Othin Posted April 28, 2013 Share Posted April 28, 2013 Would impale work if it increased the damage done by critical hits when the user has a lance?Given that only the -faire skills are dependent on weapon type, I think it would be best to have any such skill be independent of it, like the others. But even then, critical hits are already so powerful that buffing their damage further doesn't make much sense. Quote Link to comment Share on other sites More sharing options...
Djing Posted April 28, 2013 Author Share Posted April 28, 2013 How about a Rally Critical - Crit +30 to all allies within 3 spaces? Quote Link to comment Share on other sites More sharing options...
euklyd Posted April 29, 2013 Share Posted April 29, 2013 -snip- Lv. 1: Syenergy (Any allied unit that are adjacent to this unit, as well as the user, gains a +10% increase in Dual Strike and Dual Block, so long as they're adjacent to each other. It is not stackable, so the unit can only receive the benefit from this bonus once, but can give it to as many units as possible that can be adjacent to him/her, provided they don't have the skill themselves, and aren't benefitting from the skill's effects from another unit with this skill.) -snip- Oops. I first read "Psynergy" - now that would be broken as hell. And kinda change the entire game. Your suggestion makes considerably more sense; I like it, although I would say the bonus is rather high. +5% - max - for a Lv. 1 skill (or even anything else, actually). Making this more akin to Dread Fighter/Bride than a straight promotion HP: 80 STR: 44 MAG: 30 SKL: 47 SPE: 44 LCK: 45 DEF: 42 RES: 35 Lv.1 Skill - Omnibreaker (+15 Hit/Avoid if the enemy is equipped with a Sword/Lance/Axe/Bow/Tome) Lv.15 Skill - Reinforce (Summons a Lv.10 Soldier. Soldier can't support, trade weapons, be involved in pair up, and has generic dialogue on event tiles. Soldier disappears at the end of the map. Can only be used once per map.) I noticed that both Bride and Dread Fighter have a Lv.1 skill superior to an already existing skill (Res +10 vs Res +2 and Rally Heart vs Rally Movement). I also really like Tanith's Reinforce from FE9 so I wanted to put it in FE9 as well. -snip- This I like too. A lot. I loved using Phantoms to draw aggro in FE8, and I would say that the stats of the reinforcement would work similarly: as your unit levels, the units summoned get slightly stronger, with better weapons. I also like the idea of it being a single Lv. 30 class like the DLC classes and other special classes. Question: are people imagining that this would fill the roll of generic/common low-level enemy like soldiers do in most FE games (including this one), or is this something else entirely? Quote Link to comment Share on other sites More sharing options...
paladin21 Posted April 29, 2013 Share Posted April 29, 2013 My ideas: Soldier Lv1: Defensive stance (+3 Def/Res when attacked) Soldier Lv10: Ambush Myrmidon Lv10: Cancel (May cancel enemy's counterattack or second attack, trigger: Skl/2) Sentinel Lv5: Nihil (Chance of nullifing enemy skills at the start of the battle, all of them, trigger: Skl/2) Sentinel Lv15: Lancefaire Falcoknight Lv15: Adept (Trigger: Skl) I think there should be more unmounted classes with lances. Quote Link to comment Share on other sites More sharing options...
Folt Posted April 29, 2013 Share Posted April 29, 2013 Oops. I first read "Psynergy" - now that would be broken as hell. And kinda change the entire game. Your suggestion makes considerably more sense; I like it, although I would say the bonus is rather high. +5% - max - for a Lv. 1 skill (or even anything else, actually). I was thinking of decreasing the bonus to around that actually, based upon the criticism I've got so far... though even that might be a bit much... Quote Link to comment Share on other sites More sharing options...
Redredc Posted April 30, 2013 Share Posted April 30, 2013 Commander: Low attack, but great Def/Res Stat Caps: HP: 80 Str: 35 Mag:33 Skl: 40 Spd: 45 Lck: ??? Def: 50 Res: 50 Weapons: Axes, Tomes Skills: Level 5: Disguise - Enemy will heal you when using fortify/goddess staff Level 15: Run - Always have an attack range of 1-2 Quote Link to comment Share on other sites More sharing options...
Othin Posted April 30, 2013 Share Posted April 30, 2013 One, that came out of nowhere, two, that's just absurd. Not only do the skills make no sense to associate with the class, the first is unbelievably niche and the second is disgustingly broken. Quote Link to comment Share on other sites More sharing options...
Cookies Posted April 30, 2013 Share Posted April 30, 2013 Not entirely sure about caps, but how about this for a skillset? Soldier Lvl 1: Salvage: Picks up random Iron weapon (Luck%) Lvl 10: Crit +5 or +10 Halberdier: Lvl 5: Adept: Chance at second attack hitting at 3/4 damage (Skill/2) Level 15: Lancefaire Level 15 Falcoknight replacement skill: Canto, allows to use up rest of movement after Attack/Staff/Trade/Transfer/etc Quote Link to comment Share on other sites More sharing options...
Klokinator Posted April 30, 2013 Share Posted April 30, 2013 (edited) Just do what I do with my classes and FEA wouldn't suck. Especially archers.Relevant Link Not entirely sure about caps, but how about this for a skillset? Soldier Lvl 1: Salvage: Picks up random Iron weapon (Luck%) VERY INTERESTING Edited April 30, 2013 by Klok Quote Link to comment Share on other sites More sharing options...
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