thanyou

Untitled

Dec 11th, 2019
62
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 2.36 KB | None | 0 0
  1. Jedi
  2.  
  3. Nona - Right away the x2 recovery sticks out to me, as well as x1.3 HP. Primal forms are fucking awesome though, but I'm trying to see what they do? It uses up time from the time gauge which I'm assuming has the same mechanic as previously. But the new active also uses time from the time gauge? Overall the team seems to lack damage, it has neat explodes for rune generation but giving it so much hp and recovery seems like its intended to be more of a stall and burst style, which I don't think you intend. Though the idea of having "blank" turns makes a LOT of sense for this archetype. Waste turns doing 1 combo very quickly to save time, quickly get enough time to primal form and burst for a few turns is extremely interesting to me.
  4.  
  5. Zurvan - This already feels like a much better use of your time gauge mechanic. Hyper offense, trading spin time for damage with a very high, but achievable skill ceiling. I like it. And giving it different effects instead of just different damage levels adds a lot of depth to it and built in utility which I love. You may want to word the descriptions a little differently though. Something like: "Divide the Spinning timer into 1 second segments while moving runestones. Manually ending spinning time in each segment causes an additional effect:" Then you list out for each segment. That way you don't get the contextual confusion of "well I have more than 1 second, 2 seconds, 3 seconds and 4 seconds remaining when I do a .5 second spin, which effect triggers?" If this is intended, and the effects are chosen randomly then i'm not a fan of it whatsoever. The active skill is interesting. I'm assuming that by the final hit it will deal damage as if it pierced 80% of the enemy's defense and then leave it at a -100% defense state for the rest of the turn. The problems I see is the time gauge spending effects though. With you already giving a huge damage boost for making a 1 second spin, which isn't extremely difficult to do, you'll pretty quickly be able to fire off some of the strongest time gauge effects. Perhaps adjust the costs or lower the power. Its still very unique and I love the idea, but its a tricky balancing act. An inexperienced player would never be able to utilize it, while a pro will game it like its no tomorrow.
  6.  
  7. Also, is there a maximum size to the time gauge? How much can I hold, does it fire off some effects if I reach the max?
Add Comment
Please, Sign In to add comment