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 Balance Ideas

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Doge

Doge


Join date : 2015-02-16

Balance Ideas Empty
PostSubject: Balance Ideas   Balance Ideas EmptyThu Jun 04, 2015 3:19 pm

Balance Idea Compendium;

Every logical idea ever.
...wait for it.
*Drumroll*

...The conversion of most skills into semi-passives.
What a shocker.



Changes:

Iron Knight:
[Trinket] "Dexterity"; "Dexterity" is always charging, and upon reaching maximum charge, gives a speed boost to nearby teammates. Due to becoming a passive, it gives points of speed if worn or upgraded, offsetting the removal of benefits from wearing it for oneself.


Fire Mage:
[Trinket] Fireproof; Fireproof is now an integrated passive. You never suffer from burn status, and the semi-passive gives a Strength boost to the wearer if it charges fully, and passes the fire immunity to teammates. Getting hit with a fire status drains the semi-passive back to zero.


Cyber Medic:
[Trinket] Cyber Booster; Cyber Booster now let's users use the jetpack mode by repeatedly using the jump key in mid-air. It consumes the gage. It still retains skill properties if fully charged.


Berserker:
[Armor] Berserk; Berserk is now a passive effect. Wearers are permanently giant, with flinch immunity occurring once for every semi-passive cycle.


Ice Mage:
[Trinket] Iceproof; Iceproof, much like Fireproof works the same way. Never get frozen.
Bonus DEF for the wearer if it reaches max semi-passive, and pass along ice immunity to teammates. Getting hit with ice moves drains the semi-passive back to zero.

[Helmet] Frost Shield; Frost Shield now inflicts light freeze on opponents, allowing for easier combo potential off of it. Semi-passive, freezes one target per semi-passive cycle. Damage taken remains 1/3 when hit during full charge.

[Armor] Ice Burst; Ice Burst can now escape frozen status like Skadi armor. Nothing big, but it's a big improvement.


Infantry:
[Trinket] Barricade; Barricade can now be placed without waiting. Barricade now has a (parenthesis meter of x/3) beside the skill.


Trooper:
[Trinket] Jetpack; Jetpack can now be used outside of the skill, with no invincibility frames, if not fully charged. It still consumes the same amount of gage like the skill. Exiting jetpack mode no longer places you in free fall.


Justice Defender:
[Trinket] Speed Jetpack; Speed Jetpack can now be used outside of the skill, with no invincibility frames if not fully charged. It still consumes the same amount of gage as the skill while in use. Exiting jetpack mode no longer places you in free fall.

[Armor] Immunity; Immunity charges rapidly and depletes rapidly, automatically negating half-faints and light flinches instead of damage.


Kage Ninja:
[Helmet] Shadow Dash; Shadow Dash acts like a faster Hawkeye helmet, with a maximum of five shadow dashes. Run/Attack/Jump/Defend to end early.


Musketeer:
[Helmet] Eagle Eye; Eagle Eye can now be toggled on and off by pressing the helmet hotkey or inserting the combo-key for helm skills.


Shaman:
[Helmet] Dark Pact; Switching to a character wearing Shaman Helm triggers Dark Pact's invincibility, animation and effects. Picking up a shaman hat from the floor triggers Dark Pact as well, effectively providing anti-pickup strategies.


Joker:
[Armor] Mini Me; Mini Me acts as a passive, granting permanent smallness. A (parenthesis meter of x/3) appears, allowing users to Triple/Quadruple jump if they allow extra jumps to build up.


Treasure Hunter:
[Helmet] Crawl; Crawl is now a passive. Rolling now allows characters to enter crawling mode, which is slightly slower than walking but provides immunity to non-ground-hitting attacks. Ranged characters can now shoot while in crawling mode.


Grim:
[Trinket] Slain Souls; Slain Souls is a passive. Killing a target now prompts a soul to appear. Souls deal considerable damage if they touch an opponent. Souls no longer break on contact, and disappear normally over time.





I intend to do the rest, but that's what I have for the moment.




Oh, before I forget it;

Cowboy Weapon Skill is now passive and is usable if the user has at least 3 bullets loaded.
Infantry Weapon Skill is now passive and is usable if the user has at least 6 bullets loaded.
Desperado Weapon Skill is now passive and is usable if the user has at least 7 bullets loaded.
Treasure Hunter Weapon Skill is now passive and is usable if the user has at least 1 slug loaded.
Musketeer Weapon Skill is now passive and is usable if the user has at least 1 bullet loaded.



Because they're some goddamn crappy skills otherwise at the moment (except Desperado, but all these skills would be nerfed, probably removing the guard breakers...)
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Doge

Doge


Join date : 2015-02-16

Balance Ideas Empty
PostSubject: Re: Balance Ideas   Balance Ideas EmptyThu Jun 04, 2015 10:09 pm

More stuff.



Changes:

Lightning Mage:
[Helmet] is now semi-passive. Discharges upon getting hit attacks, discharge is no longer conduction (physically based) stunning opponents in the general radius. One self-defensive discharge per semi-passive cycle.


Templar:
[Trinket] is now semi-passive. Absorbs damage when semi-passive is partly charged, releases effects to nearby teammates when fully-charged.

[Helmet] is now semi-passive. Hitting opponents now drains the passive gage quickly. No gigantism bonus given.


Saladin:
[Helmet] is now semi-passive. Hitting attack while in negative states prompts the skill. Maximum's at two charges. (55% and 100% respectively.)


Death Knight:
[Trinket] is now passive. Opponents who remain in close proximity for longer than 3 seconds get slow and heavy status. Grants bonus aura to wearer.


Sol Badguy:
[Helmet] Dragon Install: Sol Badguy exclusively gets access to his Dragon Install form. Others still get regular Dragon Install effects.


Heavy Crasher:
[Helm] is now semi-passive. Power Field goes up and down with damage. Activates when 100%, disactivates when under 30%.


Samurai:
[Trinket] is now semi-passive. Prevents flinching and half-faints. Charges faster, active period is shorter. Defence boost while active.


Dahlia:
[Helmet] is now semi-passive. Hitting guard while running or jumping triggers invisibility and provides a speed boost. Semi-passive is kept relative to how long you stay invisible.


U. Lancer:
[Trinket] is now semi-passive. Fully blocks a back attack at the cost of the current charge. Maximum charge transfers 1-Hit-Protect bonus to all nearby teammates.


Capoeira:
[Helmet] is now passive. Hit attack while grounded to perform a recovery attack.


Werewolf:
[Trinket] is now semi-passive. Fully charged it provides a team buff, not affected by team size, lasting a short duration.


Refud:
[Trinket] is now semi-passive. Area of Effect activates at 100% and provides non-GB protection and a leech life bonus to teammates inside it.


Gato:
[Helmet] is now semi-passive. First tier (70%) grants 1 bonus to the parenthesis meter. 100% charge grants two additional charges for the parenthesis meter of MAX 3.


Iljimae:
[Trinket] is now semi-passive. Smokebomb gages are given at 50%, 80% and 100%. Smokebomb now has fixed hitboxes and provides a stun and blindness status to opponents. It also leaves behind a short smokescreen.


Staff Master:
[Trinket] is now passive. Jump about all you want now, you still have to land.





That's just some more ideas off the top of my head.
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GumShoe

GumShoe


Join date : 2015-02-15
Age : 25
Location : ayy lmao

Balance Ideas Empty
PostSubject: Re: Balance Ideas   Balance Ideas EmptyThu Jun 04, 2015 10:20 pm

Less empowerment, more nerfing.

But LS is too far deep in the unbalanced spectrum to be fixed with balanced updates. needs a complete overhaul like what that "Lost Saga 2" thread said.
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Swoonis
Graphic Designer
Swoonis


Join date : 2015-02-15

Balance Ideas Empty
PostSubject: Re: Balance Ideas   Balance Ideas EmptyThu Jun 04, 2015 10:32 pm

GumShoe wrote:
Less empowerment, more nerfing.

But LS is too far deep in the unbalanced spectrum to be fixed with balanced updates. needs a complete overhaul like what that "Lost Saga 2" thread said.
Agreed. Hopefully it doesnt end up like GunZ 2
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EarlOfBuck

EarlOfBuck


Join date : 2015-02-16
Age : 31

Balance Ideas Empty
PostSubject: Re: Balance Ideas   Balance Ideas EmptyFri Jun 05, 2015 5:48 am

Swoonis wrote:
GumShoe wrote:
Less empowerment, more nerfing.

But LS is too far deep in the unbalanced spectrum to be fixed with balanced updates. needs a complete overhaul like what that "Lost Saga 2" thread said.
Agreed. Hopefully it doesnt end up like GunZ 2

Don't even get me started.

How the fuck can Rose even jump with that god damned Rocket Lawnchair?

IMO Rose shouldn't be able to dash and wall run/jump while attacking with the Rocket Launcher, just like Max.
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