle Medic wasn't supposed to be a major healing ability, in fact its main purpose is for curing poison and what not, so yea, I thought of it more as using a lesser healing potion and various status potions on everyone in your party. Poison-tip shot.... as in the tip of the arrow contains poison was why I named it that.... change it, like I care (Especially if it gets put in, because then I'll have a class that I HAVE to get up to ToTE so I can continue my all classes enlightened proclamation.) I think you read marksman spirit wrong, and blah blah blah. Marksman eye is actually ment to be pretty weak since its doesn't add any hits and only does a 20% and won't stack with boost, thats also a reason I didn't want to make it a requirement for any of the moves. (I ment to put it will stack with leadership... meh whatever) As for the first move being too powerful, by the later parts in the game your accuracy is so good that you won't need a garunteed hit *Except for maybe air elementals and* I'd probably only use it for it never being weak, its basically a no risk attack at the cost of 1 mp.
And as for comparing it to knights, I said that archers weren't supposed to be the damage gods of the game, but more of a fun, hey lets try this, kind a deal. You can always suggests new all-powerful moves if you want. (Thats all thats ever suggested anyway)
I left out a move also:
Lvl (Whatever cuz it all needs to be rearranged anyway)67 Blessed Arrow: All the abilities that impose status effects on enemies are upgraded from 1 to 3 ex: Lock 1 -> Lock 3 etc etc.
*Stopping before flame war begins*
Now, I'm going back to sleep.
|
|
Caoineag
Explorer
もうすこしがんばりましょ
Posts: 67
|
Post by Caoineag on Feb 12, 2006 15:56:53 GMT -6
Battle medic may be a bit overpowered. Since I'm not aware of any enemies that use level 2 or 3 status ailments, it's effectively a full-party version of the restore spell, and for the area of the game you should be in (SS), the healing power is quite good (comparison: at level twenty-five, a pure WP WM using HS would heal 65-74, MP/WP WM would heal 54-63, no WP WM would be 42-51).
Other than that, my only real complaint is that looking over the abilities, there doesn't seem to be a unifying theme. They seem to get a bit of everything (an accuracy attack, a power attack, some status attacks, a self-boost, a heal-all and status-heal-all, and a multiple-enemy attack).
|
|
|
Post by Sarm on Feb 12, 2006 17:33:10 GMT -6
I didn't mean to sound like I was "tearing you a new one". Obvious names work because it's simply easier to read them and instantly remember what it's supposed to do.
Then again, lately I've been playing a translated Snes game, Treasure of the Rudras, with a funky magic language system so maybe that's a factor with my opinion.
You asked for thoughts and gave a list of hypothetical abilities. I went down the line about my first impressions. I don't see the problem here.
I don't see what I misinterpreted about Marksman Spirit, though. It looks like a permanent half-Fast1 effect for all non-ambushes.
Going by your description of Sonic Arrow, the skill sounds too situational to be very useful. I'd suggest that the skill ought to be improved so that it would ignore all defense of the target (considering you're taking a 25% miss gamble just by activating the skill, just to risk missing anyway).
|
|
|
Post by Rapta111 on Feb 13, 2006 21:26:52 GMT -6
Wow, did you rip half of these off GW? Other than that, I like the idea of an archer class. Gives me something to do, at least.
|
|
|
Post by Kyou on Feb 18, 2006 9:46:58 GMT -6
Sorry, I've been gone awhile .... err GW?
|
|
|
Post by Sarm on Feb 18, 2006 10:58:37 GMT -6
Guild Wars.
|
|
akuma
Investigator
Posts: 21
|
Post by akuma on Feb 18, 2006 14:53:40 GMT -6
I like this idea. However, if archers get put in then so should ninjas .
|
|
|
Post by Hiroshima on Feb 19, 2006 9:59:42 GMT -6
NO, NO FUCKIN NINJAS...That is all.
|
|