08-02-2014, 05:39 PM
(This post was last modified: 08-02-2014, 05:41 PM by Breadophile.)
(08-02-2014, 03:38 AM)Speedy - IX Wrote: I've been trying lol and this is what I've came up with so far. Basically class abilities upon promotion, in order to help them with their respective niches.
Let's get some things out of the way first. The following paragraph is used multiple times to knock down some of these ideas.
You see Speeds, there's only a couple consistencies between the many possible feasible team combinations in FETO: all teams have magic, all teams have physical (and almost always at least one bow user), all teams have mounted (or suffer performance problems, which makes up for this), and in promoted, all teams have staves and unmounted.
Whatever bonuses you apply need to be usable in every battle (or almost every battle, such as in the case of fighting people with no mounted in promoteds; you are already at an advantage there). Otherwise it's just more random chance, albeit dependent on your opponent instead of the RNG.
Quote:Crusader - Lance Breaker: WTA2 vs Lance units
War Mage - Axe Breaker - ^ vs Axe units
Chaos Kn. - Sword Breaker - ^ vs Sword units
Helps all B.Mages become better physical unit slayers, dealing some extra damage and getting some extra acc...and not having seemingly pointless wta2 vs other mages which will generally slaughter them anyway.
As I said before, it's a little too random to give a bonus versus specific unit types. Make it a blanket thing, like... all battle mages receive WTA1 and maybe -5 hit to make it 1/10 instead of 1/15 against melee units.
What happens if your crusader goes up against a bunch of swordmasters and no lance users at all? It should get a bonus against those swordmasters too.
Quote:Footman - Gen - Sword Faire: +5mt to all swords
Knight -> Gen - Lance Faire: + lances
Guard -> Gen - Axe Faire: ^ axes
All Bow Gens Bowfaire ^ Bows
More attack power to compensate that abysmal mov of theirs?
I'm all for more attack power, but... as above, the armors should just receive a bonus to hitting bow units to make them supreme physical killers. Give them unapposed WTA2/3 (meaning the bow users don't get WTD, though it doesn't really matter against a general) instead.
Quote:Curate Promotions (and clairvoyant) - > Healtouch - +5 to all healing staves +1 to all buffs +1range on all staves
Let's be honest here, they lack offensive stats in general compared to all other healers (mainly due to how well spread out they are in the bst). So why not make them more competent healers?
10/10 would read again.
Quote:Non-Hawk Physical Pegs - +15avd
Another honest moment here, they could use the avd boost more than any other flier, they generally have the worst stats of them all and die to bows like flies (even more so than every other flier).
This just makes hawks with a white coloring and multiple weapons, worse stats be damned.
Quote:Hawks/Dracos + 15crit
Was opting to have them trade their +15avd for crit so that their niche no longer overlaps with Troubadours and it keeps them on the offense. Note that once they get the avd drop (from losing the prev skill) they'll also die like flies to bows/magic just as the Falco/Seraph/Peregrine knights did.
Dear lord... Admittingly, I like this better than snipers getting that bonus. You all already know that I'm a nut about this stuff. But... I don't think this is the best plan. Still, it has consistency and that's important.
Quote:Nomad Promotions - Bowbreaker - WTA2 vs Bow units (or stat revamp)
Still on the fence about this one, though nomads' promotions do make them potent bow unit slayers.
Unlike above with the generals and battle armors, this is somewhat feasible since everyone has a bow unit. Whether or not it would stay that way is up for debate, though... nah, it probably would. Their 2-range ain't goin' away any time soon.
Quote:CEVMages - Tomefaire +3mt to tomes
Because we all know CEV sucks in it's current state and probably will for a while. Do you really want these units to just sit there and hope not to be killed in one hit (like every other unit in the game)? So I threw some offense in their life.
I like this a lot. Though, we should also triple the CEV bonus too, to make it actually serve a purpose. I shouldn't have to promote to a class just to get rid of random critblicks while having little effect on dedicated critters. Especially since troub promotes essentially get the same god damn bonus.
Quote:Warrior/Ranger/Hero/Infantry - Aggressor - +4atk on user's turn (does not work with brvs for now)
Need a reason to pick these units over a 5/5/5 or a 15crit? Here's one (I guess).[/quote]
Works for me.
Quote:Agent - Lightbreaker - WTA2 vs Light units
Centurion - Animabreaker - ^ vs Anima
Leftenant - Darkbreaker - ^ vs Dark
Making them more potent magic slayers if anything, the 15hit is nice, though something is still keeping them off the battlefield.[/quote]
As above. You'd be better giving this bonus to the 5/5/5s, as they would mean they'd have bonuses on 2/3rds of the possible magic units. This has flaws still, as that doesn't stop someone from fielding all light when you have all darkness, making them useless. But I digress... try to avoid this.
Quote:CEVArmors - Rider's Bane - deal effective dmg vs mounted units
Combating their terribad Mov once again~
rofl. Do it motherfucker, do it. But it should apply to ALL 8 MOV units, not just riders. Otherwise you have the same issue as above. Fuck all flier teams not taking bonus damage.
Quote:5/5/5s -> 7/7/7s
It's been discussed before and would make them at least more usable outside of gauntlets. Or honestly I was almost thinking of having something else (but would involve more classes in the game). I feel that the bonus tries to have the units evenly distribute their stats toward skl/spd/lck and unless they're lords, let's face it, it's not happening. I'd suggest a bst or promo bonus change or something to make them more viable outside of suiciding in gauntlets.
tl;dr whatever, I approve, though they should also get +2 MT and +7 CEV just cuz. This is, of course, assuming they don't get the other ability I mentioned earlier.
Quote:Overall I threw a lot more offensive skills into it, people have been saying that the game is too defense oriented, perhaps this could balance things out a bit more.
Certainly this has potential. I've been neglecting my attempts at balancing the game because I can't seem to make it any less chance-based with the stupid RNG and the weapon triangle. However, I feel that I should point you guys in the correct direction since you both have no such problems with it.
Btw, if you're wondering why I mentioned the triangle, just think about it. What happens when the opponent fields 3 light when you have 3 darkness? Not fair at all. The triangle is greatly for the actual games. It adds a lot of strategy. But here it's just a nightmare to deal with. Perhaps units with only one weapon type shouldn't get WTA (and their targets not get WTD).
Quote:P.S. Classes/Units that weren't mentioned probably only need something as minor as a stat change or are already fine as they are currently.
Maybe... I personally think every class should get a unique skill to make it well... unique. But uh... baby steps, baby steps.
Kalin
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