Black Zenith [Adventure RPG / Chapter Four: Fires of Heaven]

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Black Zenith [Adventure RPG / Chapter Four: Fires of Heaven]
RE: Black Zenith [Adventure RPG / Chapter Three: Forgotten Whispers]
Now, while that entire thing is going on, onwards to the good stuff - the balance changes! I have also included a list of traits which i have a tendency of forgetting that they exist, just in case you might want to change them around to be less painful for me to deal with. Mind you that you will not be allowed to change them to something else entirely that has nothing to do with what the trait originally was all about, unless you can come up with a good excuse. You are also getting a level soonish, and i am considering carefully whether or not to make it mandatory that, rather than picking a new special ability, you get to upgrade one of your current ones. Or perhaps allow you to choose if you want a new one now or upgrade one now, and then make the opposite mandatory next level or i dunno. Anyway. If you do not like a particular change just whine about it and ill see what i can do.



Black Zenith Balance Patch 1.043


General:
Made everything 2% more awesome. Everything.
Added more textwalls
Fixed a bug where it was impossible to Jailbreak Taraheen's Prison (Sjasogun get the fuck back here)
Recalibrated gravity



Enemies:
New enemies added who are not generic mooks punching bags. Im not telling you what they are or what they do.
Nerfed the Hydra and buffed Kraine by like lots



Players:

Thunderpaw:

Underestimated now also makes Thunderpaw's first attack in combat a guaranteed hit, in addition to critting.

Improved Favor of Ziras. Not telling you what that means.

Second Wind now causes Thunderpaw to heal for 0,5 Power each turn for as long as he is below 20% health. No roll is made, but the heal is calculated using 10+Thunderpaw's highest offensive bonus. Thunderpaw can also still take a take a turn to 'heal' himself using his strength modifier in place of his affinity.

Fury Comet now has a cooldown of 10, but deals a total of 4x power damage spread evenly between up to 4 targets.

Vendetta now also gains a +2 to hit for every ally struck, though this bonus will not count to qualify for a crit. See, i told you you would like that particular change.

Blade of Light now heals for the same amount as it damages. Also it has become stronger with the presence of another crystal, improving its damage and healing to 2.5x and allowing for one reroll when determining damage/healing (automatically applied by gm power when applicable, ofcourse). However to balance around this its cooldown has also increased by 2.



Daril Graves

Fixed a bug that caused Daril to sometimes become unresponsive and subsequentially bug out. Unfortunately he is still dead so that is completely and uttterly irrelevant.



Bohw & Mayor

Nerfed Bohw's The Ol' Brimstone to only tripple her area of effect mulitiplayer (down from quadrupple), but increased her Power contribution to 80% up from 75%. Trust me that shit was wicked sick powerful before, why did you think she was able to deal fuckin 4000 damage just before?

Leader can now allow Bohw to gain +6 to her next roll, as long as she has sufficient Leadership Crits lying around to be spent and all.

Potentially nerfing Selfless TO THE GROUND except Blazer said he wanted to change it up so lets wait with that for now. SOON, though. SOON.

Hellbent now makes a roll for a random target on turns where Bohw is considered insane, rather than auto-targeting the 'good' guys.



Selphy

Added more Final Fantasy stuff & robots



Echo

Super Secret Stuff



Nos Reaper

Changed Genetic Insanity to have a 25% chance to become relevant each round. Because counting rounds is dumb.

Berserker Burst now does 1.5 Power damage and is a guaranteed hit.

Frenzy now improves the chance for Genetic Insanity to be relevant by 25%. Yes yes i know it doesnt match up but its fine.

Decreased the Power of Explosive! From 1.3x to 1.25.

Decreased the additional Power of Overexcited from 1.35 to 1.3.

Increased the bonus Power from Madness Dance's A effect from 1.25x To 1.3x.
Reduced the healing provided from the C effect from 35% to 20% because it was bloody overpowered. Pun intended.



Watson

Reduced the damage reduction of Class from 10% to 5% because a flat 10% damage reduction is also bloody overpowered.

After using Fine Wine, Watson no longer gains +2 to damage rolls, and his Hit is decreased by -4 rather than -2, however the heal is also increased to 5x, up from 4x, and the cooldown increased by 1.



Savannah

Enemies are no longer debuffed by Aromatherapy because i really hate modifying that many rolls. However the heal is increased to 0,75x Power.

Simplified Parasitic Relationship a TON by simply having the plant grow 25% more powerful each round rather than having to deal with all that bullshit.



Myra

Being brand new and all, Myra is so cool that she doesnt need balancing.



Items

Ring of Hymn: Now questioning why Thunderpaw is still walking around with this despite being utterly useless to him

Water vase: Now defined the amount of healing done by the vase. It is 200, unmodified by any rolls ever.




NOTES ON TRAITS I ALWAYS FORGET EXIST:

Mayor's If It Bleeds: I think i have managed to remember to determine if an attack was one or the other but yea generally conditional +defense is dumb and i would really suggest changing this up to something that isnt super specific as it is currently.

Nos' Frenzy: I always forget to check if Nos is actually below 25% health, which is amusing because it SAYS RIGHT THERE when i do the calculating i just forget the effect exists i guess this is one of those things i just need to realize is a thing.

Watson's Merlin Cant Touch This: I always forget this damn thing until AFTER i have already resolved the amount of damage done and yea it just basically sucks having to recalculate that completely and i hate it.

Savannah's Cryomania: I always forget to check if enemies actually become affected with Frostbite. Generally low-chance-to-activate traits really suck, as also evidenced by Thunderpaw's previous version of Second Wind.

Savannah's Permafrost: Things that increase damage by a minor amount from only one particular damage category are

just

ugh
Plus it also makes me recalculate things i have already done which also sucks

Reactive: yea im just forgetting this exists and i should be getting better at making it actually trigger i guess. If you want to keep it the way it is it'll also be buffed considerably damage-wise because come on making a single attack that does slightly more damage once a fight really sucks. And only if something actually punches you at that.

Myra's Witch's Familiar
Ughghgh
Its basically like a blanket buff only to mages (and only Savannah and Nos even casts spells and then only sometimes) and i always forget that theyre supposed to get a damage boost


Messages In This Thread
RE: Black Zenith [Adventure RPG / Chapter Three: Forgotten Whispers] - by chimericWilder - 09-01-2013, 10:38 PM