October 26, 2011, 09:00:16 |
#21
Why does the animation for water skills with fleahopper, fleeches and flealove be treated as dices? I think it should have something better animation like the fleabag or the Eca's fur gets all spiky for a moment and fleas comes out or the Eca could go insane from flea madness.
Indeed, Ecas needs more cool animations for their skills.
Cat Tree needs a tweak on the double damage part, its really bad so it needs to lower down at least to the same as its heals %.
Yep, this would make it really useful.
Hunter needs to be fixed, when allies steps on the hunter glyph, it does nothing and disappears. Make it trigger only when enemies steps on it not allies. Plus wheres the animation it once had?
Amen to that. Hunter was perfect before the Brakmar patch, the only "improvement" we have now is custom zone markers, all the rest, animation, damage, Eca positioning when hunter is triggered, is much worse than before. Plus there's a lot of bugs too, like Eca remaining in it's position, when effect is triggered, attacking without facing the enemy etc.
I also have a suggestion to implement a Luck Gauge like how a sacrier have the angrr gauge.
This only works with the tarot cards and for every card drawn, your luck gauge increases by 1 until 10 cards drawn and then you'll draw a special card that puts the eca in 1 of 2 gods state,
God Eca state which gives:-
+50% critical chance
+30% all elemental damage
-30% all elemental resist
+3AP
Last for 1 turn
God Ougi state which gives:-
+40% critical failure all enemies
-30% all elemental damage
+30% all elemental resist
+3MP
Last for 1 turn
This can be changed a bit if its too overpowered. That is if you can last for 10 turns which will be good for long battles.
Edit: Better yet a horizontal bar that looks like a couple of cards together like a hand,similar to card games.10 cards in 1 hand? or maybe 7 cards in 1 hand instead.
This only works with the tarot cards and for every card drawn, your luck gauge increases by 1 until 10 cards drawn and then you'll draw a special card that puts the eca in 1 of 2 gods state,
God Eca state which gives:-
+50% critical chance
+30% all elemental damage
-30% all elemental resist
+3AP
Last for 1 turn
God Ougi state which gives:-
+40% critical failure all enemies
-30% all elemental damage
+30% all elemental resist
+3MP
Last for 1 turn
This can be changed a bit if its too overpowered. That is if you can last for 10 turns which will be good for long battles.
Edit: Better yet a horizontal bar that looks like a couple of cards together like a hand,similar to card games.10 cards in 1 hand? or maybe 7 cards in 1 hand instead.
Not this is an interesting one. While I don't think card effect that lasts for 1 turn is worth it, the Luck Gauge is pretty much what Eca needs. Here's the idea of how it could work:
Luck Gauge would go up to 50 luck points(maybe with the possibility to increase the max value with a passive skill), with each point adding to a % chance of something good happening to Eca. Critical hits, earth spell positive effects, passive skills, etc etc -- all those would be boosted by Luck Gauge. That way default Luck Gauge, if filled up to the max, would give Eca +50% more chance to gain a positive effect in any random event, triggered by Eca. In other words, cnahces of Wining Shi-Fu-Miaow or Eca scoring a critical hit *would* gain a boost but his enemy failing his skill or scoring a crit failure would *not* suffer any penalties.
In the beginning of the battle luck gauge is set to 0(or some higher value if there would be a way, a skill or something, to boost that, similar to Sac's angrr boost). Eca would have some way to boost his Luck Gauge, I was thinking about adding some luck each time Eca's skill or effect that has a % chance of working is triggered. It would be most earth spells and some passive skills, like Flealine Army or Paws Off. Luck could also be slightly increased on each critical hit. As for decreasing, it could be simple "N luck points per turn" or a more complex thing, like decreasing each time something "unlucky" happens, like critical failure or earth spell's negative effect is triggered.
Alternatively, if the Luck Gauge would be too strong working this way, it could be made to require manual activation to boost luck for 1 turn, after which it is dropped back to 0.
I think that it would make Eca a true master of luck and let a lot of spells, mentioned in this thread as useless/broken(Cat Tree for example), to become much more useful.


