Light and Dark Revamp

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Re: Light and Dark Revamp

Postby Ferret » Thu Jul 14, 2016 10:41 pm

Twilight still works well for the non-listed things like Vigor Siphon/Drain and Light Dart/Arrow too, keep in mind. :) It does virtually clear the cooldown for many of the abilities listed, but not entirely. Basically, if it has a 3 or less cooldown, Twilight lets you ignore it (since any time you start a turn with 2 or less cooldown, it gets dropped to 0, and it will drop to 2 by the time your turn arrives unless you're Hasted) Since Snuff Out's cooldown is 3, it qualifies.. and with Priesthood, most of the new stuff drops to 3 too.

There is a little, redundancy, but I'm not quite bothered by it yet. And in terms of miens, the redundancy is at least a little interesting because it allows stacking. I agree it might be worth tweaking the lists for Inquisitor/Witch, though I admit I was amused to note that both "characters" involved are fond of fire, poison, and turning people against their former allies, despite being on opposite sides of the Light/Dark line. :P

I don't consider the nukes with different conditions to necessarily be redundant either. Different conditions are (hopefully) different enough where they reward/encourage different strategies, happen at different times in battle, etc. and lead interesting places. Humble for example is generally more useful for low-ranged/short-ranged builds (since in a ranged heavy party, you may lose targets for it before you can get everyone in range), Cull is generally more useful for parties heavy on AE damage and/or Pariah (otherwise, it is unlikely you'll have lots of enemies low on HP at once), Agony gives you an easy condition, but at the cost of a longer cooldown, etc, etc.

I think I can agree the conditions should remain different though, on second thought, since it was one of the bigger differences between Light/Dark. I'll re-think on it a bit tonight and see what I decide/come up with.
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Re: Light and Dark Revamp

Postby Ferret » Fri Jul 15, 2016 12:30 pm

Take two:

Main changes:
* No more conditions in common between Light and Dark.
* Finally came up with a mien to match with Agony. :)
* Longer cooldown miracles now also have higher SP costs.
* Minor name swaps/shuffles.
* Clarified how Punish/Goad actually work so Sanction's presence makes more sense.

Light Abilities
[ ] Censure: 55 Power Light damage smite, Can't Miss, 15 SP
[ ] Smite: 70 Power Light damage smite, Can't Miss, Light: 1 Cooldown, 15 SP
[ ] Wrath: 85 Power Light damage smite, Can't Miss, Light: 2 Cooldown, 15 SP
[ ] Expel: Light-elemental Snuff Out, basically.
[ ] Light Arrow: Light Dart, but bigger

[ ] Exorcism: 10-100 Power Light damage (HP based), all enemies weak vs. Light, Can't Miss, Light: 4 Cooldown, 15 SP
[ ] Humble: 100 Power Light damage, all enemies >= Base MaxHP, Can't Miss, Light: 4 Cooldown, 15 SP
[ ] Punish: 85 Power Light damage, all enemies whose last action was damaging, Can't Miss, Light: 6 Cooldown, 25 SP
[ ] Sanction: 85 Power Light damage, all enemies whose last action was magic, Can't Miss, Light: 6 Cooldown, 25 SP
[ ] Halo: 85 Power Light damage, all adjacent enemies, Can't Miss, Light: 4 Cooldown, 15 SP

[ ] Exorcist's Mien: Light & Dark damage abilities hitting Weak vs. Light targets deal 20% more damage.
[ ] King's Mien: Light & Dark damage abilities hitting targets at or above base Max HP have a high chance to apply Guilt.
[ ] Judge's Mien: Light & Dark damage abilities hitting targets that used damaging abilities last turn have (x y%) chances to delay the target's next turn.
[ ] Cleric's Mien: Light & Dark damage abilities hitting targets that used magic last turn have a high chance to apply Mute.
[ ] Angel's Mien: Light & Dark damage abilities hitting adjacent targets have a chance to apply Stun.

Dark Abilities
[ ] Spite: 55 Power Dark damage smite, Can't Miss, 15 SP
[ ] Malice: 70 Power Dark damage smite, Can't Miss, Dark: 1 Cooldown, 15 SP
[ ] Rage: 85 Power Dark damage smite, Can't miss, Dark: 2 Cooldown, 15 SP
[ ] Unholy Word: Dark-element breath weapon basically.

[ ] Bane: 10-100 Power Dark damage (HP based), all enemies weak vs. Dark, Can't Miss, Dark: 4 Cooldown, 15 SP
[ ] Cull: 85 Power Dark damage, all enemies <= 50% HP, Can't Miss, Dark: 4 Cooldown, 15 SP
[ ] Goad: 85 Power Dark damage, all enemies whose last action wasn't damaging, Can't Miss, Dark: 6 Cooldown, 25 SP
[ ] Agony: 85 Power Dark damage + Agony status, all enemies without Agony status, Can't Miss, Dark: 4 Cooldown, 15 SP
[ ] Blight: 85 Power Dark damage, all enemies w/ bad status condition, Dark: 6 Cooldown, 25 SP

[ ] Demon's Mien: Light & Dark damage abilities hitting Weak vs. Dark targets deal 20% more damage.
[ ] Reaper's Mien: Light & Dark damage abilities hitting HP <= 50% targets heal user for 50% of the damage dealt.
[ ] Warlord's Mien: Light & Dark damage abilities hitting targets that didn't use damaging abilities last turn have a high chance to apply Pariah.
[ ] Sadist's Mien: Light & Dark damage abilities remove the Agony effect.
[ ] Witch's Mien: Light & Dark damage abilities hitting targets w/ bad status conditions have a chance to apply Ignite, Poison, Charm, Pariah, or Hex.

Shared Abilities

[ ] Quiet Prayer: Reduces Light and Dark cooldowns by 1, may have other effects, 0 SP.
[ ] Duality: Removes Light/Dark cooldown conflict.
[ ] Twilight: If HP <= 50%, -10 SP cost for Light & Dark abilities, Light & Dark cooldowns <= 2 clear at turn start
[ ] Priesthood: Reduces Light and Dark cooldowns for abilities by 1, minimum 0. Abilities with a cooldown reduced to 0 can be used even when that cooldown is present.
[ ] Martyr: Reduces Light and Dark cooldowns by 1 when damaged (not counting Ignite/Poison/Pariah)
[ ] Mantra: Reduces Light and Dark cooldowns by 2, Free Action, Cantrip: 5 Cooldown, 0 SP.
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Re: Light and Dark Revamp

Postby mbj » Tue Jul 19, 2016 5:19 am

aight cool
gonna have to test it out when the build is ready
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Re: Light and Dark Revamp

Postby Ferret » Fri Jul 22, 2016 4:15 pm

pant pant pant. Implementation and testing on the abilities is almost complete. Next step is putting testing them out in terms of gameplay/balance rather than just seeing if they work. :P

Only think poking at me in the back of my mind is that on the one hand, we have an ongoing discussion about Agility being a bit wimpy, but here I am buffing the elements that more or less completely ignore it on both offense and defense. :P Not sure what I'm going to do about that situation yet, but it's rolling around in the brain pan.
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Re: Light and Dark Revamp

Postby mbj » Fri Jul 22, 2016 8:01 pm

crits my dude
negative bonus to agility will cause crit failure
0% bonus will give no crits
positive bonus will cause crit success
crit chance can be scaled however you want against the bonus
and to nerf (or boost?) abilities that don't miss, make them never apply crits (whether success or failure) since you can't really aim them at an enemy's weak/strong points. but then again if we want agility to be attractive maybe crits should apply even to these abilities
also give agility speed boost because fuck it, no one levels agility anyway
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Re: Light and Dark Revamp

Postby Ferret » Mon Jul 25, 2016 8:28 pm

Hehe. Already found one cute bit. :)

The 0 or 1 turn cooldown smite + King's Mien and Witch's Mien. :D

Hit stuff at max HP, 70% chance of Guilt. If Guilt sticks, further smites will throw the status effect kitchen sink at them. :D Granted, I suppose you don't really need King's Mien given how easy it is to find sources of bad status, but King's Mien builds it into a ranged smite attack and has a high success rate. :D
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Re: Light and Dark Revamp

Postby Ferret » Tue Jul 26, 2016 5:22 pm

BTW: Many demons/heroes/summoners are getting slightly adjusted ability sets as part of the changes... I for one welcome our new Ikiryo overlords. :P I'll make a devblog post soon (probably today) showing a few of the changed guys new sets. :D
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Re: Light and Dark Revamp

Postby mbj » Tue Jul 26, 2016 8:48 pm

Maybe Adria won't be a complete pushover anymore. I don't know how to feel about this
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Re: Light and Dark Revamp

Postby Ferret » Tue Jul 26, 2016 9:05 pm

She won't be if I can help it. :P But I've tried to fix her so many times before and fallen flat on my face, so I'm not promising anything. :P
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Re: Light and Dark Revamp

Postby Ferret » Sun Jul 31, 2016 4:22 pm

I must have been on something when I thought 85-100 Power was going to work for most of the miracles. :P Well, this is why we test things. :D 70 is probably closer to the mark. (100 Power Humble in particular was ridiculous: my Faithful Heart Light build was routinely reducing entire encounters HP by 40% or so right at the start. :P Kinda hard for much to come back from that kind of opening.)
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