QoL Changes for classes - Game Balances - WarpPortal Community Forums

Jump to content


Photo

QoL Changes for classes


  • Please log in to reply
8 replies to this topic

#1 StormHaven

StormHaven

    (ノ°▽°)ノ︵┻━┻

  • VMod Retired
  • 5432 posts
  • Playing:Dragon Saga
  • Server:Dekard

Posted 17 December 2012 - 07:55 AM

These are some quality of life changes id like to see in general.
Single damage skills show total damage instead of damage per hit. Examples of this would be skills like Blitz which instead of showing 90kx3 per enemy hit it would just show 270k damage, or kick bear skill instead of 10kx8 it shows 800k damage.

Make skill range/AOE actually match the skill's animation. It's extremely frustrating for everyone to be hit by skill that you should be out of the range for or use a skill a watch it miss because the animations are shorter than the range.

Skills being uninterruptible/Instant cast times. Skills like spin it bear/barbarian have no cast times meaning they can be cast anytime and they will go off no matter what you do to try to stop them. The min cast time for any skill should be .5seconds allowing them to be interrupted/canceled.
Awaken skills should have maximum super armour regardless of class and should imo also have an untargetabilty added while you cast time. Since they all have long cast times it's extremely frustrating to get insanely punished for using them without having your opponent hard CCed first and that goes for all classes.

Edited by StormHaven, 17 December 2012 - 08:03 AM.

  • 0

#2 Coolsam

Coolsam

    Too Legit To Quit

  • Members
  • 4997 posts
  • LocationHiding from my Subscribers
  • Playing:Dragon Saga
  • Server:revreS

Posted 17 December 2012 - 08:07 AM

These are some quality of life changes id like to see in general.
Single damage skills show total damage instead of damage per hit. Examples of this would be skills like Blitz which instead of showing 90kx3 per enemy hit it would just show 270k damage, or kick bear skill instead of 10kx8 it shows 800k damage.

Make skill range/AOE actually match the skill's animation. It's extremely frustrating for everyone to be hit by skill that you should be out of the range for or use a skill a watch it miss because the animations are shorter than the range.

Skills being uninterruptible/Instant cast times. Skills like spin it bear/barbarian have no cast times meaning they can be cast anytime and they will go off no matter what you do to try to stop them. The min cast time for any skill should be .5seconds allowing them to be interrupted/canceled.
Awaken skills should have maximum super armour regardless of class and should imo also have an untargetabilty added while you cast time. Since they all have long cast times it's extremely frustrating to get insanely punished for using them without having your opponent hard CCed first and that goes for all classes.


Agreed.

One suggestion for Spin it is for it's animation to work like the other two bear skills. So that it's flinch/launch isn't instant but rather 1-2 seconds after being casted. Gives some escape time.

Edited by Coolsam, 17 December 2012 - 08:08 AM.

  • 0

#3 Apocryphos

Apocryphos

    Awarded #1 Troll

  • Members
  • 615 posts
  • LocationSan Diego
  • Playing:Dragon Saga
  • Server:Vyvern

Posted 17 December 2012 - 08:41 AM

Personally I'd like more options in the knockdowns caused by pallies instead of only flipping upwards in same spot I'd rather roll a different direction to avoid being locked. And the multi hit attacks are key too some people's tactics, when I pvped with fireonight the time I'm flinching from I'm Gone Bro, gets me caught in his stumble.
  • 0

#4 StormHaven

StormHaven

    (ノ°▽°)ノ︵┻━┻

  • VMod Retired
  • 5432 posts
  • Playing:Dragon Saga
  • Server:Dekard

Posted 17 December 2012 - 09:40 AM

They can still flinch and show damage as a total number instead of multiple hits.
  • 0

#5 Apocryphos

Apocryphos

    Awarded #1 Troll

  • Members
  • 615 posts
  • LocationSan Diego
  • Playing:Dragon Saga
  • Server:Vyvern

Posted 17 December 2012 - 01:24 PM

The flinch is an extended flinch that requires multiple hits like the multiple flinches caused by Gatling rush but delayed from the initial cast.
  • 0

#6 StormHaven

StormHaven

    (ノ°▽°)ノ︵┻━┻

  • VMod Retired
  • 5432 posts
  • Playing:Dragon Saga
  • Server:Dekard

Posted 17 December 2012 - 01:56 PM

You aren't getting it. Instead of it showing A damages 2-10 times and the hit meter going up by 2-10 hits, it would now show B damage(All of the damage  A would shown) in a single larger number with the hit meter STILL going up by 2-10per enemy hit. This would let people have a way easier time seeing how they are actually doing.Edit: would you rather see for example 1,1,1,1,1,1,1 or 7 everytime you hit someone with one of those skills(hit count is constant and doesn't change)

Edited by StormHaven, 17 December 2012 - 02:00 PM.

  • 0

#7 Apocryphos

Apocryphos

    Awarded #1 Troll

  • Members
  • 615 posts
  • LocationSan Diego
  • Playing:Dragon Saga
  • Server:Vyvern

Posted 17 December 2012 - 04:52 PM

So you would still feel the X amount of hits but only see one number?
  • 0

#8 StormHaven

StormHaven

    (ノ°▽°)ノ︵┻━┻

  • VMod Retired
  • 5432 posts
  • Playing:Dragon Saga
  • Server:Dekard

Posted 17 December 2012 - 05:11 PM

Yes
  • 0

#9 DracoHandsome

DracoHandsome

    I made it Off Topic

  • Members
  • 66 posts
  • Playing:Dragon Saga

Posted 14 January 2013 - 07:18 AM

Single damage skills show total damage instead of damage per hit. Examples of this would be skills like Blitz which instead of showing 90kx3 per enemy hit it would just show 270k damage, or kick bear skill instead of 10kx8 it shows 800k damage.



This is because the kicking bear skill IS a single hit and all of its damage is dealt instantly as soon as the bear is deployed. It just displays as though it were multiple hits - they're fake hits after a fake delay and purely graphical. That's why all the fake hits do exactly the same amount of damage, and why if one of them is a Critical so are the rest.

Ragnarok Online has this phenomenon with skills such as Sonic Blow, a move that coinkidinkally also deals 8 hits (spinning your target around while so doing) and even lets you walk away while your fake hits are still connecting, because it's actually one hit. In fact, if SB kills your target, they will die immediately and their corpse will spin around as the animation plays and the fake hits are carried out.

The problem is not that the damage isn't displayed properly in the description - it is - but that the game essentially lies to you about which moves deal more than one hit and which don't, forcing you to be more perceptive to decipher the mechanics.

Make skill range/AOE actually match the skill's animation. It's extremely frustrating for everyone to be hit by skill that you should be out of the range for or use a skill a watch it miss because the animations are shorter than the range.



This is a big problem with Dragon Saga because, in my experience? There is not a single skill in the game whose range matches up with its graphic. In particular, Barbarian seems to have a MUCH wider range than its graphic indicates.



Skills being uninterruptible/Instant cast times. Skills like spin it bear/barbarian have no cast times meaning they can be cast anytime and they will go off no matter what you do to try to stop them. The min cast time for any skill should be .5seconds allowing them to be interrupted/canceled.
Awaken skills should have maximum super armour regardless of class and should imo also have an untargetabilty added while you cast time. Since they all have long cast times it's extremely frustrating to get insanely punished for using them without having your opponent hard CCed first and that goes for all classes.


Under no circumstances should you remove all uninterruptible or instant cast spells. Blanket fixes like that cause huge problems. The bear kick is definitely one of the more overpowered instant casts however, and as he has a (apparent, not actual) delay before he starts kicking, that delay could be officiated to serve as his "cast time".

I would accept alternate means of interrupting or avoiding attacks that aren't the usual "hit to recoil". Such as say, status effects like Stun causing the spell to not go off, if its cast time finishes while the status is still in effect, regardless of whether it's "interruptible" or not.

Awakening skills by their nature are extremely powerful and I don't agree with giving characters an unavoidable, dramatic retaliation ability that they're pretty much guaranteed to be able to launch at least once eventually. This would cause "FINAL SMASHES ARE STUPID"-esque complaints.
  • 0




0 user(s) are reading this topic

0 members, 0 guests, 0 anonymous users