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(yesterday @02:24:12]I guess this is a little huge update plus looking for a bit of help post.I'm going to include the list of skills (All of them totally unbalanced) that I've been brainstorming to be included in the game.And there are many sections that I have yet to make any skills for, this is where you guys can help CheesyGive me as many skills as possible!! It can be really generic, or really out of the box (I do prefer out of the box skills), just don't go overboard with crazy skills that will be overpowered (e.g. MA LAZOR - enemy instantly die!). Something that you think will work and that can be somewhat balanced Tonguenotes:the (A), (S), (P), (S/A) in front of the skill name is the nature of the skill.(A) - This is Attack, and you may not use more than 1 Attack on same turn.(S) - This is Skill, and you may not use more than 1 Skill on same turn.(P) - This is Passive, and each Passives stack amongst each other, and is permanent(S/A) - This is both Skill and Attack, so you may not use both Skill and Attack on that same turn after you use S/A.The battlefield is 16 spaces long, and 2 spaces high. It's in platformer style so 2 spaces high means lower space is ground, the higher space is air.
TLM skillsArchery Skills(P) Overdraw (Increase max range for bow class)(P) Tuned String (Increase min range for bow class)(S/A) Piercing shot (Hit for 120% physical damage with 70% chance to cause Bleed)(A) Arrow thrust (Melee attack, does physical damage with chance to cause Bleed, ignore min range)(S/A) Aerobatic Shot (Jump back 2 spaces, shoot arrow forward while in air)(A) Sniper (Hit enemy regardless of range)(P) Bullseye (10% chance critical hit will do 3x instead of 2x)(A) Knockback (Physical Attack that knocks back enemy by 1)(S) Lock Aim (Gives 100% accuracy)(S/A) Strafe (Shoots arrow 3 times, but unable to attack/move next turn)Psychic Skills(S) Dimension Lock (Enemy unable to move for a turn)(S/A) Desync (Inflict psychic damage, with a chance to cause Stun)(S) Insanity (Chance to cause fear or frenzy)(A) Neural Shock (Inflict lightning damage with a small chance to cause shock)(S) Lift (character flies after this turn with mana drain)(P) Focused Mind (Increase all psychic damages)(A) Telekinesis (Inflict physical damage and knocks back by 1 space)(S/A) Mind freeze (Inflict small psychic damage with chance to cause disrupt)(A) Rend (Inflict physical damage with chance to cause bleed)Assassin Skills(P) Fade (Increase agility)(S) Shadow walk (Disappear for one turn)(S/A) Backstab (Jump to other side and do 130% physical damage in melee, ground position)(S) Tumble (Move forward or backward by 3 space)(S) Doppelganger (Increases evasion)(A) Dart (Dagger does range attack with 90% physical damage)Soul Skills(A) Whisper (Inflict psychic damage)(A) Torment (Inflict physical damage with a small chance to cause Fear)(S) Spirit Realm (Increase Soul skill damage with a small chance to cause delusion on oneself)Alchemy Skills(A) Acid bomb (Inflict poison damage with chance to cause Corrosion)(P) Catalytic Hand (Decrease Mana cost of alchemy skills)(S) Fiery weapon (Add fire damage to weapon for 1 turn, grants chance to cause fire on weapon attack)Rune SkillsElemental Skills(A) Fireball (Cast fireball in a line, inflict fire damage to enemy with chance to cause Burn)(A) Spark (Cast spark around character, inflict lightning damage to enemy with chance to cause Shock)(A) Ice Beam (Cast ice beam in a line, inflict ice damage to enemy with chance to cause Freeze)(A) Gust (Cast gust around character, inflict wind damage to enemy with chance to push enemy away by 1 space)(S) Hail (Increase all ice damages)(S) Whirlwind (Increase all wind damages)(S) Scorch (Increase all fire damages)(S) Charge (Increase all lightning damages)(S) Wind drift (character flies for 2 turns)(P) Fire mastery (Increase fire damages)(P) Ice mastery (Increase ice damages)(P) Lightning mastery (Increase lightning damages)(P) Wind mastery (Increase wind damages)(S) Wind walk (Move forward or backward by 4 space)Martial Skills(S/A) Throw (Pick up enemy and throw 2 spaces, dealing physical damage. Works on melee and on ground-enemy only)(S/A) Running Blow (move forward 1 space, deals 120% physical damage, knocks back enemy by 1 space)(S) Dash (Move forward 3, if this overlaps with the enemy you go behind the enemy)(A) Wild Punch (Melee attack with 2x critical damage with 10% loss of accuracy)(P) Discipline (Increase all physical damage done with martial skills by 10%)(A) Smite (30% to do critical damage)(S) Side-step (Increases the chance to evade enemy's 'line' attack for a turn)(S) Taunt (Chance to cause frenzy)(S) Rage (Increases physical attack to 200% but cannot move next turn and lowers defence)Cleric Skills(S) Enchant (Increase stamina and all physical damage)(S) Bravery (Remove fear)(S) Prayer (Certain chance to remove physical status effect)(A) Judgment Light (Inflict psychic damage)(A) Plague (Inflict poison damage)(S) Repulsion (Push enemy by 2 spaces)(S/A) Holy Aura (Inflict fire/ice/lightning damage, closer you are, more damage it causes)(S) Divine Intervention (30% to remove all statuses every turn after casted, but drains mana when it's on)
Battle statusPhysical:Bleed - Lower maximum HPCorrosion - decrease HP and defenseBurn - decrease HP at certain %, can stop burn after certain number of move, cancel out freezeFreeze - can't attack or move, cancel out burnShock - moving or doing anything physical causes damageMental:Stun - can't do anythingFear - cannot aim or move toward opponentFrenzy - can only physical attack, lowers defense, can't leave battleDelusion - lowers accuracyDisrupt - can't use skills
(yesterday@03:20:08)One suggestion (you may ignore this.)The name "Death mark" sounds like 1-hit KO move, even though its use is completely different.Maybe change the name to "Lock-Aim" or something like that?
(yesterday @03:23:15)]ooh true, I actually like the Lock Aim better Cheesy thanks
(yesterday@04:24:08)I got one:Cleric Skill(S)Unbind: Remove Disrupt with 70% chanceMartial Skill(A)Wild Punch: Punch that pushes enemy
(yesterday@04:36:07)as for Unbind, I don't think it works because Disrupt by itself means you can't use any skill, which means you can't use the skill Unbind. But I took the idea and changed the name/effects tho ((P) Divine Intervention (10% to remove all mental statuses every turn))Changed Wild Punch's effect to be more befitting its name, also since its effect seemed kinda similar to Bash.post updated.Edit: Switched Wild Punch's category from Martial Arts to Combat, since it seems more oriented to CombatNow that I think about it, Combat and Martial Arts are pretty similar so I'm going to just move all Combat skills to Martial Arts skills and delete Combat skills altogetherEdit 2: Huge edit in the skills, added in tons of new skills, deleted some, modified a lot of effects
(yesterday@15:31:50)I tried to add to the skills that had the least amount of entries in order to balance things out a bit more. Smiley The skills I wasn't too sure about (Soul and Rune) I didn't touch.Martial Skill:(P)Counter: Has a chance to automatically retaliates against physical strikes if the target is within range.(P)Side-step: Gives a 10% chance to evade an enemy's physical attack.(A)Flying kick: A strong attack that knocks the target back a space. May cause stun.(A)Fatal blow: Has a high chance to cause a critical hit. May cause bleeding.(S)Berserker's rage: Puts player in a frenzy state for 3 turns.Psychic Skill:(P)Barrier: Reduces damage taken by 10% (Could be a Skill instead and last a predetermined number of turns)(A)Telekinesis: Hurls an enemy back several spaces and causes damage. May cause stun.(S)Mind freeze: Inflicts Disrupt status for 5 turns.(A)Rend: Inflicts damage to target's internals. Has a high chance to cause bleeding.Cleric Skill:(S)Mend: Replenishes a small amount of health.(S)Recover: Replenishes a small amount of health. Heals a small percentage of health over the next 3 turns.(S)Heal: Replenishes a medium amount of health.(S)Restore: Replenishes a large amount of health.(S)Cure: Removes status.I'd suggest moving smite to cleric and possibly changing it's effect.Thief skill:(P)Stealth: Increases evasion by 10%(S)Steal: Attempts to steal an item from an enemy.(S)Vanish: Player attempts to escapes from battle(regardless of position). Does not work against bosses.(A)Death strike:Has a high chance to cause a critical hit. May cause bleeding.(A)Mug: Deals damage. Has a chance of stealing an itemAlchemy Skill:(S)Temper: Increases damage done with melee weapons.(P)Medicine man: Causes healing items to replenish a larger amount of health.
(yesterday@15:44:44)Wow thanks! funny thing is, I added in the skill Counter to Martial Arts Skills, but scrapped it due to it be possibly overpowered.Also there are some skills that I already have in there, such as Cure and Stealth.Why would you suggest moving Smite to cleric?smite:1. to strike or hit hard, with or as with the hand, a stick, or other weapon.2. to deliver or deal (a blow, hit, etc.) by striking hard.Is it because of diablo 2's influence on the skill smite? TongueAnd I haven't exactly figured out what to do with Rune Skills yet, I may just scrap it, but who knows. Also, I'm really debating whether I should add in healing type skill or not (curing status is fine, but not HP or MP heal). I'll add in when I think it's necessary since it's easy to implement TongueEdit: Don't understand the effect of berserker's rage, since frenzy is not a beneficial status... It restricts movement and skill use, plus it lowers your defence. So I changed the effect TongueEdit 2: I realized I actually didn't want the typical-thief skills in the game, so I changed the Thief skill to Assassin skill as that is more befitting. No item-stealing for this game Also I don't like the auto-run skill such as Vanish Undecided
(yesterday@16:00:09)I've often seen smite used in a religious context, but due to it's definition, it could fit wherever. My suggestion was just based on "flavor", not the actual moves effect. Smiley I did not see anything like "cure" or "stealth". Stealth is meant to be a permanent passive boost to evasion. Fade(p) increases agility and Doppelganger(s) does increase evade, but as a skill i assumed it was a temporary boost. As for cure, the only similar thing i see is "prayer". which only has a chance. Cure is meant to be a 100% catch all for curing status. I didn't see that frenzy blocked the character from moving, that could be a hindrance (unless the enemy is backed into a corner or unable to move). The idea though was that you sacrifice defense in order to hike your attack way up and wail on your opponent for 3 turns. Smiley
(yesterday@16:18:21)Quote from: Art_of_camelotI've often seen smite used in a religious context, but due to it's definition, it could fit wherever. My suggestion was just based on "flavor", not the actual moves effect. Hmm okay, it's not a huge deal, plus I think Cleric skills might need a physical damaging skill.Quote from: Art_of_camelotI did not see anything like "cure" or "stealth". Stealth is meant to be a permanent passive boost to evasion. Fade(p) increases agility and Doppelganger(s) does increase evade, but as a skill i assumed it was a temporary boost. As for cure, the only similar thing i see is "prayer". which only has a chance. Cure is meant to be a 100% catch all for curing status.I don't want a skill to be a MUST-GET for every characters out there, since I think a permanent passive boost to evasion is pretty significant and overpowered thing since it greatly boosts you not getting hit 1 out of every 10 attacks. And yes it is a temporary boost, for a reason stated above Smiley With actual skill it becomes more of situational skill. Do I sacrifice MP and skill turn for better chance to evade, or do I use that MP and skill turn for more offensive skill?Quote from: Art_of_camelotAs for cure, the only similar thing i see is "prayer". which only has a chance. Cure is meant to be a 100% catch all for curing status.Again, I think 100% to cure all status seems pretty overpowered Sad And I'm considering changing the effect of prayer from chance to cure all statuses to chance to cure physical statuses and change Alchemy's skill Transmutation Dust to some other effect or just scrap it.Quote from: Art_of_camelotI didn't see that frenzy blocked the character from moving, that could be a hindrance (unless the enemy is backed into a corner or unable to move). The idea though was that you sacrifice defense in order to hike your attack way up and wail on your opponent for 3 turns. Yes, I put in a skill called Rage which puts in an effect where you are granted boost in attack but also penalizes you for it.Edit: Updated the previous skill post
I've often seen smite used in a religious context, but due to it's definition, it could fit wherever. My suggestion was just based on "flavor", not the actual moves effect.
I did not see anything like "cure" or "stealth". Stealth is meant to be a permanent passive boost to evasion. Fade(p) increases agility and Doppelganger(s) does increase evade, but as a skill i assumed it was a temporary boost. As for cure, the only similar thing i see is "prayer". which only has a chance. Cure is meant to be a 100% catch all for curing status.
As for cure, the only similar thing i see is "prayer". which only has a chance. Cure is meant to be a 100% catch all for curing status.
I didn't see that frenzy blocked the character from moving, that could be a hindrance (unless the enemy is backed into a corner or unable to move). The idea though was that you sacrifice defense in order to hike your attack way up and wail on your opponent for 3 turns.
(yesterday@???)1.As I said it doesn't really matter, it could be used in either. 2.)Ok, makes sense.3.)Same as above, but either of the could be late game skills or have a significant cost to use.4.)That's cool, i like the idea of a "berserk" skill reagardless.5.)I see you updated your above post. I don't mind the thief class being changed to assassin. I usually group thief/assassin/ninja classes similarly, thus the skill suggestions. Also, the vanish skill i suggested is not 100%. It only has a chance of working. I understand if you think it's overpowered or don't want to use it.
No problem. It would have been a pain for you to have to recap and retype. Not to mention that if you didn't have the changes saved it could be difficult to remember some of the suggestions. I'm just glad I had the tab open and cached. =)
Wow that is great! I like the speed improvement. What technique did you use? Did you put every event code outside the walking loop? That usually helps a lot. Glad to see this is still progressing btw.