Skills Update! - WindStrike - 10-11-2015
A good chunk of the Skills (namely the Passives) were either overly complex, useless, or in a few cases, kinda busted. With help from Orithan, we went through and made a list of changes and removals. In a nutshell, we consolidated and streamlined 'em. Note that although a good number of things got removed, a lot of them will return down-the-road, either in a few weeks or when the spells rewrite rolls around in January. Anyhow, here's the changelog below:
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.
- 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”.
Booster:
- Whimsical Strikes removed. It will return as an Active Skill later.
- Too Manly removed. It will return later in some form.
- Bomb Affinity removed.
- Sword Affinity removed.
Offensive:
- Suppress Strike removed, its effect will go to a Light spell.
- Defense Break removed, its effect will go to a Fire spell.
- Magic Death removed. It will return as an Active Skill later.
- Dark Heart removed.
- Frostburn removed.
- Defense Down removed, its effect will go to a Fire spell.
- Essence Shift removed, its effect will go to a Shadow spell.
- Fervor removed. It might return as an Active Skill, still trying to figure it out.
- Razor Affinity removed.
- Overload removed.
- Boomerang Affinity removed.
- Elemental Drain removed.
Defensive:
- Attack Down removed, its effect will go to a Nature spell.
- Levitation removed.
- Affinity Resistances removed, they'll be 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.
- 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.
- 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:
Offensive:
- Attack Increase added, aka increase your Attack Dice equal to your Total Affinity Levels.
Defensive:
- Defense Increase added, aka increase your Defense Dice equal to your Total Affinity Levels.
Offensive:
- Elemental Erasure, double jumped to Level 30 and triple jumped to Level 50.
- Nethertoxin changed to "if the target has less than half Hearts, your attacks gain Damage equal to your Total Affinity Levels".
- 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.
Defensive:
- Bounce Back now only boosts Courage, with a multiplier of * 2.
- Re-Covery buffed to be based on Total Affinity Levels.
Support:
- Post-Battle Recovery altered to "At the end of the battle, you recover Hearts & Magic equal to half their respective maximums".
Given the sheer number of removals, this update looks like nerfbat kingdom, but fear not, most people weren't using those anyways (except the OP as heck Defense Break, cough cough... which I was actually the one abusing as DM), and I'm hoping in a few weeks I can bring some of them back as Active Skills. Any of the ones switched to spells, on the other hand, will have to wait till the spells rewrite.
RE: Skills Update! - WindStrike - 10-15-2015
Another quick update, after realizing that the Restoration Hearts & Magic Jars are practically identical to the Red & Green Potions at higher levels, said pots have been buffed. ... and I'm not referring to Forgotten Third Eye's pot shenanigans.
- # = your Total Affinity Levels
- Red Potions updated from recovering '4 + (# * 2) Hearts' to '6 + (# * 3) Hearts'
- Green Potions updated from recovering '4 + (# * 2) Magic' to '6 + (# * 3) Magic'
- Blue Potions updated from recovering '2 + # Hearts & Magic' to '9 + # Hearts & Magic'. However, its price at Monroe's Goods has been increased to reflect that.
Speaking of Monroe's Goods, the Skills Update and Potions Update have been applied to it.
Passive Skill Stuff:
- I realized that, based on the wording, Warp Shield somehow factors Armor in when it kicks into effect... which makes no sense if the barrier is surrounding you. I know it's a nerf, but for the record, it was never intended to factor Armor in. That wording has been fixed.
- Elemental Erasure is apparently too strong in the early game. So the first tier has been jumped to Level 10.
- This was in the initial update, but not part of the notes: Status Protection (Support Passive) now only requires Water (Level: 1), instead of 'Level 10, Water (Level: 1) and Shadow (Level: 1)'.
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