Attack, crit and intuitiveness

A fantasy otome RPG about three young thieves with special skills https://www.winterwolves.com/queenofthieves.htm
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Troyen
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Re: Attack, crit and intuitiveness

Post by Troyen »

yayswords wrote:As far as I've seen, you've been very liberal with letting monsters use player abilities anyway. Not that I mind, makes it easy to figure out what they do.
Well...when they play by the same rules. That's not always the case.
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jack1974
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Re: Attack, crit and intuitiveness

Post by jack1974 »

For some boss battles I had to use some more powerful skills, otherwise was too easy even in Nightmare mode :wink:
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jack1974
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Re: Attack, crit and intuitiveness

Post by jack1974 »

I'm going to replace Kira's Focus target effects with this "break protect" thing. Since the focus target was a bit of a duplicate of Thalia's "Take Aim", so... it will be different too :)
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yayswords
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Re: Attack, crit and intuitiveness

Post by yayswords »

If you find Protect to be too little for it to remove, you could perhaps add Hold the Line. I was going to say Counter Attack and Dodge too, but thematically that would probably feel weird. Hide in Shadows could be considered. And Distracting Blows.

I'll just stop adding to this list because I'll cry blood if enemies end up spamming a skill like this against me.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: Attack, crit and intuitiveness

Post by jack1974 »

Haha believe me, just removing protect will already turn the tides of battle.
turn1: skeleton warrior protect skeleton mage
turn2: kira destroys protect
turn3: thalia uses Fatality on skeleton mage -> critical -> skeleton mage is dead :lol:

my fear is that will be too powerful, but... we'll see :)
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jack1974
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Re: Attack, crit and intuitiveness

Post by jack1974 »

Image
in the end I replaced wide slash, because indeed was a bit pointless skill since there is already the strikethrough :) I tested it and it's quite fun, was a good idea. In general counter-effect skills are nice. Now, going to add it to some enemies... :twisted:
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yayswords
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Re: Attack, crit and intuitiveness

Post by yayswords »

A bit late but I think it'll actually bother me to not see their speed. I figure sooner or later I or someone else will ask you for the delay formula and I'll be all zomgtheorycraft over it. Not like there isn't space for it.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: Attack, crit and intuitiveness

Post by jack1974 »

I thought about that too while testing. I could put it between HP and SP maybe ?
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yayswords
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Re: Attack, crit and intuitiveness

Post by yayswords »

Or below evasion, or below crit. It's not symmetrical but there's definitely space for it. I would prefer putting between HP and SP like you said though.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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jack1974
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Re: Attack, crit and intuitiveness

Post by jack1974 »

Whhhhhattt! it MUST be symmetrical!! :mrgreen: I'll put between HP and SP then.
Today tried Darkest Dungeon at a friend's home, and (unless I missed it) they don't even display turn order. I thought was weird when enemies attacked me 2-3 times in a row and I had no clue why.
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