What if the invincible also cleared instantly all negative statuses including stagger, and I reduce the cost ? the shield slam is possible too of course, but this one would require less time
Feedback on Those Sweet (and Bitter)Skills --Act 2
- jack1974
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Hmm I have a counteroffer! 
What if the invincible also cleared instantly all negative statuses including stagger, and I reduce the cost ? the shield slam is possible too of course, but this one would require less time
What if the invincible also cleared instantly all negative statuses including stagger, and I reduce the cost ? the shield slam is possible too of course, but this one would require less time
- yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
That sounds like something worth a skill point at least 
Good to know forced aggro is possible though. Something to use in Loren 2 for sure
Good to know forced aggro is possible though. Something to use in Loren 2 for sure
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Ah sorry missed that part. Is not possible to FORCE an aggro but to put a very big aggro increase. I know is a mechanics very used on RPGs in general so something to keep in mind with Loren 2 (the classic tank/DPS/healer mechanics).
- yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
One way to pseudo-force aggro would be to just put Guard on everyone else. Anyway, when you say very big aggro increase, is that possible to do for just one monster? Meaning, each opponent has its own hate list?
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Hmm Anima could answer more accurately but no, I think the "aggro" is a global value, like for my other game Planet Stronghold.
- yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Never mind everything is fine 
Last edited by yayswords on Sun Jul 20, 2014 3:29 pm, edited 1 time in total.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- jack1974
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
I tweaked a bit the values so they're not crazy anymore but that was 1-2 updates ago!
edit: ah OK good
edit: ah OK good
- yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Hmm, I thought you were changing Invincible completely, not just adding stuff. I took it accidentally playing an old build and now in a new one with the update I'm not too glad I did 
Did I mention Defend can be used while paralyzed? I didn't...
I can see the full cleanse being useful, but I will not run around wearing a shield for it. I was hoping the damage reduction and the shield requirement would be gone with the full cleanse added. And that it could be used while paralyzed. I don't find aggro controllable enough, or my defense without a shield low enough, to merit making my ranger a tank. Even though I realize you're trying to keep one ability for each weapon setup in the ranger tree
Did I mention Defend can be used while paralyzed? I didn't...
I can see the full cleanse being useful, but I will not run around wearing a shield for it. I was hoping the damage reduction and the shield requirement would be gone with the full cleanse added. And that it could be used while paralyzed. I don't find aggro controllable enough, or my defense without a shield low enough, to merit making my ranger a tank. Even though I realize you're trying to keep one ability for each weapon setup in the ranger tree
If at first try it doesn't explode, it ain't Jack who wrote the code.
- fabulaparva
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
I'm testing out Chalassa's Sudden Strike. It works quite nicely against those Lugal mobsters that have very low SP and no skills to regain it. HA! Not so hot now when I limited the number of strikethroughs you gonna get! :D
However, the tooltip is somewhat confusing: "Dances around all enemies in the front line, striking with a very fast attack that does normal damage but decreases target's SP by 10 points."
Well, I'm using dual-wield and the skill takes (around) 20SP off from all. Is this a bug or intended? Also, since it hits everybody in the front, I think it would be clearer to write something along the lines "does normal damage and decreases SP by N points for all targets." (where N is whatever it should be
)
EDIT: PS I hope it's not a bug, I'd really like to keep it at 20SP :D
However, the tooltip is somewhat confusing: "Dances around all enemies in the front line, striking with a very fast attack that does normal damage but decreases target's SP by 10 points."
Well, I'm using dual-wield and the skill takes (around) 20SP off from all. Is this a bug or intended? Also, since it hits everybody in the front, I think it would be clearer to write something along the lines "does normal damage and decreases SP by N points for all targets." (where N is whatever it should be
EDIT: PS I hope it's not a bug, I'd really like to keep it at 20SP :D
- jack1974
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Yes that's the goal, so need to have the shield requirement thing. I'll think about a way to improve that even more then, allowing to use it while paralyzed could be a big bonus indeed. Will add that and maybe something moreyayswords wrote:And that it could be used while paralyzed. I don't find aggro controllable enough, or my defense without a shield low enough, to merit making my ranger a tank. Even though I realize you're trying to keep one ability for each weapon setup in the ranger tree
Well is a bugfabulaparva wrote:EDIT: PS I hope it's not a bug, I'd really like to keep it at 20SP :D
