Feedback on Those Sweet (and Bitter)Skills --Act 2
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renke_
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
hmm, yayswords destroyed my idea before I saved the comment :)
- yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
If we independently arrived at the same idea it must be a good one!
If at first try it doesn't explode, it ain't Jack who wrote the code.
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nightshadengale
- Young scout
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Is it just me or is Chalassa's No Chances broken? If I'm interpreting the description right, it does 250% damage to a random enemy in the front row, then picks another enemy in the front row to do 230% damage to, then hits the last enemy for 210% damage--with a chance of causing confusion? Krimm's Mighty Blow costs the same and has almost the same delay, but just does 250% damage to a single target with no other effects--and her Wreak Havoc costs 10 more, has the same delay, and hits the middle target for 200% damage and the enemies on either side for 100% damage. No random factor, but you only get damage against all 3 enemies if you aim in the middle--and the lowest damage for No Chances (210%) is still higher than the damage taken by the primary target of Wreak Havoc (200%). Barrage costs 10 fewer than No Chances and has a 3-turn-shorter delay, but it only does 150% to a single target with half that on either side--and again, only damages the entire front row if you aim in the middle.
- yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Nice with more posters in this thread 
If we start with No Chances vs. Wreak Havoc. Don't forget WH leaves a bleed, which I consider more exciting than confusion. Furthermore, look at their "spammability". Krimm's Rage is far less costly (delay and drawbacks) and more rewarding (hit 3 targets and get 15% back) than Chalassa's Meditation is. In a world of infinite mana (which Jariel might create) Chalassa might win. I actually don't think it's wrong that she wins though, as I find that thieves are only as good as the damage they bring. With this being said I will have to agree that Barrage is atrocious.
If we start with No Chances vs. Wreak Havoc. Don't forget WH leaves a bleed, which I consider more exciting than confusion. Furthermore, look at their "spammability". Krimm's Rage is far less costly (delay and drawbacks) and more rewarding (hit 3 targets and get 15% back) than Chalassa's Meditation is. In a world of infinite mana (which Jariel might create) Chalassa might win. I actually don't think it's wrong that she wins though, as I find that thieves are only as good as the damage they bring. With this being said I will have to agree that Barrage is atrocious.
If at first try it doesn't explode, it ain't Jack who wrote the code.
- Jaeger
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Is damage for the Hunter's Double attack determined by use of a melee or bows?
- yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Not saying you should have to do this to find out - ideally it should be transparent or uniform which weapon is used - but you can try unequipping one of the weapons altogether and see if the damage is largely unchanged ("largely" because you might lose a little +attack from the removed weapon) or becomes 0.
If at first try it doesn't explode, it ain't Jack who wrote the code.
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Taleweaver
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
Melee.Jaeger wrote:Is damage for the Hunter's Double attack determined by use of a melee or bows?
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renke_
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
what if paralyze would be a more powerful form of slowed ? Duration is only one turn, but directly affects speed - and the speed decrease is corrected by the resistence. Instead of the "up to n turns" attacks we have paralyze as decreases speed by 75, 100 and 125 %; as soon as speed is reduced to zero the target will never be able to do stuff until some other char removes the debuff. The resistance would instantly useful again (say you're hit by the worst paralyze with 125 % speed reduction but because of the 75 resistance it's "only" half the normal speed (125-75=50%) for one turn).
PS additionally paralyze should lower all positive effects by one turn, to simulate time duration
PS additionally paralyze should lower all positive effects by one turn, to simulate time duration
- yayswords
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
While the rest of your post is interesting, I'm not sure I want to open this can of worms. There are lots of things we could do towards that goal, and "nothing" is a very clear line to draw. Krimm is a minor nightmare with all her buffs. If she's gonna use Rage + Adrenaline Rush + Ralkor's Blood that's 3 turns without getting to benefit from Rally, etc. Poor Vaelis sometimes has to Rally on both his first and second turn, just for Krimm lol. But we could make this more realistic too, perhaps! And then maybe we could do something about...renke_ wrote:PS additionally paralyze should lower all positive effects by one turn, to simulate time duration
Grey area, you know. Doing nothing keeps it black and white
If at first try it doesn't explode, it ain't Jack who wrote the code.
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renke_
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Re: Feedback on Those Sweet (and Bitter)Skills --Act 2
I think the "I'm sorry, you're now a stone" technique should feel like a completely lost turn - and removing one turn of buffs would enable this. Though not the core of my idea and surely not needed.
