Advertisement
Guest User

Untitled

a guest
Dec 18th, 2014
172
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 5.06 KB | None | 0 0
  1. Overall, the theme is adding new options, and fixing some of the truly unbalanced things.
  2.  
  3. Knight
  4. Choose one of the following upon becoming a knight:
  5. Reflector - Works as written
  6. Armor - Blocks the first three damage taken each turn. Applies to total damage, not individual sources or attacks. Does not require an attack to hit. Only applies
  7. to self.
  8. <Vlad's notes - Wanted to try to allow Knights to be actually using their class features without having to spec into full offense, without punishing the face-tank mitigation build, because I think it's neat>
  9. Possible third option involving taking damage for allies. If witch gets three options, the other classes should as well.
  10.  
  11. Witch
  12. Choose one of the following upon becoming a witch:
  13. Magic Missile - As written in the vlad patch
  14. Hex - Reworked
  15. Minor action.
  16. Place a hex debuff on the target. Whenever you successfully hit a target with a hex debuff, you deal bonus damage equal to the number of hex debuffs on the target
  17. <Vlad's notes - experimental, may be reworked.>
  18.  
  19. Crushing blows - Whenever you miss a melee attack, you still deal 2 damage to the attack's intended target
  20. <Vlad's notes - As written, there is no good flavorful option for melee witches. I wanted to correct this. It seems slightly underpowered, pending upgrades, gonna have to do some math.>
  21.  
  22.  
  23. Abilities:
  24.  
  25. General
  26. The Best Defense is a Good Offense - Whenever you attack a target in melee, until the start of your next turn, you take 2 less damage from that target's attacks. Does not
  27.  
  28. stack with Reflector or Armor
  29. <Vlad's notes - Wanted to allow witches into melee range without having to cross-class into knight. This is something I've been bouncing around in my head since Curse brought up his issues with Femraiden.>
  30.  
  31. Massive weapon
  32. Attacking at a range of 1 is considered a melee attack, and carries any of the effects associated with that, including damage and TBDiaGO triggers. Does not stack with leyline attunement.
  33. <Vlad's notes - I just think this is kinda niche, but cool.>
  34.  
  35. Witch
  36. Momentum
  37. Useless as written, removed pending rework
  38.  
  39. Charge Up
  40. Being looked into. While it does technically reduce overall dps, it's one of the factors allowing full offense Evaline builds to punch through full defense specced builds even with Evasion.
  41.  
  42. All or Nothing
  43. Free action, 1/turn
  44. Spend up to 4 resolve to increase the damage on an attack up to that amount.
  45. <Vlad's notes - This is to fix the Evaline builds, which are currently rather unbalanced, and possibly put a bit more choice into using the ability other than "Will 15 damage kill it right now?" Use it only to execute or to punish bad defense rolls? Go full black knight and spend hp every round you attack, relying on your healer? The choice is yours.>
  46.  
  47.  
  48.  
  49.  
  50. Advanced Classes, or "What was I thinking?"
  51.  
  52. Guardian:
  53. Gladiator - Unbalanced. Removed, pending rework.
  54.  
  55. Witch:
  56. Reaper - As written
  57.  
  58.  
  59.  
  60. NEW SPEC: Tank Buster(Name subject to change):
  61. Gain a benefit based on the class feature you chose:
  62.  
  63. Magic Missile -
  64. I Cast at the Darkness - Magic Missile damage increased by 1.
  65.  
  66. Spellcard Rules -
  67. Once per battle, you may make a basic attack that automatically hits. Cannot be a finishing move. Does not stack with Blast Strike or Reaping Strike
  68.  
  69.  
  70. Hex -
  71. Fatal Attraction-
  72. For every two stacks of Hex on your attack target, you get +1 to your attack roll against them.
  73.  
  74. Spell Detonation-
  75. Standard action. Range 0-2
  76. Removes all hex stacks from a target to deal 2 damage per stack to each enemy in the zone
  77.  
  78.  
  79. Crushing Blows -
  80. Excessive Force -
  81. Damage on miss increased by 1
  82.  
  83. Sundering Blow -
  84. Once per battle, after you complete a melee attack, regardless of whether or not it hits, you may have the target take -3 to defense until the end of your next turn.
  85.  
  86.  
  87.  
  88.  
  89. NEW SPEC: Warlock -
  90. Ruin in the Wake -
  91. Whenever you successfully hit with an attack, you may have each other enemy in that zone make a defense roll. Those that fail take 1/3 of the damage that your primary target does. This counts as an attack for the purpose of mitigation abilities.
  92.  
  93. Cull the Meek -
  94. Standard action, 1/battle, range 0-2
  95. Roll damage as if you had made a successful attack. Any enemies in the area that have less hp than the result are slain. Magical girls are reduced to 0 resolve instead. Enemies with hp higher than the result are unaffected.
  96.  
  97.  
  98.  
  99.  
  100.  
  101. Priestess:
  102. Toxicologist - Clunky. Likely will need a rewrite. Perhaps status effects on successful attacks?
  103.  
  104. TODO:
  105. Hex witch specialization - Hex detonation? Multihexing? Multi-amp damage? <DONE, still needs name.>
  106. AoE witch specialization - Free uses of blast attack? Lesser cleave damage? Probably the latter. <DONE>
  107.  
  108. Do you know what would be really cool? A class or advanced class that got a familiar/pet.
  109. Maybe the third princ--priestess spec? Three seems to be the number of this update.
  110. Do you know what would be really hard to balance and might slow down gameplay a lot? A class or advanced class that got a familiar/pet.
  111. Alternative thoughts for that spec - Buffer, or class that picks a specific ally and gives them a ton of benefits.
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement