Your'e right! Humans should be miniature masters and Giants could be massive moochers!
Hey,that's your idea. I have nothing to do with it o3o But yea, i'd still change giants name
Your'e right! Humans should be miniature masters and Giants could be massive moochers!
New skill : Guard
[SPOILER="Details"]
[Image: http://oi65.tinypic.com/14c8787.jpg]
Active status affect . Passively buffs defense of users. no animation
at r1, user unlocks guard break. this causes the user to jump high in the sky like pummel jump, then fly down and smash their shields on the ground. debuffs enemy targets
[/SPOILER]
Defense skill actually has that, but the range and bonus are too small so its negiligible.
New skill : Guard
[SPOILER="Details"]
[Image: http://oi65.tinypic.com/14c8787.jpg]
Active status affect . Passively buffs defense of users. no animation
at r1, user unlocks guard break. this causes the user to jump high in the sky like pummel jump, then fly down and smash their shields on the ground. debuffs enemy targets
[/SPOILER]
Why do we need another passive defense skill? "Active status effect" Did you intend for this to be a buff? Why not more active defense skills? If it's going to be a buff, there's still going to need to be some restrictions to make it balanced, like only allow it to be used with a shield, or a cooldown longer than the duration. That skill seems to have some sort of action behind it, unsure if you meant for it to be passive or active, but what's the point if its not unlocked until r1? rF~2 is passive and r1 is possibly active or passive. And the whole skill is just powercreep. Just adding more defense for no reason and the only effort being raising the skill.
Now sir, what is the point in drawbacks to a skill such as those? we need stronger skills to tackle Alban. Guard would be a totally perfect chance to install some new stronger defenses o3o they got mummies to ignore the combat system . so we should instead make a defense passive skill that buffs the user. That way, we can spam bash and final hit of course o3o
A skill that lets us spam Bash and Final Hit, which are both blatantly broken, without issue? That doesn't sit right with me.
[S]Yo. We got reforged rain clounds, and lullaby. why is that a issue?o3o[/S]
Alright. I should probably stop playing before someone gets mad lol
This is the REAL Guard skill. thoughts and opinions? I also ask you to keep a open mind. It's more defensive than offensive.
[SPOILER="Skill"]Active Skill:Guard
[Image: http://tinyurl.com/j3cowud]
Function:
Guard is a defensive skill that blocks multiple physical,elemental and ranged based attacks.
User takes defensive stance while guard is active.
Unlike Defense, Guard does not stun attackers on hit. But higher ranks slightly slows down attacks.
Guard has a limit system. Every Limit has a damage tolerance. At R1, the Tanker has 5 limits. Every time a limit is broken, the limit goes down 1 time.
[SPOILER="Additional"]-Limits have their own hp that doesn't affect user HP.
-Every time a limit is broken, the shield is stunned slightly. The stun increase as the limit number drop.
-Guard is still in effct as the player is stunned. They are just unable to move due to their push back animation.
-Damage does not overpour into the next limit.Instead ,it pours into a sub limit until the stun ends. If the sublimits damage is overwhealmed, the players hp is affected for whats left over.
-At limit 0, the users Guard is broken. A status affect named Broken Guard debuffs the user and causes them to be stunned for 10second. Limits recharge slowly within time. After recovering from a broken limit, the counter is automatically reset to 5.
-Gauges similar to alchemy appears on the right-hand side. Can be moved around
[/SPOILER]
Protects friendly players who are behind you. Tanker in question acts like a barrier that cannot be phased through by enemies. Player can also shield Bash and normal attack without canceling Guard.
The only available skills are during Guard is Shield Bash, and Normal attack. Guard causes the shielder to pose in tanking a short. The user can retaliate quicker with a Shield bash however than normal attack.
Landing a Shield Bash will stun the enemy greatly. Has a decent cooldown.
Shield Bash can be used without a enemy present. Basicsally don't just throw out the skill.
Guard itself does not have a cooldown.
Every Race may learn Guard.
Elves have the lowest Guard multipliers. Humans have the second highest multiplier.
Boss -type skills does not cancel Guard
[/SPOILER]
Alright. I should probably stop playing before someone gets mad lol
This is the REAL Guard skill. thoughts and opinions? I also ask you to keep a open mind. It's more defensive than offensive.
[SPOILER="Skill"]Active Skill:Guard
[Image: http://tinyurl.com/j3cowud]
Function:
Guard is a defensive skill that blocks multiple physical,elemental and ranged based attacks.
User takes defensive stance while guard is active.
Unlike Defense, Guard does not stun attackers on hit. But higher ranks slightly slows down attacks.
Guard has a limit system. Every Limit has a damage tolerance. At R1, the Tanker has 5 limits. Every time a limit is broken, the limit goes down 1 time.
[SPOILER="Additional"]-Limits have their own hp that doesn't affect user HP.
-Every time a limit is broken, the shield is stunned slightly. The stun increase as the limit number drop.
-Guard is still in effct as the player is stunned. They are just unable to move due to their push back animation.
-Damage does not overpour into the next limit.Instead ,it pours into a sub limit until the stun ends. If the sublimits damage is overwhealmed, the players hp is affected for whats left over.
-At limit 0, the users Guard is broken. A status affect named Broken Guard debuffs the user and causes them to be stunned for 10second. Limits recharge slowly within time. After recovering from a broken limit, the counter is automatically reset to 5.
-Gauges similar to alchemy appears on the right-hand side. Can be moved around
[/SPOILER]
Protects friendly players who are behind you. Tanker in question acts like a barrier that cannot be phased through by enemies. Player can also shield Bash and normal attack without canceling Guard.
The only available skills are during Guard is Shield Bash, and Normal attack. Guard causes the shielder to pose in tanking a short. The user can retaliate quicker with a Shield bash however than normal attack.
Landing a Shield Bash will stun the enemy greatly. Has a decent cooldown.
Shield Bash can be used without a enemy present. Basicsally don't just throw out the skill.
Guard itself does not have a cooldown.
Every Race may learn Guard.
Elves have the lowest Guard multipliers. Humans have the second highest multiplier.
Deadly will not knock back the player
Guard isn't cancelld by boss attacks
[/SPOILER]
Okay this sounds like a much more well-thought out skill. Seems you did a good job with balancing it, adding negative status effects for poor use, but I still have some concerns. We don't want a new defensive skill to make defense obsolete, or vice versa. So questions I have, can you move with guard? If you can, how fast? If guard has no cooldown, can you cancel the skill at any time or is there restrictions? If you're about to run out of health on the last limit you could just cancel the skill and re-use it if there is no cooldown. Albeit that can be considered strategic and should be rewarded, but I don't like the sound of that. What would sound better to me is letting people cancel the skill, but the skill won't cancel until 5 seconds after you hit cancel. So you need to actually be careful.
Otherwise, I do like the sound of this. being able to use your shield to bash enemies while its being used for defense sounds weird, but I wouldn't argue if that was the case, considering otherwise you only allow normal attacks.
Rank 1 Stats
Water Damage: 450(+45% Maximum Mana) every 2 seconds
Fire Damage: 200(20% Maximum Health) every 3 seconds
Alchemy and Magic Charge Speed: +15%
Defensive stat Debuff: 15%
Turret Duration: 60 sec
Turret Health: 1500(+User's Maximum Health)
New Alchemy Skill Concept: Turret Transmutation
Summon an augment-able brass turret that will attack or provide buffs depending on the augmentation.
- When summoned a little window will pop up, showing the four augmentations, the window will disappear after selection.
- The auto turret will collapse after a set amount of time or destroyed by an enemy.
Water Augmentation: Launches watercannons at a long distance.
Fire Augmentation: Rotates while executing a stream of fire, damaging entities within it's radius.
Wind Augmentation: Produces smoothing gales that increases the charging speed of Alchemy and Magic skills.
Earth Augmentation Produces dust storms that lower enmity and defensive stats of all monsters within it's radius.
Snips