Post by Leonard on Jul 31, 2016 21:50:32 GMT
Okay, so let's show what's in the store for skills. Player should have a variety of useful tools in their arsenal, to be prepared for challenges the game is going to throw at them. I think that every skill should have a use, even if it's a niche one.
Strictly inferior/superior skills are acceptable between different characters, since every character is supposed to have their own speciality (or pay a different price for being a generalist), but not on a skill list of a single character.
But let's talk about skill constructions on some examples of new skills:
Hemorrhage
Deals high damage. Causes enemy to bleed. If the target was already affected by a bleed, applies a stronger bleeding effect and stuns enemy.
One of the things I wanted to include more is synergy between different characters. Bleeding effects are somewhat common in the game - and they combo pretty nicely with this skill. But what's also pretty interesting about it, is that it can setup itself - first used to apply a weak bleed, followed by a stronger bleeding and a stun next turn. This creates an interesting space for player to make decisions. Potential concern, however, is stun-locking - player continuously using stunning effects, leading to a situation when enemies (or occasionally player) can't act at all. I'll be watching out for that during balancing phase of the game, but so far it doesn't appear to be a major problem.
Intimidation.
Has a chance to scare the enemy. Success chance increases with aggro of the user.
This skill is more straightforward, but still comes with a twist - rewarding the user for being the center of attacks. Its functionality changes depends, on what class the using character is - it's a bread-and-butter sort of skill on a tank, but a risky play on someone who can't take much damage. Without building up aggro first, using the skill is a gamble - but that again, creates an interesting decisions for the players.
Disorientation.
Confuses opponents. Randomizes patrol's aggro.
While confusion is powerful effect on its own, this shouldn't be the main consideration in using this skill. Rather, its main use is being a panic button - player needs to have an ability regroup if things started out in a wrong way. Resetting the patrol's aggro will - hopefully - give player a breathing room and a chance to start over.
Parry.
Causes all enemy skills with a single target to hit the user instead of their original target. Increases defense for a turn.
That's a different sort of interesting skill - one that can only be used by enemies. Its point is to mimic player's aggro mechanic - where it's the enemy patrol who controls who can be attacked. This is to throw in a wrench into player's plans - and have them not only think about what they want to do, but also what the enemy patrol is trying to do, and trying to prevent them from that. Enemies are going to have a variety of interesting and unique tools at their disposal to make battles challenging and unique - and not simply let player use the same set of skills over and over again.
Immortal Spirit.
Buffs on a target last two turns longer.
This skills goes even further in terms of potential synergy and combinations - an engine skill. There are certainly some effects that player would want to last longer - and if so player desires, he can base his strategy around super buffing one character. Open ended skills are a good thing for letting player build their own strategy.
Well, that's it for this month. Next month, I'll be taking about progress of the game and planned milestones.
Strictly inferior/superior skills are acceptable between different characters, since every character is supposed to have their own speciality (or pay a different price for being a generalist), but not on a skill list of a single character.
But let's talk about skill constructions on some examples of new skills:
Hemorrhage
Deals high damage. Causes enemy to bleed. If the target was already affected by a bleed, applies a stronger bleeding effect and stuns enemy.
One of the things I wanted to include more is synergy between different characters. Bleeding effects are somewhat common in the game - and they combo pretty nicely with this skill. But what's also pretty interesting about it, is that it can setup itself - first used to apply a weak bleed, followed by a stronger bleeding and a stun next turn. This creates an interesting space for player to make decisions. Potential concern, however, is stun-locking - player continuously using stunning effects, leading to a situation when enemies (or occasionally player) can't act at all. I'll be watching out for that during balancing phase of the game, but so far it doesn't appear to be a major problem.
Intimidation.
Has a chance to scare the enemy. Success chance increases with aggro of the user.
This skill is more straightforward, but still comes with a twist - rewarding the user for being the center of attacks. Its functionality changes depends, on what class the using character is - it's a bread-and-butter sort of skill on a tank, but a risky play on someone who can't take much damage. Without building up aggro first, using the skill is a gamble - but that again, creates an interesting decisions for the players.
Disorientation.
Confuses opponents. Randomizes patrol's aggro.
While confusion is powerful effect on its own, this shouldn't be the main consideration in using this skill. Rather, its main use is being a panic button - player needs to have an ability regroup if things started out in a wrong way. Resetting the patrol's aggro will - hopefully - give player a breathing room and a chance to start over.
Parry.
Causes all enemy skills with a single target to hit the user instead of their original target. Increases defense for a turn.
That's a different sort of interesting skill - one that can only be used by enemies. Its point is to mimic player's aggro mechanic - where it's the enemy patrol who controls who can be attacked. This is to throw in a wrench into player's plans - and have them not only think about what they want to do, but also what the enemy patrol is trying to do, and trying to prevent them from that. Enemies are going to have a variety of interesting and unique tools at their disposal to make battles challenging and unique - and not simply let player use the same set of skills over and over again.
Immortal Spirit.
Buffs on a target last two turns longer.
This skills goes even further in terms of potential synergy and combinations - an engine skill. There are certainly some effects that player would want to last longer - and if so player desires, he can base his strategy around super buffing one character. Open ended skills are a good thing for letting player build their own strategy.
Well, that's it for this month. Next month, I'll be taking about progress of the game and planned milestones.