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Almazy tactics
Almazy tactics




almazy tactics

I'm hoping this will make for some interesting sniping plays.Īlso, I've been slowly improving the UI bit by bit - biggest change is the character creation: In addition to that, now it increases all ranged skills' max range by 1. Sharpshooting: This used to only increase the damage of physical ranged attacks. So, it's now more of a combo piece (stun someone, then paralyze) or single targeted damage from afar. Thunderbolt: Instead of % chance to paralyze, which relied too much on RNG to dictate how the match pace went, it now paralyzes 100% if it hits someone faster than the target. This defines his role more as a "wallbreaker". Armor Break (Mastersmith class skill): Instead of reducing the target's defense by a flat percentage, Armor Break now removes all Defense/Resistance the target has, and decreases the Defense/Resistance permanently by 15%. There's been some skill changes made here the ones I think are most interesting: Hey, I'm going to be running a playtest today, in about 20 minutes! I think it'll be cool, since it gives some context for battles.Īnyways! If you're interested in the tournament/playtest session, I've got a thread here! Guilds are in preparation for this feature that I want to make, where players can fight over territory in the map. I think I need a "landing page" thingie because otherwise, people have no idea what the game is about when they just visit the site. reduce their defense for more beefy Cannon Barrages.įor the ruleset, I've gone back to the counterpicking choices of the first tournament - only the losing player can change his classes, but the winning player can switch up the stats/skill of his current classes.Īnyways, I'm currently working on 2 things: Guilds and an actual website. Injure enemies to discourage them from moving, or 2. Binding Glyph can trap someone in a cannon barrage, while Cleave can either 1. Usually during the early phases of battle, he's there to inflict statuses to try to stop enemies from getting into good positions. He uses a lance in case if you need to inflict poison, but more than often he's just there to put Enchant Poison on your other guys, Critical Weakness on enemies, and then just block people in the front lines since he's so beefy.ĭeath Knight is the secondary damage dealer of the team. Haven, which blocks enemy movement, is great on this map since there's a ton of chokepoints - it's awesome on Cannoneer since she really shines when she has some breathing room. When an enemy is caught in 2-3 turns of cannon barrage, he's pretty much dead. I've had moderate success with this team:Ĭannoneer is the main damage dealer of this team, while the Death Knight and Arbiter to try to force enemies into the cannoneer's range. There's also going to be another tournament/playtest session this weekend at 5PM! The starting map is Lightacre: This combos pretty well with Death Knight's Dark Pact, which makes it so he can move/attack even while stunned. You can use it to take an enemy out of a fight at the right moment, or protect one of your own characters from damage if they're taking heat and you want him to gain speed. It stuns a character, but protects him slightly. Petrify: Petrified is a new status effect. Tenacity dispels all statuses on the character, and heals him for an amount based on how many statuses he ate. This is a Melee-category skill, meant for close range fighters to easily fight through statuses. Tenacity: This is one of the first "anti-status" skills that I'll be implementing. It does a TON of damage and has great range with a low cost, but since it's used over two turns, it's easy to predict. Novablast AKA solar beam: User has to charge up for one turn, and then deals huge damage in a straight line the next turn (if he uses it again). Since last time, I've polished up a lot of things, and implemented a ton of new skills! Here's a couple:






Almazy tactics