Jump to content
Double Fine Action Forums

BluesForBuddha

Members
  • Content Count

    56
  • Joined

  • Last visited

Everything posted by BluesForBuddha

  1. This playlist mix running as background music to the art is the best thing ever. Blade Runner, Ambient Melodic Trance, Noir, Funk... I noticed you're using Spotify there at Doublefine. HOW DO I FOLLOW THIS? I need to spin these Doublefine Grooves at my own workplace. For serious. Tell me that this is from a curated stream somewhere and that I can at least get a track listing.
  2. Just give me an Uber-Etherial style mask or differentiating prop on a few of these big'uns and call them something different in the text box. Forgetfulness lord, etc. or something of the kind. Maybe throw some new powers or unique abilities. It's nice to want things, but you know... Kickstarter. Hopefully the game'll do well enough to merit expansion.
  3. Welp, just watched Teamstream 12. Digging the Salt Stacks, pleased to see that everything seems to be ticking along smoothly. Glad to hear that the Vanguard may still have a chance of making it in the end. I'm hoping that once production gets rolling in earnest we may find that there's some available time to try to flesh ot on classes. Come on... one more corruption enemy. You can do it guys! I'm not currently seeing in the roster any role analagous to the Squad Leader / Tactician type character -- a very rare archetype in tactical video games but always my favorite. You know, guy who doesn't do large amounts of damage in and of themselves but who brings the ineffable edge to the party, allowing them to fight better through sneaky abilities like messing around with initiative, inspiring others or conveying buffs (think holo-targeting in XCOM) healing teammates, allowing people to fight harder, better, stronger and synergize better as a group. I liked DF's idea (mentioned way back in the day) that all the units in the game used to have "day jobs" before the demons arrived, and that the Vanguards were the old military types. Taking charge, inspiring the laypeople, leading the assault. Think Captain America's role in the current imagining of the Avengers. Not the heavy hitter, but the guy everyone turns to when things are at their worst who has the morale boosting power and battlefield presence to turn the fight around. In my mind, the Vanguard was similar to what D&D 4E was doing with their Leader role, especially the Warlord. Guy whose powers almost all served to improve the strength of teammates by doing things like granting extra attacks or bonuses to teammates when engaging foes, giving units "saving throws" at critical moments to shrug off status effects, locking down bosses mano-a-mano so the rest of the team could pile on. That kinda thing. Once upon a day I wrote up a big post that detailed some rough brainstorming for conceptualizing the 12 different prime and hybrid classes and what made them all disntinctive. It's still around if anyone there at Doublefine is scratching their heads and wondering what might be the difference between an arbalist-caberjack and a caberjack-arbalist. That was back when the Hunter class had a falcon of course. Aah, la plus change. Looking forward to the next teamstream. Massive Wee everywhere.
  4. Nice stream guys, but... gotta say, **seriously** disappointed that the Vanguard is now a cut feature. I was 100% onside with the concept of 2 melee, 2 ranged classes with differentiators for each -- seemed like a great balance for a game in which most of the fighting was up close and personal. Now things are just getting kinda weird in here. Maybe I missed the justification, since I was about 10 mins late signing on to the stream but what was the rationale exactly? In my mind at least the Vanguard and the Caberjack were quite functionally different units - different at least as the nimble swordmaster is from the stumpy, tanky knight in Fire Emblem. You had your perfect square of leader/support, defender/tank, striker/dps and controller/debilitator and now you don't. So.... I know that the DF team is proud of defying genre conventions and being all quirky and eccentric and all that, but you know guys it is possible to take a certain thing so far. Your promo art had a family beating back the hordes with bows, swords, swords, axes and spells. Fairly definitive fantasy stuff, if slightly vanilla but easily understandible to Joe Backer. Now, as I understand it, we will be passing down to our ancestors uh... cabers, jai-halai scoops and bowzookas but NOT swords, axes, bows, spells and what have you. I guess what I'm saying is that it's starting to feel a little cute for the sake of cute for my taste in here. I think the sword, just a straight up sword (even if it was also a tuning fork) helped bring the craziness down to earth and keep things grounded in the realm of a fantasy game. I'm having difficulty feeling the tone of the game at this point in time. I hope there will still be time to reconsider some of the class choices and hopefully add that holy quadrangle back in there. I thought that an important point of MC was that it was taking the XCOM formula but putting a melee combat twist on a lot of the gameplay. Now, if every melee attacker in the game is some dude swinging a giant log then... I don't know. Something just doesn't feel right about that. If I were cutting classes I would have started with the alchemist. That said, pretty heartened at the solid progress I'm seeing on the technical level. I trust you guys to right the ship and get things working well. Just part of the pitfall of the sausage making being there for everyone to see, I guess.
  5. I totally agree. Even if I'm in for a hundred bucks on the kickstarter, I'd chip a few more coins into the tip jar for character customization if they floated it as an add-on for X amount of dollars. $1m sounds like a lot to make a game, but it's really not. I'm already astounded by what they've done with the resources they have.
  6. In a perfect world, I would love to be able to see everyone's snazzy mustache and how different that is from everybody else's snazzy moustache. Would I trade that feature for the alternative of having deep, fleshed out hybrid skill trees? No. If something has to give, cosmetics are lower down on the list of nice-to-haves above core gameplay. That said, I hope we get plenty of hair/skin tone/ tabbard and maybe some face swaps. Fire emblem used the same bodies for everybody and the character of each of those units came through easily just with color and a special face. Kind of depressing to see this element of the sausage making up close and out in the open, but it was always there. Just farther from view in projects which are not crowdfunded.
  7. Chiming in on the thread: In general, you want your enemies to fulfill roles: Minion, artillery, brute whatever. The less overlap between them the better... and as the thread has pointed out: Chess has only 7 pieces but it does a lot. I was however sad not to see at least a "2 demons per family" symmetry going on -- this seemed like a given once the pictures started rolling, but that's just my completionist talking. Only one corrosion demon but two of everybody else seems like a seriously missed opportunity, and I hope that if some extra resources are discovered they can be applied to having some other kind of creature in that wheelhouse for the full 2-per family spread -- I think I could be happy about that. Hard to get a feel for a particular family's flavor if the family is a family of 1. I will bow to the devs and their design document however. What I know about rigging modeling and budgeting for same is essentially zero, so if you say that animation and iteration time necessitates just these 7 guys, then OK I believe you. At least there's a lot of variety in there. The time killer isn't anything like the spawner, and this is good. I think I remember on the teamstream someone saying that there might be 'upgraded' versions of certain creatures, which would go a long way towards variety. You know, regular spawner, foul spawner, weird spawner -- each of which may be subtly different in terms of powers while keeping to the same basic template of "long range artillery with a side order of controller". I didn't really see anything in there approximating a vanilla soldier demon or a lurker demon. Let's see what our chesspieces are: - Expendable Kamikaze Striker w/a side order of control (exploder) - Hard Mid-Ranged Controller Mastermind (Forgetfulness mage) - Tanking brute hit point sponge (forgetfulness brute) - Long range artillery / controller (spawner) - Harassing melee minion (grub) - Ranged striker (bonethrower) - Scary melee elite (timekiller) Seems a bit light on melee baddies for a game in which people get up in people's business with swords a lot. One thing I notice you don't have yet in the classic set of bad guy role tropes is a solid lurker. That is "a creature who specializes in stealth tactics and pouncing on and picking off guys who try to be heroes and wildcat it on their own". Ususally super dangerous one-on-one, easy to kill with a prepared party. Proposed: CamoLurker (Corrosion?) Function: Living traps that hide inside terrain features, terrorizing PCs and make them paranoid. Strong initial attack, moves into foot soldier role once discovered. Description: Corrosion demon with an uncanny knack for seeping into and corrupting battlefield landscape from the inside out. Has the ability to mimic items or tiles in the environment, lurking stealthily inside rocks, trees and whanot and biding their time before pouncing on PCs. In essence, every tree, rock or table in the environment could be a secret "alien egg" just waiting for a chestburster to spring from it. When disguised, this demon waits for PCs to draw close then opens confrontations with a terrain-rupturing surprise pounce attack that triggers on "demon overwatch" - ie. during the PC's move phase (unlike other demons). If successfully pounced, a unit will be immobilized inside the lurker, unable to move or attack at range while being dissolved by the corrosive acid inside their blankety innards. Lurkers have a small flagellum which they can use to punch other heroes attempting to free their comrades while they are dissolving a PC, but are not otherwise awesome fighters. If a lurker successfully kills a PC, that character is dissolved and the lurker attempts to hide and lurk again. "Glancing blows" on lurkers who are trapping PCs inside them hurt the trapped person. Has higher than normal stealth characteristics. On enemy movement phase, un-lurks, tries to move to a more advantageous piece of terrain closer to PCs, lurks again. When cornered, will fight gamely with their flagellum and maybe spit acid on people. Maybe higher level lurkers have the ability to mimic terrain rather than just lurk inside existing terrain. "Waaaaait. Was that box there before?" Can be easily discovered and exposed by blast/burst effects, like alchemist's ranged flasks. Suspect that that suspicious rock is secretly a clutch of lurking corrosion demons? Throw fire at it. High level lurkers have the ability to convey the "lurking horror" genetic trait on PCs who took big damage while enveloped. This trait once acquired will cause a new lurker to suddenly rupture out of the chest of the infected PC anytime from 1 year to 40 years in the future from the time of the attack Obviously, this kills the PC. "Lurking horror" is inheritable and passable to descendents. It may or may not be curable.
  8. BRAD, I'M GLAD YOU"RE EXCITED Those comps are bad ass. Just wanted to include a note that says I hope that the forgetfulness demons include the ability to temporarily (or permanently?) cause a player to lose access to some of their tactical abilities. Seems like a no-brainer, I know.
  9. I totally agree with the initial poster here that descendents (or at least lineage) of the houses is your primary 'currency' of MC and I +1 the favoring of this over a general backdrop of money or resources or what-have-you. Talking about gil or diamonds or the country's coffers is a little strange when your timeline stretches into the hundreds of years. Watching those days fly by makes you take a macro-level view. The problem that I see developing is what I'll call the FTL paradox. They want random tactical-layer events in the vein of FTL, which is great... but FTL had about a million currencies inside its systems - crewmembers, weapons, blueprints, resources (of multiple kinds), ship damage, etc. etc. so it was no problem writing a thousand events that could impact these in multiple subtle ways. Go down to planet, lose crewmember but gain spaceship parts. Discover alien race but lose time racing against the wall of the pursuing fleet. Super easy to just freestyle events all the live-long day. In MC I'm not currently seeing a similar breadth of currencies available to the player. I'm sure they're be there in time... but they're... what... relics, characters, bloodlines... uh... Strangely it doesn't seem as micromanagey as FTL despite managing little dudes on a map, so you have less options at your management disposal. I liked in XCOM how there was a fluctuating budget for this and that that you had to manage over the timeline, with a re-up each month as long as you had countries onside with the program. You had to assess 'funding' in relation to how many plasma rifles you could afford to buy or how many satellites you could launch, with a single currency that you could prop up if you needed to by selling the bodies of sectoids or whatever on the grey market. In this scenario I guess the main currency of the land is... population? Is there a population counter over each region? Corruption? Is there a corruption counter? Can you have an event like "chase the white hart!" that has some impact beyond just "you get a new character" or "your character learns a skill a little early?" We're not sure. Whatever it is, it shouldn't be gold. 100% agree on that front.
  10. Awesome thread. My two cents: Fossilization / Calcification - cracking sounds. Get over to a slaughterhouse, grab yourself some ham bones and start putting them in vices and hitting them with heavy things while the tape recorder plays. You know that rrrrrr-POP sound that happens when you bend something like a small dowel and it strains then snaps? Everything should be like that. Like, every step they take should have a sort of straaaaaain snap effect to it. Like the effort of hauling your foot out of quicksand or deep snow only to have to haul it out again on the next step. Rock grinding against rock. Forgetfulness: The rewound tape recorder sound is a great idea, as is silence, though it's hard to do well. I agree that for some kind of super attack you should do the 'mute everything to 5%' treatment, maybe just with ragged breathing overtop of it, Dead Space hard vaccum style. Other times, fuzzy fizz like static, especially for demon hissing. Put some scraps of songs or dogrel subtly in the backgroudnd, like you were listening to a wedding very faintly from over the hill far away. Spinning the dial on a shortwave radio with who knows what coming in over the airwaves from eastern Mongolia. Growth / Mutation: Bubbling retorts. Record a bunch of ordinary effects under water so that it has that bloop blarp sound to it. Throw some ham steaks around, get that wet meat slapping sound when creatures walk. Whisk branches of leaves around so that things sound like wind blowing through a forest at night. Corrosion / Rust: Sounds like Silent Hill. Clanging, kind of industrial sounds. Winds blowing, desert.
  11. Yeah, it's a pivot. Rocks back on the arm joint. Slam forwards like a jackhammer on a swing into demons for great justice. I see no reason why the caber in "carrying mode" couldn't or wouldn't have a bandolier strap or a shoulder harness so that it was slung sideways like HWG and his minigun while you're lumping it around the battlefield. I also think it should have a couple of handles in different points for different caber modes. Using the caber with the hip-slung harness for door and shell cracking, but maybe two grips on the base for when the caber is held at attention in throwing mode? ... and as a barrier would be something you'd do "crossbar style" with a different set of handles. You know, classic garbage compactor scene with one guy holding up huge crossbrace horizontally to stem the closing walls.
  12. I am digging this visual character sheet interpretation. Stylish! Nice illustrations, great flavor.
  13. You guys want to SWAT team it. Back hand hold in the grip style, forehand holds in the style pictured above. Like a minigun. TIME TO LET OL' PAINLESS OUT OF THE BAG.
  14. Pretty sure that they said in the teamstream that a relic can only be advanced one tier per generation. Starts out at "normal sword" and then generation 1 can take it to "heirloom sword" - XP 500 Next guy has the potential to take it from XP 500-1000 for "relic sword" over a lengthy career if he performs well. Next gal can take it from XP 1000-1500 for "epic sword", etc. And the seventh son of the seventh son can take it to "Legendary Sword of Legendaryness" at XP 2000 where it stays. This is assuming they they all a) Live long enough to get there b) Fight often enough with that sword to get there Weapons that fail to meet their threshhold sit forelornly at XP 495.95 and wait for the next guy, I guess. Maybe dying with a legendary blade in your hand confers a -50% xp penalty to the weapon so you have a bit of a hump to climb again if you don't reach your goal. Can't be that legendary if their master croaked with it in their hands now, can it? Also from the teamstream: No hats, armor, gear or other equipment are going to be relics. Just weapons. The rest of the stuff goes through the normal research tree upgrade process. I liked Blood Bridle's narrative explanation of how swords and cabers require that mythic power bump from ancestors to actually *hurt* demons (because: timestream?) which is why researching them would make no difference. Hats and coifs? Still OK to stop fireballs thrown at you even from demonic sources, especially if mithral or what-have-you. Doesn't explain how level 1 weapons can be effective against the hordes but yadda yadda, power of unity and bloodline togetherness when fighting even with basic weapons, murmur murmur. Have we discussed having rare badass types of demons who have the equivalent of the old D&D "Can only be hurt by +1 weapons and above?" property? Because those would be scary. Non-relic weapons do only 25% base damage or something. Maybe even uberboss superdemonlord guys who can only be hurt by weapons of +2 and above? Non-legendary weapons need not apply? Flipside: Demons who can only be hurt by demonic weapons, take 1/4 damage from anything else. Hmmm.
  15. I think the possibility for weird outside case superrelics might exist, but only in rare cases. First step would be to get it nailed down so that everything was flowing correctly through the bloodline. THEN, once the system made sense, you could have some kind of uber-relic that was an exception to the rule and that had a condition like "Can only be bound to a warrior who has slain 10 lords of Forgetfulness". Also: Relic swords and crossbows : totally makes sense. Relic cabers? Kind of weird. The idea of relic jai-halai scoop flings? Totally zany.
  16. I'm 100% down with the ranged threat + movement focused classes. Don't know if a 5th class is the right focus for it, as that also exponentially increases all the other classes by an addional hybrid slot leading to a total workload of almost 20 classes instead of twelve when you factor in the hybrids as distinct entities. I think maybe what you're describing here could be wrapped up in the Caberjack-Vanguard or Caberjack-Alchemist roles. That is to say "Defender + Tactician" or "Defender + Controller" guys who use a medium range weapon. I'm making the assumption that Vanguards are your melee class with "close range potential" threatening up to 1 square for most attacks while caberjacks fill the role of "medium range" and threaten 2+ squares by and large. You can still do your hooking, slamming and forced movement tricks at a distance type attacks with a big log. "Big guy with log who gets up in people's grills" is also a caberclass, probably just not the controller-defender one.
  17. The idea of the four main classes as instruments is nuts. I love it. Reminds me of those old SCUMM games like Monkey Island in which the MIDI changed but didn't stop when you changed areas... different themes and tones faded in, but nothing ever "hard-stopped" Selecting a caberjack and hearing like, woodblocks and percussion come to the fore? That'd be wild. Still think there should be overworld music though - something maudlin and Anglo-Saxon. And the chalice / throne room suite should be suitably weird and fey, especially if they're doing the effect with 2 faces talking simultaneously. 2 part harmony? Also the glass harmonica or the Tibetan meditation bell should feature prominently. Any insturment where you run your finger around the inside of a metal or glass cup.
  18. Oh, also if you're borrowing from D&D 4E, be sure to crib their recent schtick of having the majority of the healing and buffing powers trigger as a bonus side effect WHEN A UNIT PERFORMS AN ATTACK. This is the "leader" archetype's main schtick now. It gets around that time-old problem of Clerics and other support/leader classes fulfilling the tactically boring but necessary job of "those dudes in white robes who spend every turn hanging around at the back wasting their entire turn casting Cure". By baking healing and attacking together in one single swipe, leaders become frontline badasses who get up in enemies' grills and inspire their teammates to fight harder and snap out of debilitating effects through good old fashioned hammering on enemies like a boss. There's still a place for the full-turn "do nothing else" ultra-heal spell of course, but when you see this tweak in practice you never want to go back to the passive healer again. Nothing says Leadership like busting out that big rallying cry and smashing a sword into an enemy's face WHILE kicking back 20 hp of healing to the team, inspiring everyone back to their feet and away from the brink of death. SPARTAAAAA.
  19. To Brad: Hey, when the stars align it must mean you're on to something! Our DM likes to say that older versions of D&D concentrate more on players "building the best character they can" (in isolation) while 4E's skill system, design decisions and mechanics stress building the best TEAM possible... not quite the same. In practice, we all really enjoy the heavy emphasis on role specialization when we're at the table. Watching that holy quadrangle of defender / leader / striker / controller (whether they be paladin, rogue, warlord or what-have-you) come together like the A-team and pull each other's bacon out of the fire using their individual strengths and talents is a beautiful thing. It was definitely fun brainstorming all 12 classes and trying to come up with various ways that an arbalist-alchemist might be functionally differentiated from an alchemist-arbalest. Looking forward to that next teamstream!
  20. I think the way I was imagining it is that all the classes including the hybrids have their own skill tree of maybe "5 blocks high" - similar to XCOM - of which you can choose either choice 1, 2, or 3 on level up. Hybrids are using the same base weapon as their "pure" parent class, so you'd see a lot of repetition or near-repetition of skills, like basic caber thumping or command auras for the vanguards. Hybrid classes have maybe 50% of the same skills on that tree (where it makes sense) and 50% new skills Let's say for example that arbalists get the "stealth" skill at level 2, and you can choose between a couple of types of stealth buff. In the way I was describing it, the bow leader hybrid guy (arbalist-vanguard) would have maybe the same arbalist choices at level 1, but a completely different set of choices on level 2, **neither** of which are stealth but both of which are "mark the target" striker-leader type abilities. Ditto, the commando unit (vanguard-arbalist) does NOT have "inspiring charge" at level 2 but instead has the arbalist's default level 2 "stealth" choices, making him a de-facto commando -- guy with a sword who maybe projects no command auras but just happens to ALSO be able to stealth cloak. Sacrifice some signature skills to get others. So instead of healing word the vanguard-alchemist would have 'poison blade' for their level 3 power, and you could choose between slow poison and blindness poison as your choices. The cone-blasting vanguard alchemist would have "cone of acid" in place of the vanguard's native tactical shift. Something like that. I see the "vanilla" classes having slightly better/stronger versions of all the signature powers. So if you took "leadership aura" as a caberjack-vanguard hybrid, it would be a weaker version of the "pure" vanguard power with maybe a smaller range and effect.
  21. And aside: I think the roles map pretty much directly onto the 4 main D&D 4E specializations, which is to say: Vanguard = Leader Primary support class - tactician / healer. Not high DPS but when they're on the field "everybody fights better" through a combination of command auras, buffing powers (musical weapons?) tactics and soforth. Has a lot of abilities that grant bonuses to other units especially when "leading from the front" mano-a-mano and clashing swords with the bad guys while others pile on. Arbalist = Striker Glass cannon, high DPS unit. "The party rogue." strong at making powerful long-distance attacks, squishy up close but with a suite of stealth skills for keeping out of trouble and a flexible falcon for marking and spotting units and making sure they can't hide from the eagle eye. Alchemist = Controller Dual role of minion control (ie. dealing with hordes of weak monsters) through AOE attacks and hard control against single targets through vectoring debilitating status effects. Has the ability to create tactical zones, walls and persistent terrain effects Caberjack = Defender High HP, high armor. Specializes in tanking and drawing the ire of lots of mooks, keeping them away from the squishier party members. Can be a portable fort, use the caber as mobile cover and has a wide threat range that makes it hard for enemies to slip past, potentially stopping or stunning foes. Especially adept at drawing in lots of enemies and then doing a big caber cleave that hits everybody piling on the CJ. Other classes are just variations of these - so Leader with a side order of Defender, Striker with a side order of controller, etc.
  22. I just posted a massive dump of class and hybrid-class ability suggestions in this here thread: Broke it down by primary role and secondary role for both vanilla main classes, brainstormed all 12 flavors and variants. I'd move it over here, but not sure if it's rude to double-post.... http://www.doublefine.com/forums/viewthread/9790/P50/
  23. ... continued from above... Alchemist (vanilla) [MINION MUNCHER / ZONES / HARD CONTROL VIA STATUS AILMENTS] Minion masses and clumps of weak enemies are a problem no longer with the alchemist's powerful ranged area-of-effect attacks. Blast and burn tons of swarming zugs simultaneously with hurled flasks that explode with large AOE damage radii and create various zones and special effects at a distance. Acidic smoke that blocks line-of sight, oil and flames, caustic chemicals and more flush targets out of hiding and keep them moving out into the open. When single target hard control is required, use the alchemist's small-radius but hard-hitting status effect potions to poison, blind and immobalize foes. Level up single-target potions to inflict crippling status effects like sleep, unconsciousness, rage and berserk. Battle Medic (Alchemist-Vanguard) Swap out some of the death and destruction of the vanilla alchemist for a controller/support class who throws beneficial support effects with big AOEs along with their explosive canisters. Stim gas, remote healing, removal of status effects and other positive buffs can be easily vectored onto troops even if they can't be reached by other means. Elemental and corrosion protection can be conferred onto your units (and fire extinguishing etc. can be conferred onto flaming demons, causing great damage) through the use of counter-elemental and counter-status flasks. Have a tool in your toolbox ready to bolster your units against whatever you might face out there. Saboteur (Alchemist-Arbalest) Powerful trap master and sapper who combines the stealth of the Arbalest with the blast and burn stopping power of chemistry. Place fire or flashbang tripmines in strategic locations, laugh when foes walk over them. Leverage the arbalest's falcon ability to vector potions around the battlefield from on high, dropping alchemical bombs on foes with tactical precision. Create cave-ins with gunpowder packs. Unlike the trapper's wilderness traps the sapper's bombs and mines can hit multiple targets at once, allowing for mustard gas ambuscades, detonating bridges and other kinds of hilarity. Eco-Manipulator (Alchemist-Caberjack) What do you get when you cross a controller with a defender? A battlefield with terrain that always gives your heroes the tactical advantage. Use your thrown potions to turn your surroundings into living weapons and natural defenses. Hurl exploding ice flasks that slow your enemies and create short-term bridges over rivers. Collapse them with fire when demons try to cross. Grow walls of thorns with plant food that close off attack routes and cause damage to enemies. Cause cave-ins and difficult terrain with gunpowder, glue and acid. Throw down oil, creating a slick surface of difficult terrain, then light it up. Create difficult or slowing terrain, stone spikes and channels of death that the rest of the party can funnel bad guys into. Caberjack (vanilla) [DEFENDER / TANK] What has a threat radius of 15 feet and more hitpoints than an oak tree? A mountain man weilding a huge log. Caberjacks fill out the defender role, drawing enemy fire, getting up in the face of bad guys and plugging holes in your defensive line. The caberjack's habit of making reaction swings on the enemy's turn combined with their tendency to stun, knock prone and knockback foes and their wide threat area makes them the unit that can't be slipped past easily. Use battle shouts and roars to taunt enemies and draw aggro away from other units and onto someone who can take the hits. Turn the caber sideways and create portable cover for your troops or create an unpassable wall that stops enemies trying to swarm through narrow passages. Ragejack (Caberjack-Vanguard) Combining the defensive strength and high armor of the caberjack with the leader/support role and boss-lockdown potential of the vanguard gets you an indominable defender with side order of commander who refuses to be pushed, pulled, slid or put to sleep while charging headlong into battle. Pre-emptively pump yourself up with raging caber fury, stacking bonuses each round to hit and damage on your weapon until that moment when you finally release the hammer in one enormous hit. Benefit from passive abilities that fire at the start of every round confer damage immunity and minimize pain while leading the fight from the front. Caber fury regenerates lost hitpoints to prolong knock-down drag-out fights in your favor. Sacrifice some of the wide angle sweeps and area control of the vanilla caberjack for mighty single-target gut-punches and log swats, knocking prone and ringing the bell of powerful foes. Carve some musical grooves into the caber to project small-area faccimilies of the Vanguard's command auras, granting all allies that fight shoulder-to-shoulder with this a hefty leadership bump. Mortarjack (Caberjack-Arbalist) The mortarjack uses the arbalists' knowledge of ranged combat to create a defensive unit who fears no projectile. Portage the caber over your head like a canoe and create a zone of portable cover that protects you and close standing allies from death-from-above fireballs and hailstorms. Plant the caber like a totem pole and hide behind it, creating a zone of cover safe from enemy arrows and projectiles. Plant a charge inside the caber and fire your mortar halfway across the map for a big boom long range barrage. Once per fight of course. Use the arbalist's stealth and woodsy lore to lurk quietly in the forest as you plan your next assault. Even after you burn your mortar shot, the mortarjack can still hurl his caber a reasonable distance to create a medium-range missile attack. Who says you need a crossbow to take out that sniper lurking behind the front line? Blastjack (Caberjack-Alchemist) Maybe you can't actually hurl potions while carrying that huge log, but that doesn't mean you can't use alchemy actively in battle. Take a swig from your shoulder bag to grant yourself temporary fire, acid and petrification immunity and barrel through those enemy zones and acid clouds unscathed. After you charge through that wall of fire and shrug off the effects, throw down your caber to create a bridge for your buddies to follow along behind you. Strap gunpowder onto your caber to create a terrain-annhialating battering ram that can blast apart enemy fortifications like matchsticks. No enemy defense is safe! Use your caberjack shouts and taunts to lure groups of little zugs into surrounding you, then hurl an alchemical vial at your feet for a blast effect centered on the caberjack that flings baddies every which way. Your huge bomb suit and rediculous defense means that you can take it -- but can they?
  24. Here's a refinement of the class ideas from yesterday, condensed into a unified post that has an idea for each primary class any hybrid class. I tried to come up with hybrid classes that were different from one another, and which combined the roles of leader, striker, controller and defender as either their primary or secondary function. In general, primary class is assumed to be "carrying the weapon" secondary class is assumed to be providing "the clothing and armor" This is just my first pass at it. Please! add your own ideas to the mix! Vanguard (vanilla) [LEADER/SUPPORT] Crafty tactician and powerful leader / support character. When close to the vanguard,all units benefit from wide-range weapon auras that convey commander bonuses to hit or damage. Tactical abilities can move other units into advantageous positions without provoking overwatch attacks or create auditory distractions to distract and confuse enemies. Motivating commands can snap units out of debilitating conditions like paralysis or petrification and can heal or grant bonuses at range to other allies. Commando (Vanguard-Arbalest) Leverages the arbalest's stealth and camoflaugue capabilities to create a pouncing melee lurker who is adept at leading a small team deep behind enemy lines. Big bonuses to attack and damage when springing on foes from concealment, at high levels can also grant concealment and camoflague to allies standing right next to the commando if nobody takes a move action. Blade Chemist (Vanguard-Alchemist) Augments close range blade attacks with debilitating alchemical poisons and potions from the shoulder flask. Delivers direct close range status effects like slow, blindness and confusion from poisoned blades. Can also use potions to deliver close-range cone-shaped alchemical blasts of acid or fire, giving the leader some measure of alchemist minion control at close range. Can sip from their own estus flask for strong self-directed healing mid battle. Duellist (Vanguard-Caberjack) Powerful single-foe control unit. Uses the brute force of the caberjack to create a bull-rushing assault leader who hurls themselves into battle against the strongest foe. Duellists lock down a single foe in melee combat, letting the other team pile on for massive damage. Enemies engaged by the duellist cannot easily disengage, and caberjack toughness and armor give the duellist the staying power necessary to finish the fight. Enemies engaged by the duellist grant enhanced damage and a much heightened crit change to all other allies attacking the same foe. Like the caberjack, the duellist can op-attack enemies who try to slip past at close range, acting as a sort of mini-defender if a caberjack isn't around. Arbalest (Vanilla) [sTEALTH/DPS] Shoulder-mounted crossbow RPGs for the win. Stealthy forest lurkers who use powerful shoulder balistas to inflict huge damage at long or medium range, especially from overwatch. Fast on foot but slow to reload arbalests come with a trained falcon who serves a dual purpose as a close-combat defender and observant scouting partner who can mark and follow enemies who try to hide from the arbelet's eagle eye, denying them cover and concealment Bow Commander (Arbalest-Vanguard) A long-range battlefield leader (think Robin Hood) who sacrifices some of the stealth and sneak attack capabilities of the arbalest for the vanguard's leadership and battlefield control abilities. Can "paint the bullseye" on foes with the red arrow, singling out a single target for massive damage from the rest of the team. At high levels has an overwatch ability that can allow multiple units to make simultaneous ranged attacks on a single target. Can use the falcon to deliver the vanguard's leadership aura(s) to critical zones where the bowmaster is not currently present. Alchemical Assassin (Arbalest-Alchemist) Strap a flask onto a crossbow bolt and deliver ranged AOE attacks far across the battlefield. While these arrows are not as powerful or large in terms of effect as a thrown flask, they are useful as backup minion control, delivering blast damage or choking smoke to places where the alchemist's fling cannot reach. Overwatch-readied glue arrows can immobalize a charging enemy in their tracks, poisoned or drugged arrows can vector debilitating toxins or incite berserk or rage statuses on far-away foes while the assassin lurks in safety. Trapper (Arbalest-Caberjack) Use the caberjack's wilderness skill and defender's arts to add to some close-range dirty tricks to the arbelest's long-range toolbox. Take this path if you want your arbelest to focus on creating stealthy survivalist-style ambushes like deadfalls, snares, rolling log traps and soforth that target individual enemies one-at-a-time, allowing a single arbalest to entrench a position with ewok-style hijinks. Unlike the chemical bombs employed by sapper, trapper ambushes do not automatically trigger when the first enemy approaches - they must be manually detonated (risky - means you're probably standing nearby) -- or remotely via the falcon while you lurk in safety. Demons trapped in snares make for excellent shooting targets. You're stealthy anyway, what could possibly go wrong?
×
×
  • Create New...