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Lord of Azure Flame: Suggestions


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It's near the top of the page :/ The previous page :lol:

Skill: Momentum

Effect: Passive

Description: Applies extra damage for speed differences between your unit and the opponent. +1 for one speed, +2 for two, and +3 for 3 Speed gaps in your favor. Opponent out speeding you is neutral strength.

This is capped at three mind you.

@ Cavs

Okay cool.

@ AP limit

Noted.

Anything else?

Edited by Phoenix
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Skill: Critical

Effect: Passive

Description: Criticals do 3x normal damage instead of 2.

Skill: Devil

Effect: Passive

Description: Damage x2 before adding in rolls, but roll a 1d5. If roll is high than luck, damage effects you instead.

Skill: Elite

Effect: Roll a 3 or 4 on two or more dice.

Description: Double exp for that hit/kill.

Skill: Party Healing

Effect: Passive

Description: Able to heal up to 3 targets, for 50% of normal healing. EXP gained is only for one heal.

Skill: Meditation

Effect: Twice per battle

Description: Sacrifice 1 turn at 0 defense/resistance, and in turn gain 2 actions next turn.

Skill: Emergency First Aid

Effect: Passive

Description: Able to heal someone an amount determined by rolling a 1d3. Unavailable to Priests, Clerics, Troubadours, and Monks.

Skill: Parity

Effect: Up to three times per battle.

Description: Removes supports, skills, and weapon effects for a round of battle.

Skill: Provoke

Effect: Passive

Description: Enemies gain +2 hit against you, in exchange for you getting +2 might.

Skill: Arrowshot

Effect: Up to three times per battle.

Description: Able to attack without counter similar to bows. Bow nerf is applied.

Skill: Angel's Blessing

Effect: Up to twice per battle.

Description: Removes enemy's luck from battle for one round and halves enemy's skill.

Skill: Adrenaline

Effect: Up to twice per battle, when HP is 1/3 or less.

Description: Double's AS and multiplies Avoid by 1.5, but halves skill.

Opinions?

Edited by Psych
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Skill: Critical

Effect: Passive

Description: Criticals do 3x normal damage instead of 2.

Actually decent, but I would suggest renaming it. Alternatively, double might BEFORE defenses would be good. Was thinking of this one myself.

Skill: Devil

Effect: Passive

Description: Damage x2 before adding in rolls, but roll a 1d5. If roll is high than luck, damage effects you instead.

This is kinda good, but then there's promotions and people can have more luck than 5 after that.

Skill: Elite

Effect: Roll a 3 or 4 on two or more dice.

Description: Double exp for that hit/kill.

No. Just no.

Skill: Party Healing

Effect: Passive

Description: Able to heal up to 3 targets, for 50% of normal healing.

This is actually decent.

Skill: Meditation

Effect: Twice per battle

Description: Sacrifice 1 turn at 0 defense/resistance, and in turn gain 2 actions next turn.

This is also actually decent. Could be a bit OP but it could mess up pretty badly, hmmm.

Skill: Emergency First Aid

Effect: Passive

Description: Able to heal someone an amount determined by rolling a 1d3. Unavailable to Priests, Clerics, Troubadours, and Monks.

Why am I agreeing with a lot of these.

Skill: Parity

Effect: Up to three times per battle.

Description: Removes supports, skills, and weapon effects for a round of battle.

This is a good idea, but then you factor in how few enemies have skills. Maybe make it an enemy skill?

Skill: Provoke

Effect: Passive

Description: Enemies gain +2 hit against you, in exchange for you getting +2 might.

This one kind of makes sense. Though I dunno why mt.

Skill: Arrowshot

Effect: Up to three times per battle.

Description: Able to attack without counter similar to bows. Bow nerf is applied.

This one is like Elite but slightly better but it still sucks.

Skill: Angel's Blessing

Effect: Up to twice per battle.

Description: Removes enemy's luck from battle for one round and halves enemy's skill.

This one doesn't really make sense.

Skill: Adrenaline

Effect: Up to twice per battle, when HP is 1/3 or less.

Description: Double's AS and multiplies Avoid by 1.5, but halves skill.

This one is kinda like a sucky resolve. :/

Why am i agreeing with Psych on some of these aaaaaaa

Edited by Luka Megurine
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Skill: Critical

Effect: Passive

Description: Criticals do 3x normal damage instead of 2.

Same as Lethality

Skill: Devil

Effect: Passive

Description: Damage x2 before adding in rolls, but roll a 1d5. If roll is high than luck, damage effects you instead.

Bad idea. Easily abusable by luck heavy characters and pointless for most.

Skill: Elite

Effect: Roll a 3 or 4 on two or more dice.

Description: Double exp for that hit/kill.

Lolno.

Skill: Party Healing

Effect: Passive

Description: Able to heal up to 3 targets, for 50% of normal healing. EXP gained is only for one heal.

Don't really like all that much. It's 5+half magic, so that would be 5+1/4 magic under this one. Eh.....

Skill: Meditation

Effect: Twice per battle

Description: Sacrifice 1 turn at 0 defense/resistance, and in turn gain 2 actions next turn.

Get lost.

Skill: Emergency First Aid

Effect: Passive

Description: Able to heal someone an amount determined by rolling a 1d3. Unavailable to Priests, Clerics, Troubadours, and Monks.

Weak and pointless next.

Skill: Parity

Effect: Up to three times per battle.

Description: Removes supports, skills, and weapon effects for a round of battle.

Ok, first of all, who in their right mind would decide it would be a good idea to give up their supports and skills for a round. Nobody, that's who. Second of all, enemies don't have supports and most generics don't have skills. Giving up supports is a really bad move on bosses.

Skill: Provoke

Effect: Passive

Description: Enemies gain +2 hit against you, in exchange for you getting +2 might.

Not bad, could be reduced to +1/+1

Skill: Arrowshot

Effect: Up to three times per battle.

Description: Able to attack without counter similar to bows. Bow nerf is applied.

Get lost.

Skill: Angel's Blessing

Effect: Up to twice per battle.

Description: Removes enemy's luck from battle for one round and halves enemy's skill.

Waaaay too overpowered. Even though most enemies don't have luck, halving skill makes bosses pretty much just mooks that give out more exp and makes generics a joke. No, only being able to use it twice a battle does not balance it.

Skill: Adrenaline

Effect: Up to twice per battle, when HP is 1/3 or less.

Description: Double's AS and multiplies Avoid by 1.5, but halves skill.

Anyone that actually has skill, speed, hawkeye, can abuse it. Pass.

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Psych, on 27 November 2010 - 05:34 PM, said:

Skill: Critical

Effect: Passive

Description: Criticals do 3x normal damage instead of 2.

Same strength as a promote skill. Too overpowered.

Skill: Devil

Effect: Passive

Description: Damage x2 before adding in rolls, but roll a 1d5. If roll is high than luck, damage effects you instead.

Anyone with 5 LUK does double damage all the time.

Skill: Elite

Effect: Roll a 3 or 4 on two or more dice.

Description: Double exp for that hit/kill.

33% chance for double EXP is oo overpowered and it wastes a skill slot fo something that will lose effectiveness eventually.

Skill: Party Healing

Effect: Passive

Description: Able to heal up to 3 targets, for 50% of normal healing. EXP gained is only for one heal.

Allows two healers to do the job of three. Cuts experience for other healers.

Skill: Meditation

Effect: Twice per battle

Description: Sacrifice 1 turn at 0 defense/resistance, and in turn gain 2 actions next turn.

Favors high-Avoid types too much.

Skill: Emergency First Aid

Effect: Passive

Description: Able to heal someone an amount determined by rolling a 1d3. Unavailable to Priests, Clerics, Troubadours, and Monks.

What? This doesn't make any sense. When does it activate?

Skill: Parity

Effect: Up to three times per battle.

Description: Removes supports, skills, and weapon effects for a round of battle.

Why does it remove supports? Who would want this?

Skill: Provoke

Effect: Passive

Description: Enemies gain +2 hit against you, in exchange for you getting +2 might.

Why does it increase the users might? Why does it increase anything?

Skill: Arrowshot

Effect: Up to three times per battle.

Description: Able to attack without counter similar to bows. Bow nerf is applied.

This makes no sense in Plot.

Skill: Angel's Blessing

Effect: Up to twice per battle.

Description: Removes enemy's luck from battle for one round and halves enemy's skill.

Makes Bosses a joke. Makes high-Avoid characters even more powerful.

Skill: Adrenaline

Effect: Up to twice per battle, when HP is 1/3 or less.

Description: Double's AS and multiplies Avoid by 1.5, but halves skill.

1.5 Avoid? That makes avoid types nearly unhitable in the best circumstances.

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Same as LethalityBad idea.

Easily abusable by luck heavy characters and pointless for most.

Lolno.

Don't really like all that much. It's 5+half magic, so that would be 5+1/4 magic under this one.

Eh.....Get lost.

Weak and pointless next.

Ok, first of all, who in their right mind would decide it would be a good idea to give up their supports and skills for a round. Nobody, that's who. Second of all, enemies don't have supports and most generics don't have skills. Giving up supports is a really bad move on bosses.

Not bad, could be reduced to +1/+1

Get lost.

Waaaay too overpowered.

Even though most enemies don't have luck, halving skill makes bosses pretty much just mooks that give out more exp and makes generics a joke.

No, only being able to use it twice a battle does not balance it.

Anyone that actually has skill, speed, hawkeye, can abuse it. Pass.

Yes, but that is a class skill.

Devil weapons. They have existed.

Yup.

Um, what? Normal healing = 3 +3/4 Magic. Typically 6. This would be 1.5 +3/8 magic. In other words, 3.

Uh, no.

Ha. I'll remind you of this skill when all the healers die and everyone's hurt against a bunch of bosses or someone like Eric. It's supposed to be pointless, but all those "I have this vulneary!" Posts after battle are suddenly turned into a skill.

Let's see Eric!

Wrath, Resolve, Keen Edge. Removes those from him. Sure, he still doubles, but now he's not gonna insta-kill you.

Eh, maybe. Not as much incentive as before though.

Fixing. But keeping the effect.

Fixing as well.

[spoiler=Skill Changes]Skill: Critical

Effect: Passive

Description: Criticals do 3x normal damage instead of 2.

Skill: Devil

Effect: Passive

Description: Damage x2 before adding in rolls, but roll a die of your luck cap +1. If roll is higher than luck, damage effects you instead.

Skill: Party Healing

Effect: Passive

Description: Able to heal up to 3 targets, for 50% of normal healing. EXP gained is only for one heal.

Skill: Meditation

Effect: Twice per battle

Description: Sacrifice 1 turn at 0 defense/resistance, and in turn gain 2 actions next turn.

Skill: Emergency First Aid

Effect: Passive

Description: Able to heal someone an amount determined by rolling a 1d3. Add your magic to the ending roll. Unavailable to Priests, Clerics, Troubadours, and Monks.

Skill: Parity

Effect: Up to three times per battle.

Description: Removes supports, skills, and weapon effects for a round of battle.

Skill: Provoke

Effect: Passive

Description: Enemies gain +2 hit against you, in exchange for you getting +2 might.

Skill: Angel's Blessing

Effect: Up to twice per battle. Must be 50% HP or lower. Limited to Monks, Clerics, Priests, and Troubadours.

Description: Removes enemy's luck from battle for one round and halves enemy's skill.

Skill: Adrenaline

Effect: Up to twice per battle, when HP is 1/3 or less. Can not activate other skills while this is in effect. Should your HP go over 1/3, this skill no longer takes effect.

Description: Double's AS and multiplies Avoid by 1.5, but halves skill.

Edited by Psych
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Skill: Critical

Effect: Passive

Description: Criticals do 3x normal damage instead of 2.

What do you suggest giving Rogues then? Rogues are already suffering under lolknives.

Skill: Devil

Effect: Passive

Description: Damage x2 before adding in rolls, but roll a die of your luck cap +1. If roll is higher than luck, damage effects you instead.

There are so many ways of dealing damage it's not even funny. Heck, dealing damage isn't that much of an obstacle in this RP. There are numerous ways of doing so, and relying on the die to do double and possibly get hurt is not at all want players want to do.

Skill: Party Healing

Effect: Passive

Description: Able to heal up to 3 targets, for 50% of normal healing. EXP gained is only for one heal.

You're cutting into the other healers jobs.

Skill: Meditation

Effect: Twice per battle

Description: Sacrifice 1 turn at 0 defense/resistance, and in turn gain 2 actions next turn.

If a character like Reika got this skill, this would be completely broken on her. Why? Because high avoid means they won't get hit and they can attack 2 times. If you double, you're essentially rolling 4 times for damage. Way too unbalanced.

Skill: Emergency First Aid

Effect: Passive

Description: Able to heal someone an amount determined by rolling a 1d3. Unavailable to Priests, Clerics, Troubadours, and Monks.

We do have vulneraries you know. Of course we do need to use them...

Skill: Parity

Effect: Up to three times per battle.

Description: Removes supports, skills, and weapon effects for a round of battle.

Why would anyone want this?

Skill: Provoke

Effect: Passive

Description: Enemies gain +2 hit against you, in exchange for you getting +2 might.

As a passive skill this tears durability to shreds. Nobody would want it.

Skill: Angel's Blessing

Effect: Up to twice per battle. Must be 50% HP or lower. Limited to Monks, Clerics, Priests, and Troubadours.

Description: Removes enemy's luck from battle for one round and halves enemy's skill.

How does this make sense on a narrative level? What do you actually do when you use the skill in a narrative way? How would you describe it?

Skill: Adrenaline

Effect: Up to twice per battle, when HP is 1/3 or less. Can not activate other skills while this is in effect. Should your HP go over 1/3, this skill no longer takes effect.

Description: Double's AS and multiplies Avoid by 1.5, but halves skill.

Resolve is just better.

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What do you suggest giving Rogues then? Rogues are already suffering under lolknives.

There are so many ways of dealing damage it's not even funny. Heck, dealing damage isn't that much of an obstacle in this RP. There are numerous ways of doing so, and relying on the die to do double and possibly get hurt is not at all want players want to do.

You're cutting into the other healers jobs.

If a character like Reika got this skill, this would be completely broken on her. Why? Because high avoid means they won't get hit and they can attack 2 times. If you double, you're essentially rolling 4 times for damage. Way too unbalanced.

We do have vulneraries you know. Of course we do need to use them...

Why would anyone want this?

As a passive skill this tears durability to shreds. Nobody would want it.

How does this make sense on a narrative level? What do you actually do when you use the skill in a narrative way? How would you describe it?

Resolve is just better.

Critical's x4, or just not available to Rogues and Thieves.

Maybe. Or, A Resolved, Wrathed Max Strength Bandit. Congrats, you just one shotted Ixion.

So? It's not about exp, it's about healing everyone. I would honestly take this one.

Available to 4 speed classes and under only. There.

Added in magic to it.

Did you not just read my reply in?

Uh, no. It keeps durability, it sacrifices Avoid. Congrats. Reika is now dealing pretty good damage.

Resolve, maybe. This still has it's uses.

Angel Blessing example:

Pary focused in his mind. He knelt onto the ground, praying to the heavens. Suddenly, a beam of light landed on the enemy. White feathers could be seen falling all around, blinding the enemy, protecting Pary.

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Critical's x4, or just not available to Rogues and Thieves.

If you're going with the former, you just slapped Rogues in the face. If you go with the latter, you just made Lethality pointless. Go you.

Maybe. Or, A Resolved, Wrathed Max Strength Bandit. Congrats, you just one shotted Ixion.

So? It's not about exp, it's about healing everyone. I would honestly take this one.

It's salvageable, I'll give you that.

Available to 4 speed classes and under only. There.

Except now with 4 speed classes, they get hit a decent chunk of the time and they'll probably die due to lol 0 defense and resistance.

Added in magic to it.

Fair enough.

Did you not just read my reply in?

Yeah I did. And it's a weak argument. I doubt we'll fight enemies as broken as Eric. And if we do negate their skills, you then negate yours and your bonuses, plus bosses still have great stats. So unless it's an extremely rare boss like Eric, you just neutered yourself.

Uh, no. It keeps durability, it sacrifices Avoid. Congrats. Reika is now dealing pretty good damage.

Avoid is part of durability :facepalm:.

Anyway in this case, Reika still has solid evade. This means that she's pretty much getting solid damage for free. Broken.

Resolve, maybe. This still has it's uses.

Problem with Adrenaline is that in practice, the people who take it are high skill units, or have Hawkeye to counterbalance it. This means that they still reap all the benefits of the skill while removing all the disadvantages of it. Oh, and it's very easy to do.

Angel Blessing example:

Pary focused in his mind. He knelt onto the ground, praying to the heavens. Suddenly, a beam of light landed on the enemy. White feathers could be seen falling all around, blinding the enemy, protecting Pary.

First of all, are there even any angels? Second of all, why is it only protecting the user of the skill. Third of all, if it's not an angel but the goddess, then why doesn't the goddess just make everyone protected. What is even the point of the skill?

And now with Angel's Blessing, it's pretty cheap on monks.

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CLASS-HP-ATK-SKL-SPD-DEF-RES=TOTAL

Archer-4-4-6-4-4-4=26

Armor-5-5-4-3-6-2=25

Bandit-6-6-3-4-3-3=25

Cav-5-4-4-4-5-4=26

Cleric-3-4-6-4-2-6=25

Fighter-6-6-3-4-4-4=27

Fire-3-4-5-4-2-6=24

Merc-4-4-5-5-4-3=25

Monk-3-3-6-4-2-6=24

Myrm-4-3-6-6-3-3=25

Nomad-4-3-5-6-3-3=24

Rogue-4-3-5-6-2-3=23

Pegs-4-3-6-5-4-5=27

Shaman-3-6-3-4-2-6=24

Soldier-4-4-4-4-5-4-25

Thunder-3-5-4-4-2-6=24

Troub-3-3-6-5-2-6=25

Wind-3-3-6-4-2-6=24

Wyvern-5-5-4-4-5-2=25

Edited by Script
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So, Phoenix and I were discussing dice earlier on today, which lead into a discussion about certain die triggers and skill activations. One thing led to another, and suddenly FINAL MASTERY SKILLS. I've got some skeletons of skills, but, eh, I need input.

Format is Class Name, Skill Name, then Effect:

Assassins: Lethality

Effect: Instantly defeats foe. If activated on boss or named character, 4X regular damage.

Marshalls: Luna

Effect: Ignores enemy Defense.

Trueblade: Astra

Effect: 5 attacks in a row st Half damage.

Sentinel: Impale

Effect: Double damage and halves enemy DEF for the next turn.

Marksman: Snipe

Effect: Doubles damage. Cannot be countered.

LandMounts: Sunlight

Effect: Damage -> HP

AirMounts: Stun

Effect: Double damage, victim cannot attack or counter for the next 3 phases.

WTriangle Magic users: Flare

Effect: Double MAG stat, halve enemy RES.

Saints: Corona

Effect: All allies are healed for 1/3 of max health. Damage is regular.

Reavers and Ogres (for fun): Collosus

Effect: STR * 3 - DEF = damage.

Heroes: Aether

Effect: First hit is regular damage, 1/2 of which goes to HP. Second hit is Direct SKL to HP damage. Hit roll is added to SKL.

Edited by Snike
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I would do a bit of nerfing on the defense/attack skills.

Eg: Impale

Sentinel: Impale

Effect: Triple damage and halves enemy DEF for the next turn.

It'd probably be a lot better to either half enemy's DEF for the next turn, or triple damage for the next turn, but both guarantee a kill on pretty much anything.

Eg: Luna

Marshalls: Luna

Effect: Ignores enemy Defense and deals double damage.

One or the other here too would probably work better. Etc

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  • 2 months later...

Hope this doesn't count as necroposting.

Anyway. I have a suggestion. Since we in LoAF seem to fight each other of EXP and the like and we have people who are falling behind in levels, I propose we use RoTE's combat teams system here. This is to 1) stop each other from racing posts and think more strategically about a battle, and 2) to just make things easier for the GM to handle.

There are some concerns obviously about how to adapt it to this system. That I haven't quite thought of yet, but I will give suggestions as they come. This might not be hard to do as characters already in a sense form teams, mostly through multiple support partners and their partner's friends/family.

However there are reasons it might not work in the RP:

The group is disorganized and usually split up and fragmented, so even getting to a part where organizing people into combat teams might prove difficult.

If even teams are formed, people will inevitably be shacked up with people who they either hate or barely know (This might not be an issue though).

Also from an OOC standpoint, it might encourage people to isolate themselves to their support partners further.

But I think this might be an idea worth looking into. My other solution to make people enjoy combat more was to run random encounters for the sake of people having fun and getting people like Tas to catch up but that wasn't really a good idea.

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Two things I should go into right off the bat here.

Thing 1:

RoTE's combat team system was never tested. Hasn't been yet save for enemy teams. In fact we're still tweaking it so I don't think it's ready for adaptation to LoAF.

Thing 2:

LoAF's system is very "free-for-all" the way it was set up. Nothing in the system(not even support bonuses) has anything to do with actual teamwork. Adding anything that would change that would require a lot of work, and I'm ignoring exp related things here.

Now onto my main point ... which is rather short and depressing for me to have to say. I don't think we should import anything from RoTE for the time being. Even more long term, I don't think we should consider changing anything in LoAF into something that was originally from RoTE until it's been thoroughly tested in said rp. Not that we shouldn't try to improve the system for whatever reasons, but we'd kind of be running around in the dark here.

Also, I'm not expecting there to be any normal LoAF stat battles for a good while given the inevitable party split, attempted meeting, and so on and so forth. So despite my feelings on the combat team suggestion, if we're going to be doing any discussions and/or revisions, now's probably the time, while there's nothing apparent coming down the line.

This has been a Phoenix input.

Edited by Phoenix
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Well it's a competitive system(X number of units, X number of enemies, kill less than a certain amount and you're behind on exp). There's not much that we really can do if we're just going for little tweaks and such. As much as I dislike the exp system(can elaborate if necessary) in LoAF, I'm not going to make a big fuss over changing it just yet, since that alone won't deal with the overall "competition" issue.

Edited by Phoenix
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  • 1 month later...

OI SO

We're looking to do something to the support system. Not sure what. VOOOOTE.

Option 1: Keep the system as it is.

Option 2: Make it easier to achieve a C support. This would balance out the current system's tendency to encourage people who talk only to one or two people in-depth, and take the burden off people who talk to a whole bunch of people but less in-depth.

Option 3: Get rid of it, or at least take away the stat effects so it's kind of arbitrary.

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