wkks
n bolts hit all enemies-->too overpowerall bolts hit adjacent spaces-->too weak comparing with the energy consumption-->a waste when enemies aren't standing near the target / it is BOSS fightField AbilitiesName Nature Energy??? yellow 5 (asking for a name)This character unleashes a shout of astonishment and terror. Causing unregeneratable damage to the target by cutting his/her own defence and res
joshyface
QUOTE (zetacross @ May 8 2010, 11:01 PM) quotecThing need to be considered about the soulburst,n bolts hit all enemies-->too overpowerall bolts hit adjacent spaces-->too weak comparing with the energy consumption-->a waste when enemies aren't standing near the target / it is BOSS fightField AbilitiesName Nature Energy??? yellow 5 (asking for a name)This character unleashes a shout of astonishment and terror. Causing unregeneratable damage to the target by cutting his/her own defence and resist.QuoteEndQuoteEEndI do not think that the soul burst should all enemies. Mainly because the cost of the soulburst will, vary because it just sets your energy to zero.(I think thats what you said don't quote me on it.) Meaning, that you could have in theory 1 energy when you use it so it would depend on how you time it making the "too weak comparing to energy consumption" dependant on your ability to know when to use the soul burst. And again "a waste when enemies aren't near" is fixed by the player knowing how to use strategy. (Which I am assuming that you should know how to do if you are playing a stratagy rpg like ge.ne.sis.)Now, I have an idea on how to fix the moving issue. We could do like a rebuilding type move where the tower is built back to its full potential increasing its range to that of lets say a sniper gely (6 I think) if not more. And then in 2-3 turns have reoccurrence of the bolt cutting the current hp of the tarot in half. (oh and it could have weakened attack or stats in general when up, just so battle mode is still stronger but more difficult to hit enemies with.)Ok, well for the field ability can you give us a general idea of the damage (equation perhaps)? Although, it sounds good so far at least. For the name issue, how is electrifying fre
wkks
But still I need to clearify something...The Soulburst takes up at least 20 energy, therefore the n*5 part is an additional part which is not a mustAs a quick example,you have 38/50 energy on Gely's turn,Suolbust The Tower will leave you with 0 energy, (eqt. 3*5+20+3=38)-->3 normal bolts, each is equal to half of the power of The Fool's Thunder Rod (without any special effect + weaker damage)-->1 finisher bolt that nulls defence and resist (later refurring as Dn'R), the damage depends on the leftovers (in this case the power level would be 3+1=4, +1 is to pevent the out come of lvl 0) (lvl 1 = 1.33 normal bolt) (lvl 2 = 1.67 normal bolt) (lvl 3 = 2 normal bolts) (lvl 4 = 2.33 normal bolts) (lvl 5 = 2.67 normal bolts)Maxium damage will take up 49/50 energy,as 5 normal bolts + 1 lvl 5 finisher bolt = 7.67 normal boltsSuppressing6 normal bolts + 1 lvl 1 finisher bolt = 7.33 normal bolts (energy output 50)5 normal bolts + 1 lvl 4 finisher bolt = 7.33 normal bolts (energy output 48)After all the cauculation (damage reduction of defence and resist, ect)the 0.33 won't do very BIG difference...(which is equivalent to one sixth of Thunder Rod...)total damage done equals to 3.84~3.67 Thunder Rods (energy output 48~50)As you may ask, why do we need to pay such a high energy cost?Acutally the real killer is nulling the Dn'Rwhich means the enemy is naked to all your attacks untill the end of your next turn!(eg. the Gold Eater won't last a turn after the heart is broken)Also it is possible that in later stories the maxium energy pool will excced 50Making it able to have potential of do horriable damage in one turn(it won't become overpower as your energy is drained to 0, which meansyour remaining turn would be saving energy)(Also building up to a high amout of energy means that either your charaters are magic freaks or you have save them up for some painful turns...)(On the previous situation, it is blanced out because the damage output during Dn'R time is reduced...)The power of Soulburst depends on the amount of energy consumed,making it rely heavily on energy production of the previous characters(possiable being Sisly and The Magician)The key to this attack really depends on the player controlls the remaining energy during Gely's attack phraseWith suitable controll, the Soulburst can achieve in different situat
wkks
Projectile works great when there is a choking point(eg. throwing Moonwalts-Nera for sky attacks /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />)Both Field Abilities don't have range so it can hit anwhere with an enemy on that sq
joshyface
QUOTE (zetacross @ May 10 2010, 03:27 AM) quotecElectrifying Frenzy would work perfectly with Depair WallProjectile works great when there is a choking point(eg. throwing Moonwalts-Nera for sky attacks /tongue.gif" style="vertical-align:middle" emoid=":P" border="0" alt="tongue.gif" />)Both Field Abilities don't have range so it can hit anwhere with an enemy on that squareQuoteEndQuoteEEndI'm not completely sold on the idea of throwing an ally mainly because there are some ideas that still need to be clarified .-When the tarot picks up an ally can they be anywhere on the field or do they need to be next to the tower?-How high will the recoil be?-How useful it would actually be in battle for a game like ge.ne.sis (if An wants to use your idea this will be done in beta.)-With nera's increased mobility perks in the future(dont quote me here), how useful will the projectiles be?Sorry this is a rushed p
wkks
(Admendment: Projectile can aim for any square. Don't ask me what happens if you throw an ally at an ally ...|||)(Damage is proportional to the distance between the square and The Tower)(Recoil is half of the Damage)Pros-->throwing an ally up for a turn can prevent it from being hit by Field Abilities and entering defensive Combat-->another way of positioning (able to move the ally to any saquare with the cost of a recoil)-->saves a turn for attacking (Gely's case)-->able to roll allies out quick and safe when the landscape is crowdy/broken (act as if the ally is a flying unit, consider flying = falling with style...)-->a landing-cussion is preferable-->A possibility of enemies have range skills that must hit/has many hits, Nera would be spiner to death just running towards it (eg. Queen Bean)-->after landing (both hard and soft), the ally still get his/her turn normally-->If enemy is within two square, it can complete a hit-and-run strategy(throw-fly-land-hit, then again and again, leaving the ally totally untouched, works best on glass-cannons)Cons-->damage done is not painful, in other words a starch-->ally must be within two squares-->lack of movement-->need some serious controlling compare to Dark Gravity and Castling-->hit-and-run strategy is annyoning to new gamer
joshyface
Anyway, thanks for clarifying some of the deta
mokona96
don't think that throwing an ally would work. Mainly because two people cannot be on the same sp
joshyface
QUOTE (Mokona @ May 10 2010, 03:49 PM) quotecI don't think that throwing an ally would work. Mainly because two people cannot be on the same space.QuoteEndQuoteEEndWe have already explained that if a character is on the same 'tile' that the 'projectile character' hits the 'defending character'. That it will cause damage to the Defender and the Projectile character will move to the nearest empty tile.Edit: I feel that I should clarify my opinion on the matter of the projectile move. So here.- I believe that I would be a very good move if done correctly.- It would provide the ability to send characters to the opposite side of the enemies making the immobile and unable to escape if they ever chose to. (As long as they cannot fly.)- The Amount of extra button clicking in Ge.Ne.Sis is kinda redundant (i.e. having to click 2 times to start a fight) so I am unsure if this move can/would be done in a efficient fashion. So, it could annoy players new to this type of game play.-The damage element of a move like this is somewhat irrelevant because its not going to cause enough damage for most too care. The real beauty of a move like this is it gives you the ability to separate your party and attack from 2+ angles. (This tactic would probably be best in normal battles.)-I agree there are less complicated ways to compensate for lack of movement. (i.e. Having a field ability that increases range for a certain amount of time, being able to switch places with enemies/allies, moving enemies to you, having a large amount of range, ect...) Although, you have to realize that we are getting to the end of the game so the player will have many options and should know/learn how to use more complicated moves to increase the amount of strategies you can use. (This also helps develop more unique playing styles.)With all of that in mind it could provide an interesting aspect/strategy to the game or it could just be ignored like the high priestess's soul burst. Anyway, Its all up to An if these ideas get u
mokona96
kay, I get it now, and support the idea, but I'm still not happy. It really is a good move, but it sounds like crap and may only be used on Gelyan and the Magician, otherwise is saved only for Island Battles. Also, if it did a sizeable amount of damage, it would be way too overpowered unless you didn't want to actually chuck anyone. So we could make it either Light Toss version, with minimal damage and possible underuse, or Full Throw with normal damage and constant recoil. As for click efficiency, it would take only three clicks: ability choice, ally choice, and space cho
joshyface
QUOTE (Mokona @ May 10 2010, 08:26 PM) quotecOkay, I get it now, and support the idea, but I'm still not happy. It really is a good move, but it sounds like crap and may only be used on Gelyan and the Magician, otherwise is saved only for Island Battles. Also, if it did a sizeable amount of damage, it would be way too overpowered unless you didn't want to actually chuck anyone. So we could make it either Light Toss version, with minimal damage and possible underuse, or Full Throw with normal damage and constant recoil. As for click efficiency, it would take only three clicks: ability choice, ally choice, and space choice.QuoteEndQuoteEEnd1/ I am pretty sure that projectile it wasn't meant to be a powerful attack. 2/ The characters you throw is all dependent on your builds. Here is an example if you were having trouble with a certain fight what you can do. Furthermore, let's assume they have their new central perks, that this field has a choke point but is about as large a holy eggs field, no new attacks though, and there is 5+ enemies with high def and resist. The builds will be, a sniper gely(has sharpshooter), moonwaltz nera(let's say for some reason you have not changed central perk), and a modified balance sisi(leaning to magic but still having enough power and endurance for divine retribution). Firstly since it is a sniper gely with his 3rd perk he will have 7+ range i believe with the central perk. Meaning that he will almost never need to move. If you have a sisi with divine retribution you probably built it so it could tank. This means that sisi will want her to be thrown to the back row or in the front line. Depending on the enemy you want to hit first. Now since sisi is leaning to magic she will produce decent energy. So add The Magician using energy transfer. Yay energy. Assuming you do not care that much about nera (like me) she will just be there to summon priestess and keep gely out of harms way. Basically all she will do is heal herself with moonwaltz when needed + and use her low energy attacks. Then have Priestess heal sisi/nera when needed. This strategy gives gely the ability to snipe out all enemies with armor crusher while the other 2 defend him. from harms way. (While not exactly efficient because it is a rather defensive strategy it would get the job done. Although this is probably a bad example cause of being so specific.) 3/ Another way you could use it is an all out attack. throw 2 tanks into the group of enemies (since can be used 2 times a turn). SoulBurst tower. And have you battery units stay behind/slowly come closer. While tanks pummel enem
wkks
QUOTE (Mokona @ May 11 2010, 09:26 AM) quotecOkay, I get it now, and support the idea, but I'm still not happy. It really is a good move, but it sounds like crap and may only be used on Gelyan and the Magician, otherwise is saved only for Island Battles. Also, if it did a sizeable amount of damage, it would be way too overpowered unless you didn't want to actually chuck anyone. So we could make it either Light Toss version, with minimal damage and possible underuse, or Full Throw with normal damage and constant recoil. As for click efficiency, it would take only three clicks: ability choice, ally choice, and space choice.QuoteEndQuoteEEndOkay, I had to admire it does sounds like crap.Like The High Priestess and The Hangman, well maybe even The Fool, they play high tactical means in different areas in the game.Where most of the time these moves aren't specially useful...Similar, Projectile could move your character away from sticky situationAs an example,You get surounded by enemies (obviously you can't move, not considering you have Flying)To make things worse, your HP is running low (more obvious you can't survive for the next round)Appearently, Projectile will give you a hand...Example 2,You accedently made a faulty move and let your character expose to open fire,But then again, fix it with Projectile,Way 1If your ally is in reach,Simply throw you ally away...Way 2If your ally isn't in reach,Throw 1~2 allies towards that character,This saves that character by diving the fireExample 3,Your team is under suppressing fire and the only way to survial is charging,Throw your teamates away...Example 4,You need to kick something stationary that provides special ablities to enemies,Throw your ally...Example 5,You miscalulate the damage done where you cannot bring the enemy down (leaving a peel of HP),To save your attacks, throw it...Well thats all I could think of now,Also bear in mind that "Damage is proportional to the distance between the square and The Tower"If you happened to have enough distance (maybe 10 or even more), Projectile still do some decent damage(Don't be too holpful...It is not ment to be built that way, just a slight movement of the enemy would cause an ouchy experie
wkks
Name Nature Damage Hit EnergyRampage black 4.0 200 2The Tower bashes the enemy 2 times with its own claws.Sprit Corrosion white 5.0 150 6The Tower unleashes a fearsome mental impact. In which recalls the darkest memories of the enemy, slowly corroding his/her battle sprit.Special: Deals black 3.0 damage every time your enemy attacks during Combat.(Effect wears off once Combat ends, does not apply to the enemy that choose not to att
wkks
Have a fine look over what we have gone through up untill nowAny Questions?PerksName Nature RequirementTarot black NoneThis character is a Tarot. Tarots need to be conjured into battle and can be dismissed by using Soulburst.Despair Wall black NoneThis character's defense and resist will increase when he/she is wounded. However, he/she will take damage from healing abilities.(does not apply on leeching and auto-recovery)Essence of Demolishment yellow NoneAs long as this character is on the battle field, defense and resist of all enemies on Defensive Position is reduced by one fifth.Battle AbilitiesName Nature Damage Hit EnergyRampage black 4.0 200 2The Tower bashes the enemy 2 times with its own claws.Sprit Corrosion white 5.0 150 6The Tower unleashes a fearsome mental impact. In which recalls the darkest memories of the enemy, slowly corroding his/her battle sprit.Special: Deals black 3.0 damage every time your enemy attacks during Combat.(Effect wears off once Combat ends, does not apply to the enemy that choose not to attack) Field AbilitiesName Nature EnergyProjectile black 4The Tower throws a friendly unit nearby with extreme force at an enemy. Since his strength is uncontrollable, it sends the friendly unit air-born for one turn. Causing damage to the enemy at the landing position on the very next turn of the friendly unit and moves to the nearest free square. But if there is no enemy at the landing position, the friendly unit is hit with an recoil.(it could be use twice a turn)Electrifying Frenzy yellow 5This character unleashes a shout of astonishment and terror. Causing unregeneratable damage to the target by cutting his/her own defense and resist.SoulburstName Nature Energy Divine Bolt yellow 20+n*5Drains all remaining energy to summon powerful bolts from heaven. After n blots have hit, the finisher bolt nulls its defense for one t
in the dark
thought this thread was about more than one tarot like the world or the dev
stardustdeath
I suppose in a situation where you make Sisi wait for the last turn to get rid of a particularly pesky opponent might apply, but I wouldn't take ALL of your ene
EternalLurker
QUOTE (TastyCakes @ Aug 1 2010, 04:19 AM) quotecsince he is Gely's tarot, he would go lastQuoteEndQuoteEEndwait buttonsolves all of life's problemsthough Blue Paradise basically demands that Gelyan go last, so
timbits1o1
QUOTE (EternalLurker @ Aug 1 2010, 10:39 AM) quotecwait buttonsolves all of life's problemsthough Blue Paradise basically demands that Gelyan go last, so eh.QuoteEndQuoteEEndi really hate how you can only use the wait button once per charac
EternalLurker
like the advance planning it makes you put into each turn, although that does mess things up if you get screwed over when Neraine fails to dodge as many attacks as expected or something like t