Anyone have any ideas for types of skills they'd like to see in this game? I'm looking for additional ways to differentiate monsters and bosses from each other, along with reducing redundancy to make things more interesting. Some of the skills that deal 1 status effect with no other effects that are redundant with other moves that do the same exact thing (such as Sleep 2 or Blind 2) will be removed in favor of moves that deal multiple status effects, damage with a proc, etc.
Skill ideas?
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#3
18 November 2015 - 05:55 PM
There is no step counter, unfortunately. If I want to make it true to what it does in BNW (closest equivalent), I could just set power on something so stupidly high that it always does 999. However I already have stuff that 999's with no other effects if I want that (??? unit with Self Destruct, Ulmaguest, etc). So Step Mine has been rejected.
What I'm looking for more is stuff like unique combinations of status effects (group of buffs/debuffs, neutral + a buff or debuff, etc). Or attacks with unique properties (such as the hybrid pa/ma attacks with both physical and magical flags) or effects (procs, etc.) They have to be something that is possible on the engine, that fits thematically in some way, that's balanced in a way that fits the way the game is balanced (no 100% status effects outside the item/draw out sets), etc.
What I'm looking for more is stuff like unique combinations of status effects (group of buffs/debuffs, neutral + a buff or debuff, etc). Or attacks with unique properties (such as the hybrid pa/ma attacks with both physical and magical flags) or effects (procs, etc.) They have to be something that is possible on the engine, that fits thematically in some way, that's balanced in a way that fits the way the game is balanced (no 100% status effects outside the item/draw out sets), etc.
#5
29 December 2015 - 10:44 PM
This post has been edited by Emmy: 30 December 2015 - 06:24 AM
Reason for edit: Gtfo of here with that shit :(
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