Zelda Universe RPG

Thread of changes and rebalancing - Printable Version

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Thread of changes and rebalancing - Orithan - 09-19-2015

Post what you feel needs change or rebalancing here.

PSI Enchant
  • REQUIREMENTS: A Weapon and a PSI Spell (excluding PSI Arrow).
  • COST: The cost of the PSI Spell involved
  • DESCRIPTION: Enchant a Weapon you have with a PSI Spell of your choice, giving it an Affinity for the attack.
    • EFFECT: The selected weapon gains Your Affinity Level of the PSI Spell used.
      • DURATION: Until the end of the battle or you use this skill to apply another affinity to the weapon.
      • This does not stack with repeated uses.



RE: Thread of changes and rebalancing - WindStrike - 09-20-2015

Here's a list of Passive Skills that can get some changebats or nukebats, depending on how useless it is.


Passive



RE: Thread of changes and rebalancing - Orithan - 09-21-2015

Courtesy of the spell revamps...


Light
PSI Flash, Alpha
  • REQUIREMENTS: Light (Level: 1)
  • COSTS: 1 Magic
  • DESCRIPTION: A basic Light spell, PSI Flash hits one target.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: +0
      • IF SUCCESSFUL: Your highest stat is increased by 2 until the end of your turn one round later.
        • If this is Hearts and Magic, it increases both current and maximum.
        • This does not stack

Spiral Light, Alpha
  • REQUIREMENTS: Light (Level: 1)
  • COSTS: 3 Magic
  • DESCRIPTION: Three beams of Light energy descend from the sky and surround a target, striking them. The more beams that hit, the more intense the burning that the Light causes. Each beam is rolled separately.
    • EFFECT: This bypasses Cover.
    • Roll your Wisdom dice vs. targets' Wisdom dice * 3
      • Damage: 2.5 * Number of successful rolls

Inversion Channel
  • REQUIREMENTS: Level 10 and Light (Level: 2)
  • COSTS: 4 Magic
  • DESCRIPTION: Fire a channeled beam of negative energy at a target.
    • Roll your Wisdom +10 dice vs. targets' Wisdom dice
      • Damage: None
      • IF SUCCESSFUL: The beam stays stable, altering the target's Affinity counters.
        • All of target’s Affinity Bonuses and Affinity Losses are multiplied by -1.
        • DURATION: The beam lasts until you attack or defend.
Particle Feed, Alpha
  • REQUIREMENTS: Level 10 and Light (Level: 2)
  • COSTS: 5 Magic
  • DESCRIPTION: Send a dispersed ball of energy at a target that's seemingly harmless.
    • Roll your Wisdom +10 dice vs. targets' Wisdom dice
      • Damage: None
      • IF SUCCESSFUL 1: Target gets two stacks of the Life Siphoning Affliction:
        • Target has 3 Hearts siphoned from them to you at the start of each round.
      • IF SUCCESSFUL 2: Target gets one stack of the Magic Siphoning Affliction:
        • Target has 3 Magic siphoned from them to you at the start of each round.
Illuminate, Alpha
  • REQUIREMENTS: Level 10 and Light (Level: 2)
  • COSTS: 6 Magic
  • DESCRIPTION: An orb of Light is summoned in the middle of the field, which later explodes to act as a time delay bomb. This counts as a Field Effect.
    • EFFECT: At the end of the next round, the orb explodes, hitting all enemies with a pulse of suppressive Light. This does not count as targeting.
      • Roll your Wisdom +7 dice vs. targets' Wisdom dice
        • Damage: Halved
        • IF SUCCESSFUL: Target(s) hit get one stack of the Affinity Down Affliction:
          • Target’s highest affinity level is reduced by 1.

Reflecting Prism
  • REQUIREMENTS: Level 20 and Light (Level: 4)
  • COSTS: 8 Magic
  • DESCRIPTION: A magical circle spawns around a target, which can transform into a prism.
    • Roll your Wisdom +10 dice vs. targets' Wisdom dice
      • Damage: +0
      • IF SUCCESSFUL: Target gets one stack of the Reflecting Prism Affliction:
        • At the start of each round, target takes Damage equal to half the amount of damage they dealt on the previous round.
        • Stacking Reflecting Prism only acts as a buffer.

Mass Laser
  • REQUIREMENTS: Level 20 and Light (Level: 5)
  • COSTS: 8 Magic
  • DESCRIPTION: A mass of lasers are spawned from your hand, instantly hitting all enemies.
    • Roll your Wisdom +6 dice vs. targets' Wisdom dice
      • Damage: Halved
      • EFFECT: Ignores all of targets’ Armor.
Penitence, Alpha
  • REQUIREMENTS: Level 20 and Light (Level: 5)
  • COSTS: 8 Magic
  • DESCRIPTION: Summon a beam of Light over a target, lazering the target.
    • EFFECT: This bypasses Cover.
    • Roll your Wisdom +15 dice vs. targets' Wisdom dice
      • Damage: None
      • IF SUCCESSFUL: Target gets five stacks of the Wisdom Down Affliction:
        • Target loses 3 Wisdom.
Light Thread, Alpha
  • REQUIREMENTS: Level 20 and Light (Level: 5)
  • COSTS: 4 Magic
  • DESCRIPTION: A thread of Light pierces all enemies, causing them to burn when they counterattack.
    • Roll your Wisdom +5 dice vs. targets' Wisdom dice
      • Neutral Damage: 5
      • IF SUCCESSFUL: Target(s) hit get two stacks of the Painful Counter Affliction:
        • Target takes 3 Neutral Damage whenever they Counterattack.

Blinding Defense
  • REQUIREMENTS: Level 30 and Light (Level: 6)
  • COSTS: 12 Magic
  • DESCRIPTION: Fire a beam of Light so bright, it blinds itself! Hits one target.
    • Roll your Wisdom +18 dice vs. targets' Wisdom dice
      • Damage: None
      • IF SUCCESSFUL: The target gets one stack of the Blinding Defense Affliction:
        • The target loses Attack Dice & Successes equal to their total Bonus Defense Dice & Successes.
        • Stacking Blinding Defense only acts as a buffer.
Hidden Spark
  • REQUIREMENTS: Level 30 and Light (Level: 6)
  • COSTS: 8 Magic
  • DESCRIPTION: Fire a high-powered beam of intense Light at a target.
    • Roll your Wisdom +13 dice vs. targets' Wisdom dice
      • Damage: None
      • IF SUCCESSFUL: It... disperses, appearing to do no damage, but a spark hides inside of the target.
        • Next time target deals damage via attack, the spark explodes; dealing Damage equal to 1.5x the amount of damage they dealt.
Stardust Blow, Alpha
  • REQUIREMENTS: Level 30 and Light (Level: 6)
  • COST: 15 Magic
  • DESCRIPTION: Summon a massive volley of star fragments from the heavens, which fall down to strike all enemies.
    • Roll your Wisdom +8 dice vs. targets' Wisdom dice
      • Neutral Damage: 10
        IF SUCCESSFUL: If it hits, target(s) hit gets two stacks of the Decaying Attack Affliction:
        • At the start of each round, target loses 3 Attack Dice.
Some of these may have to be simplified even further...

-----

Light spells I propose to nuke:
  • Spirit Lance (Light (Level: 3))



RE: Thread of changes and rebalancing - Orithan - 09-22-2015

Water
Cold Wave, Alpha
  • REQUIREMENTS: Water (Level: 1)
  • COSTS: 3 Magic
  • DESCRIPTION: Fire a wave of freezing water a target, removing a Buff.
    • Roll your Wisdom dice vs. targets' Wisdom dice
      • Damage: +0
      • EFFECT: Remove one stack of a Buff from the target.

Fatigue, Alpha
  • REQUIREMENTS: Level 10 and Water (Level: 2)
  • COSTS: 3 Magic
  • DESCRIPTION: Summon a spiking torrent of rain, which hits one target.
    • Roll your Wisdom +5 dice vs. targets' Wisdom dice
      • Damage: Halved
      • IF SUCCESSFUL: Target gets two stacks of the Increased Cost Affliction:
        • All of target's Magic Costs are increased by 1.
Ice Blast
  • REQUIREMENTS: Level 10 and Water (Level: 3)
  • COSTS: 8 Magic
  • DESCRIPTION: Fire a large-scale blast of ice at your enemies. The blast explodes in the midst of them, hitting all enemies.
    • Roll your Wisdom -2 dice vs. targets' Wisdom dice
      • Damage: Halved
      • IF SUCCESSFUL: Target(s) hit get one stack of the No Recovery Affliction:
        • Target becomes immune to all forms of recovery.

Overfreeze, Alpha
  • REQUIREMENTS: Level 20 and Water (Level: 5)
  • COSTS: 10 Magic
  • DESCRIPTION: Slowly freeze someone with extremely thick ice.
    • Roll your Wisdom +20 dice vs. targets' Wisdom dice
      • Neutral Damage: 3
      • IF SUCCESSFUL 1: Target gets five stacks of the Attack Down Affliction:
        • Target loses 3 Attack Dice.
      • IF SUCCESSFUL 2: Target gets two stacks of the Armor Up Buff:
        • Target gains 3 Armor.
Ice Field, Alpha
  • REQUIREMENTS: Level 20 and Water (Level: 5)
  • COSTS: 10 Magic
  • DESCRIPTION: Quickly freeze the entire field, turning the ground to ice in nearly an instant. Hits everyone without Water affinity.
    • EFFECT: This bypasses Cover.
    • Roll your Wisdom +8 dice vs. targets' Wisdom dice
      • Damage: None
      • EFFECT: Negate a currently existing Field Effect
      • IF SUCCESSFUL: Target(s) hit get one stack of the Frozen Affliction:
        • Target can not move or perform any actions that require movement.
        • All stacks of Frozen are removed if the target is hit by a Fire spell.

Diamond Dust, Alpha
  • REQUIREMENTS: Level 30 and Water (Level: 6)
  • COSTS: 15 Magic
  • DESCRIPTION: Whip up a massive gale consisting only of diamond-shaped ice fragments, which rains over all enemies.
    • Roll your Wisdom +23 dice vs. targets' Wisdom dice
      • Damage: Halved
      • EFFECT: If it hits, target(s) hit get one stack of the Buff Decay Affliction:
        • At the start of each round, target loses one stack of a random buff they have, rolled with $1d# where # = Number of buffs on the target.

Deep Freeze
  • REQUIREMENTS: Level 30 and Water (Level: 7)
  • COSTS: 13 Magic
  • DESCRIPTION: Freeze someone so hard, it makes water attacks freeze on the target.
    • Roll your Wisdom +20 dice vs. targets' Wisdom dice
      • Neutral Damage: 8
      • EFFECT: Target gets one stack of the Deep Freeze Affliction:
        • Every time the target is hit by a Water spell, target loses a stack of a Buff they have.



RE: Thread of changes and rebalancing - WindStrike - 09-27-2015

Have a Changelog for upcoming changes/removals/etc. for Passive Skills!
  • Booster:
    • Whimsical Strikes switched to an Active Skill.
    • Too Manly removed. It will return later in some form.
    • Bomb Affinity removed.
    • Sword Affinity removed.
  • Offensive:
    • Attack Increase added, aka increase your Attack Dice equal to your Total Affinity Levels.
    • Suppress Strike removed, its effect will go to a Light spell.
    • Defense Break removed, its effect will go to a Fire spell.
    • Elemental Erasure, double jumped to Level 30 and triple jumped to Level 50.
    • Magic Death switched to an Active Skill.
    • Nethertoxin changed to "if the target has less than half Hearts, your attacks gain Damage equal to your Total Affinity Levels".
    • Dark Heart removed.
    • Frostburn removed.
    • Spread Shock, the shock is now automatic and does not require a roll.
    • Static Field renamed to Sparking Blast, and the description is that when your single-target attacks land, it shoots out a bunch of sparks that auto-hit all enemies. Same effect, just a redescription.
    • Defense Down removed, its effect will go to a Fire spell.
    • Essence Shift removed, its effect will go to a Shadow spell.
    • Fervor switched to an Active Skill.
    • Razor Affinity removed.
    • Overload removed.
    • Boomerang Affinity removed.
    • Elemental Drain removed.
  • Defensive:
    • Defense Increase added, aka increase your Defense Dice equal to your Total Affinity Levels.
    • Attack Down removed, its effect will go to a Nature spell.
    • Levitation removed.
    • Affinity Resistances switched to Support Spells.
    • Guardian Shield removed, its effect will go to an Arcane spell.
    • Burning Shadows removed, its effect will go to a Fire/Shadow spell.
    • Bounce Back now only boosts Courage, with a multiplier of * 2.
    • Re-Covery buffed to be based on Total Affinity Levels.
    • Shielded Cover removed.
    • Rock Cover removed, its effect will go to a Nature spell.
    • Fireguard removed, its effect will go to a Fire spell.
    • Repulsion Aura removed.
  • Support:
    • Magic Efficiency removed.
    • Post-Battle Recovery altered to "At the end of the battle, you recover Hearts & Magic equal to half their respective maximums".
    • Natural Rejuvenation removed, its effect will go to a Nature/Light spell.
    • Spell Requiem removed, its effect will go to a Water/Light spell.
    • Spellback Recovery removed, its effect will go to an Arcane spell.
    • Sadist removed, its effect will go to a Shadow spell.
  • Counterattack:
    • Strikeback removed.


And here’s one for Active Skills!
  • Combat:
    • PSI Enchant just costs 1 Magic, and it can be applied to any non-affinity attack.
    • Cross Slash no longer uses the weaker Damage Modifier. It now averages both the Dice Modifiers and the Damage Modifiers.
    • Spin Attack decreased to 3 Magic.
    • Double Spin Attack decreased 6 Magic.
    • Open Wounds now just causes the target to get a number of stacks of Bleeding.
    • Laser Eyes switched to be Wisdom-based and increased Dice Modifier.
    • Rapid Punches now requires two free hands. However, it has increased Dice Modifier and EFFECT 1 has been removed.
    • Amplify Damage removed.
    • Rupture, the Affliction’s first effect is buffed, the secondary effect is removed.
    • Ability Clone buffed from +5 to +10 on the Dice Modifier.
    • Deliverance no longer fires each shot at its respective affinity level. Instead, it adds Successes to each attack. The more fired, the more Successes.
    • Wave of Terror Magic cost increased.
  • Support:
    • Rearm now counts as starting the charge itself but Magic cost increased to be 150% of original cost.
    • Mechanic now restores 3 Hearts per stack, up from 2 Hearts.
    • Enrage reduced to 3 Magic cost and the effect is flipped to be “+1 Damage for every 5 Hearts missing”.


In theory, these changes will be applied in 1 to 2 weeks.


RE: Thread of changes and rebalancing - Orithan - 10-05-2015

Nature
Thunderspark, Alpha
  • REQUIREMENTS: Nature (Level: 1)
  • COSTS: 2 Magic
  • DESCRIPTION: Fire off a small orb of Lightning that shocks a target’s protection. Hits one target.
    • Roll your Wisdom +3 dice vs. targets' Wisdom dice
      • Damage: None
      • Vs Water: +2 Successes
      • Vs Fire: -2 Successes
      • IF SUCCESSFUL: Target takes Neutral Damage equal to their Armor.
Rumble Quake, Alpha
  • RESTRICTIONS: Cannot hit airborne targets
  • REQUIREMENTS: Nature (Level: 1)
  • COSTS: 3 Magic
  • DESCRIPTION: Hit the target from below ground, causing the target to become immoblized from the tremors.
    • EFFECT: This bypasses Cover.
    • Roll your Wisdom +3 dice vs. targets' Wisdom dice
      • Damage: +0
      • Vs Water: +2 Successes
      • Vs Fire: -2 Successes
      • IF SUCCESSFUL: Target gets one stack of the Immobilized Affliction:
        • Target can not move or perform any actions that require movement.

Lightning Bolt, Alpha
  • REQUIREMENTS: Level 10 and Nature (Level: 2)
  • COSTS: 3 Magic
  • DESCRIPTION: A bolt of Lightning strikes a target from the sky.
    • EFFECT: This bypasses Cover.
    • Roll your Wisdom +2 dice vs. targets' Wisdom dice
      • Neutral Damage: $1d8
      • Vs Water: +4 Successes
      • Vs Fire: -4 Successes
      • EFFECT: Airborne targets take an extra 2 Neutral Damage

Power Outage, Alpha
  • REQUIREMENTS: Level 20 and Nature (Level: 4)
  • COSTS: 10 Magic
  • DESCRIPTION: Knock out the Power on the field by using an electrifying pun attack that hits everyone except those with the Nature affinity.
    • Roll your Wisdom dice vs. targets' Power dice
      • Neutral Damage: 7
      • Vs Water: +8 Successes
      • Vs Fire: -8 Successes
      • EFFECT: If it hits, target(s) hit lose 7 Power.
        • DURATION: This lasts for the remainder of the battle.

Gale Punch
  • REQUIREMENTS: Level 20 and Nature (Level: 5)
  • COSTS: 8 Magic
  • DESCRIPTION: Call the wind around you, using your Magic to form it into an ethereal fist. Then, fling the fist of wind at someone!
    • Roll your Wisdom +10 dice vs. targets' Power dice
      • Damage: Halved
      • Vs Water: +10 Successes
      • Vs Fire: -10 Successes
      • IF SUCCESSFUL: Any Handheld Items the target has equipped is flung out into the middle of the field.
        • Anyone can spend a Support Action to pick up a dropped item, either by immediately equipping it or stashing it into their inventory.

Fling
  • REQUIREMENTS: Level 30 and Nature (Level: 6)
  • COSTS: 10 Magic
  • DESCRIPTION: Using the power of wind, attempt to lift a target up.
    • ATTACK 1: Roll your Wisdom +20 dice vs. targets' Power dice
      • Damage: None
      • Vs Water: +12 Successes
      • Vs Fire: -12 Successes
      • If SUCCESFUL: Then, fling the target as far as you can with ATTACK 2!
    • ATTACK 2: Roll your base Power dice with no bonuses applied
      • Damage: Halved
      • Vs Water: +6 Successes
      • Vs Fire: -6 Successes
      • IF SUCCESSFUL: Target is considered out-of-the-battle for the next two turns.
        • If this would skip the target’s turn, their turn instead happens when the DURATION ends.

Candidates for removal:
  • Static Link (Nature (Level: 4)). Being moved to Shadow
  • Leech Seed (Nature (Level: 5)). Too similar to Particle Transfer in a simplified form.



RE: Thread of changes and rebalancing - Orithan - 10-09-2015

Trap rewrites!

Support
Cinder Trap, Alpha
  • RESTRICTIONS: This spell can only be cast with the Tether Spell to Object Active Skill
  • REQUIREMENTS: Level 10 and Fire (Level: 2)
  • COSTS: Minimum of 3 Magic
  • DESCRIPTION: Place a Magic circle of Fire on the ground on an object (not a person), which is invisible to everyone except yourself and your allies.
    • EFFECT: The spell's Break Limit is equal to the cost of casting this Spell.
    • TRIGGER CONDITION: Someone touches the object attached to the Magic circle.
    • TRIGGER EFFECT: Small cinders fly out of the trap, automatically dealing Neutral Damage to anyone within a short proximity from the trap.
      • Neutral Damage: 5
    • DURATION: This trap is consumed upon triggering.
Magma Trap
  • RESTRICTIONS: This spell can only be cast with the Tether Spell to Object Active Skill
  • REQUIREMENTS: Level 10 and Fire (Level: 3)
  • COSTS: Minimum of 6 Magic
  • DESCRIPTION: Place a Magic Circle of magma on an object, which is invisible to everyone except yourself and your allies.
    • EFFECT: The spell's Break Limit is equal to the cost of casting this Spell.
    • TRIGGER CONDITION: Someone touches the object the Magic circle is attached to.
    • TRIGGER EFFECT: A plume of lava erupts on anything within a short proximity from the trap, coating them in lava:
      • Roll your Wisdom dice vs. targets' Wisdom -6 dice
        • Damage: Halved
        • Vs Nature: +6 Successes
        • Vs Water: -6 Successes
        • IF SUCCESSFUL: Any Armor (Items) target(s) hit are wearing get one stack of the Armor Burn Affliction:
          • At the start of each round, target takes Neutral Damage equal to half of the Armor's (item) Armor Bonus.
          • Stacking this only acts as a buffer
    • DURATION: This trap is consumed upon triggering.
Firebomb Trap, Alpha
  • RESTRICTIONS: This spell can only be cast with the Tether Spell to Object Active Skill
  • REQUIREMENTS: Level 20 and Fire (Level: 4)
  • COSTS: Minimum of 9 Magic
  • DESCRIPTION: Place a Magic circle of fireballs on an object, which is invisible to everyone except yourself and your allies.
    • EFFECT: The spell's Break Limit is equal to the cost of casting this Spell.
    • TRIGGER CONDITION: Someone touches the object that the Magic circle is attached to.
    • TRIGGER EFFECT: A carpet of flames explodes from the trap, burning anyone who is within a medium proximity from the trap:
      • Roll your Wisdom dice vs. targets' Wisdom -5 dice
        • Damage: $3d6 on each target
        • Vs Nature: +$0d2 Damage
        • Vs Water: -$0d2 Damage
    • DURATION: This trap is consumed upon triggering.
Heatwave Trap, Alpha
  • RESTRICTIONS: This spell can only be cast with the Tether Spell to Area Active Skill
  • REQUIREMENTS: Level 20 and Fire (Level: 5)
  • COSTS: Minimum of 12 Magic
  • DESCRIPTION: Place an extremely hot Magic circle over the area, which is invisible to everyone except yourself and your allies.
    • EFFECT: The spell's Break Limit is equal to the cost of casting this Spell.
    • TRIGGER CONDITION: A non-Fire Field Effect is summoned in the same area as the Magic circle.
    • TRIGGER EFFECT: The Magic circle reveals itself and summons the Heat Wave, Alpha Field Effect:
      • A fierce wave of heat bombards the battle, dehydrating everything that doesn't have the Fire affinity.
      • When this comes into play, remove the Field Effect that was originally going to be summoned.
      • At the start of each round, everyone without Fire affinity takes 5 Neutral Damage
      • Anyone who doesn't have a Fire affinity has their Highest Affinity Level decreased by 2.
      • DURATION: Until Heatwave Trap is removed.
    • DURATION: This trap remains active for the next two rounds, at which point it is consumed by its own heat and destroys itself.