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Author Topic: Destroyer Rebalance  (Read 358 times)

Offline Phanjam

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Destroyer Rebalance
« on: April 06, 2019, 08:12:38 AM »

Slash Attack

the first thing would be to change the mana cost graph from normal to spammable_to_normal.

Then I would like to propose a change to the tier 1 bonus to have a better interaction with the tier 2 and 3. Instead of the bleed DoT, change it to a trigger on death effect. For example, 5 seconds trigger to cast a blood splash on death that 100% blind foes for 2 sec or something like that.

And last ajust the % for Tier 2 to 50% HP and tier 3 to 25% HP.  The tier 2 ajustment is to have it be more useful and see it trigger more, with 7% right now it mostly doesn't matter that you do 2x damage since most enemies would die anyway at that HP%. And the Tier 3 is to make the investment reward be worthwhile, since you would be getting it around level 94 when the game is mostly a one-shot fest.

Shadow Armor

I was planning on bringing it more it's original state in TL1, so give it a dynamic effect: %block chance bonus if you have a shield equipped and a %dodge chance bonus when you don't have a shield equipped, and change the knockback resistance on tier 2 and 3 to a slow resistance, so then you have slow and inmobilice, instead of knockback and inmobilize.

For the Auras

Just lower the reserved mana cost, as they are right know if you use an aura you pretty much can't use any other skill more than once.



Offline Phanjam

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Slash Attack
« Reply #1 on: April 06, 2019, 08:17:29 AM »
Ha okay (i had to read the skill tier descriptions to remember what Slash Attack does :D )

Code: [Select]
TIER1_DESCRIPTION:Slash attacks cause bleeding damage over time. Damage from each swing stacks.
TIER2_DESCRIPTION:Deals double damage against foes with HP below 7%
TIER3_DESCRIPTION:Instantly kills foes with HP below 7%

So, at tier1 gve something on EVENT_UNITDIE.
At tier2, 2xDamage on foes at 50% HP
At tier3, outright kill on foes at 25% HP

okay i'll work on this first.

Edit
Oh and SPAMABLE_TO_NORMAL mana cost
« Last Edit: April 07, 2019, 01:35:59 AM by Phanjam »



Offline Phanjam

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Pull Skill Particle
« Reply #2 on: April 07, 2019, 01:57:26 AM »
Hey @TwinkleToes would u have any ideas on this...

Quote
Destroyer's ancestral reach need a particle that fires when its cast that gives some idea of it's range. (like a hand or ghost that advance and expands in the damage shape cone even if nothing is in range)

I first thought of a "highlighted" area on the ground, but i think it'll look funny. Im also not sold on a ghost/hand idea. How about a different chain particle ending in a poofy cloud at max_distance if nothing is hit?



Offline TwinkleToes

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Re: Destroyer Rebalance
« Reply #3 on: April 07, 2019, 03:16:17 AM »
hmm

you could look at other games for reference, the best way visually, ive seen a skill like this done is from Lost Ark (great game btw, but hard to play w/o vpn so rip)
about 5 seconds in and you'll see the skill im talking about.
Spoiler

also check out the Berzerkers chain snare to model the particles around, it has the extending and retracting chain visuals youd be looking for if you were to follow Lost Arks example.
« Last Edit: April 07, 2019, 03:26:29 AM by TwinkleToes »

Offline Phanjam

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Re: Destroyer Rebalance
« Reply #4 on: April 08, 2019, 12:25:12 AM »
Nice! And ye game looks really good!

What i think Anarch is after is a particle that shows even if nothing is hit, to give the user an idea of the range he needs to be in.i'll experiment with using the existing chain particles but adding something at the max_distance thats easy to spot...

Will post back with whatever i come up with ;)



Offline TwinkleToes

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Re: Destroyer Rebalance
« Reply #5 on: April 08, 2019, 01:29:43 AM »
yep thats why i suggested lost arks method, since you can depict the skills range with purely the visuals itself and not need to rely on a range indicator, even if you use line emitters like the original design you could still show the skills range with the same method and it would still look more tasteful than a generic range indicator lol

anyway i was curious if something like that could be done and tried to recreate it with anscetral reach, seems pretty doable to me lol
Spoiler
had to do some rejigging so the whole thing fits with the particles, like the pull timing and pull strength etc.

also heres a gif of how it covers the aoe, and why you dont need a range indicator for it
https://i.imgur.com/5OAWYMT.gifv


« Last Edit: April 08, 2019, 04:25:48 AM by TwinkleToes »

Offline Phanjam

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Re: Destroyer Rebalance
« Reply #6 on: April 10, 2019, 12:53:14 AM »
i was curious if something like that could be done and tried to recreate it with anscetral reach, seems pretty doable to me lol
( video )
had to do some rejigging so the whole thing fits with the particles, like the pull timing and pull strength etc.

Nicely done!  So the chain particles themselves no longer "attach" or "fire at bone"? you're calling a set number of chains each cast and letting them go to max_distance?



Offline TwinkleToes

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Re: Destroyer Rebalance
« Reply #7 on: April 10, 2019, 06:06:36 AM »
yep, those attaching particles are called line emitters

the chains can be any number they are just there to visually represent the area of effect, obvioulsy having one chain particle would not be fit to represent an angled cone, but you can go with the minimum of two extending chains coming from the angles radii to show the boundaries of the cone and still use line emitters to show the targets being tethered to the character

Offline Phanjam

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Re: Slash Attack
« Reply #8 on: April 13, 2019, 10:30:15 AM »
Okidokey. I have done the destro tweaks we've discussed so far.  The diff files are on the trello repo...

https://trello.com/c/hGqTV27C/53-destro-slash-attack-tweaks

After a few more patches like this, I can re-pack everything and put it up on Steam ;)

Ha okay (i had to read the skill tier descriptions to remember what Slash Attack does :D )

Code: [Select]
TIER1_DESCRIPTION:Slash attacks cause bleeding damage over time. Damage from each swing stacks.
TIER2_DESCRIPTION:Deals double damage against foes with HP below 7%
TIER3_DESCRIPTION:Instantly kills foes with HP below 7%

So, at tier1 gve something on EVENT_UNITDIE.
At tier2, 2xDamage on foes at 50% HP
At tier3, outright kill on foes at 25% HP

okay i'll work on this first.

Edit
Oh and SPAMABLE_TO_NORMAL mana cost



Offline Phanjam

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Destro Shadow Armor Rebalance
« Reply #9 on: April 14, 2019, 11:59:49 PM »
Okay to remind myself of the current state :D ...
Code: [Select]
<TRANSLATE>BASE_DESCRIPTION:You summon a phantasmal armor to protect you from nearby foes.
<TRANSLATE>TIER1_DESCRIPTION:Enemies hit by phantasmal armor deal 10% less damage.  Increases the Destroyer's Knockback Resist and Immobilize Resist by 50%.
<TRANSLATE>TIER2_DESCRIPTION:Enemies hit by phantasmal armor deal 20% less damage.  Increases the Destroyer's Knockback Resist and Immobilize Resist by 100%
<TRANSLATE>TIER3_DESCRIPTION:Phantasmal armor gains the ability Spectral Strike

And where we're going...


Shadow Armor

I was planning on bringing it more it's original state in TL1, so give it a dynamic effect: %block chance bonus if you have a shield equipped and a %dodge chance bonus when you don't have a shield equipped, and change the knockback resistance on tier 2 and 3 to a slow resistance, so then you have slow and inmobilice, instead of knockback and inmobilize.
« Last Edit: April 15, 2019, 12:06:56 AM by Phanjam »



Offline Phanjam

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Re: Destro Shadow Armor Rebalance
« Reply #10 on: April 15, 2019, 12:14:02 AM »
...and change the knockback resistance on tier 2 and 3 to a slow resistance, so then you have slow and inmobilice, instead of knockback and inmobilize.

hey @Anarch16sync do you want to remove  knockback resistance altogether?  And what about the "enemies deal x% less damage" and the "Spectral Strike ability", I'll leave those in?



Offline Anarch16sync

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Re: Destroyer Rebalance
« Reply #11 on: April 15, 2019, 01:16:51 AM »
...and change the knockback resistance on tier 2 and 3 to a slow resistance, so then you have slow and inmobilice, instead of knockback and inmobilize.

hey @Anarch16sync do you want to remove  knockback resistance altogether?  And what about the "enemies deal x% less damage" and the "Spectral Strike ability", I'll leave those in?

Yeah, I think we should remove the knockback resistance completely. The other effects are fine as they are right now, if we took them away the skill is going to have a less benefits from tier bonus.

Also I'll take a look a the new slash attack files, nice work @Phanjam

Offline Phanjam

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Re: Destroyer Rebalance
« Reply #12 on: April 15, 2019, 06:10:08 AM »
Ok thanks Anarch thats nice and simple then ;) i'll post the diff files later tonight



Offline Phanjam

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Re: Destroyer Rebalance
« Reply #13 on: May 25, 2019, 02:28:58 AM »
hey @Anarch16sync sorry ive been so slow on my updates.

ive done replacing KB Resist with Slow Resist, so now i just need to do that dynamic effect (%block chance bonus if you have a shield equipped and a %dodge chance bonus if no shield).



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