Post by phelps on Mar 17, 2009 22:13:03 GMT -5
Sacrieurs:
The overall functioning of punishment has been completely revised. The old punishment were not viable when the characters of the class Sacrieur moving alone or in small groups, but were too powerful and unbalanced high-level and group. The investment required from the team to get Sacrieur infinite bonuses and considerable seemed negligible. A single round of preparation was enough to get very large bonuses that were the Sacrieur the main source of damage to a team. In addition, due to their amount of hit points and very important sort of sacrifice, the characters of the class simultaneously Sacrieur accumulated two main roles, as they played the role of "tank" (archetypal character receives damage the place of other characters) and main source of damage.
The old management did not challenge punishment, few constraints and proposed a playful interest too limited, as the tactics to implement in order to benefit from substantial bonus was limited. So we decided to change the way the punishment and the management of the two main roles of the class Sacrieur.
The new management of punishment, what makes them viable in all circumstances (JCJ, classic battle, fighting in the dungeons) and the size of the teams involved.
Punishment are now generating bonus features degressive during the same turn. The first bonus received is very important, and then decrease within the same turn, to make them viable when the number of characters and enemies is low, while ensuring that they remain balanced in the fighting as a team (where the sources of damage can be combined very many). It is therefore no longer necessary to concentrate all attacks on Sacrieur benefits to punishment, the mere exposure to enemy attacks ensures substantial bonus, which can always be completed by allied attacks .
Punishment have a duration of 5 rounds (and lançables all 6 rounds), players can receive bonuses through the punishment of an almost continuous basis. Bonuses have generated a limited time (5 laps). A Sacrieur who wish to maximize the bonus punishment must wait several turns and a continuous exposure to maximize the effects of punishment.
Bonuses punishment can not be achieved if the Sacrieur loses more points. The old system of punishment, could earn large bonuses without any real consideration as bonus could be earned without any hit points are lost. Now, to win a bonus with a value X will need to lose Sacrieur at least X points. If the bonus of punishment can be used to gain 50 points of strength will require that the attack caused at least 50 points of damage to the 50 bonus points to be won by force. If the attack that does 20 points of damage, the bonus of force is only 20 points. Management bonuses, we can enhance risk-taking and exposure to Sacrieur can maximize gains bonus, but also to limit the overlapping of roles Sacrieur, which will gradually lose life points (not treatable ) taking advantage of the bonus conferred by punishment.
In addition, the punishment shall apply throughout their duration, a penalty of life insoignable 10%. This constraint allows us to encourage players to choose between the role of "tank" and the main source of damage. By exposing and maximizing the effects of punishment, the Sacrieurs are more difficult to play a role of "tank" over time. We want these two roles can be played by the class Sacrieur, but not simultaneously or only by taking many more risks than before. The new punishment will provide management flexibility between these two roles, which do not depend on the equipment Sacrieur and its allies, but the way they play, exposure and control the distribution of damage within the group.
Players will have to make tactical decisions with permanent play when a character Sacrieur to determine to what extent they share the roles of "Tank" and a primary source of damage in the group.
Class Sacrieur generally requires a large exposure to enemy attacks, offset by a number of hit points than other classes. We changed several spells to improve the lives of flights and lots of gains hit points to compensate for losses generally consistent points of life that must undergo Sacrieur class in combat.
- Coagulation: the sort of operation is changed, the sort used to regain hit points by the number of hit points lost. It is no longer possible to regain hit points without losing points. The fate lasts 3 rounds, costs 4 action points, and the password recovery interval to 11, 10, 9, 8, 7 and 6 towers at levels 1, 2, 3, 4, 5 and 6. This spell therefore act as armor for several laps, but implies that hit points are lost before they won and is subject to the loss of hit points insoignables. We changed this spell, since its previous version is also too easy to regenerate the life of a Sacrieur with important protections and did not really protect the Sacrieur in normal use.
- Absorption: the damage is increased, the spell is limited to two uses per target in a single round. The cost of 4 points out of action at all levels. The spell points invested are returned.
- Dérobade: Fate can now dodge attacks melee back in a box with a probability of success of 100% for 1 turn. The scope of the sort is changed and qu'augmentée at 2, 3, 4, 5 and 6. The recovery interval increased to 10, 9, 8, 7, 6, and 5 towers at levels 1, 2, 3, 4, 5 and 6. The spell points invested are returned. We changed this spell reduce the random function and to enable the launcher to its fate as adversaries, to build tactical anticipation around this spell.
- Punishment: the spell now causes damage based on the percentage of hit points lost. The interval to revive the spell is increased at 1, 2 and 3. the sorts of investments are made. We have changed this situation because the operation allowed the previous class Sacrieur have a very powerful attack at the beginning of the game, but lost considerable power when Sacrieur was in trouble. By reversing its operation, we make this spell more effective when the Sacrieur is in trouble. More Sacrieur the risk of losing, the more punishment is gaining power. To qualify for the optimum power of this attack, Sacrieur should therefore be maintained at a low standard of living as long as possible and to take risks.
- Sword Dance: fate is replaced by Dissolution. Changes in the system of punishment, makes the whole punishment viable in combat where the number of allies is limited, it seems no longer necessary to propose an alternative fate intended only to compensate the former operation punishment. The fate Dissolution, can cause a flight of life in the water element on 4 boxes around the Sacrieur. The cost of 5 points out of action and is limited to two uses per turn. The spell points invested are returned. This spell allows the Sacrieur efficiently to regain hit points when he circled while temporarily reducing the vitality of his opponents and increase his own.
- Sage Punishment: punishment is replaced by castigation vitalesque to increase for 3 laps when the vitality Sacrieur receives damage. This spell allows you to manage the lack of care for several laps (gains vitality is considerable, but temporary). The spell points invested are returned. We decided to replace Sage punishment because it was only intended to compensate for the difficulty of advancing the characters of the class Sacrieur when the character was played alone. Redesigning the system of punishment now allows characters in the class Sacrieur progress normally even when operating alone. It does therefore appear necessary to propose a punishment that will increase the gains experience points.
- Punishment OSE: the operation of this sort takes into account the new management punishments. The fate now lasts 5 turns, can earn the chance for 5 laps. Each bonus opportunity has a duration of 5 rounds. The bonus can be désenvoûtés chance, but not the effect of punishment that allows you to earn bonus chance. The fate causes for the duration of punishment, a penalty of life insoignable additional 10%. The cost of 4 points out of action at all levels. The spell points invested are returned.
- Forced Punishment: the operation of this sort takes into account the new management punishments. The fate now lasts 5 turns, can gain strength for 5 rounds. Each bonus force has a duration of 5 rounds. The bonus can be désenvoûtés force, but not the effect of punishment that allows you to earn bonus strength. The fate causes for the duration of punishment, a penalty of life insoignable additional 10%. The cost of 4 points out of action at all levels. The spell points invested are returned.
- Agile Punishment: the operation of this sort takes into account the new management punishments. The fate now lasts 5 turns, can earn agility for 5 laps. Each bonus agility has a duration of 5 rounds. Bonus agility can be désenvoûtés, but not the effect of punishment that allows you to earn bonus agility. The fate causes for the duration of punishment, a penalty of life insoignable additional 10%. The cost of 4 points out of action at all levels. The spell points invested are returned.
- Spiritual Punishment: the operation of this sort takes into account the new management punishments. The fate now lasts 5 turns, allows to gain intelligence for 5 laps. Each bonus intelligence has a duration of 5 rounds. Bonus intelligence can be désenvoûtés, but not the effect of punishment that allows you to earn bonus intelligence. The fate causes for the duration of punishment, a penalty of life insoignable additional 10%. The cost of 4 points out of action at all levels. The spell points invested are returned.
- Invocation of Dopeul Sacrieur: the life and characteristics of Dopeul changed. The invocation has the following spells: Pied du Sacrieur, Coagulation, Attraction, and Absorption. The spell points invested are returned.
The overall functioning of punishment has been completely revised. The old punishment were not viable when the characters of the class Sacrieur moving alone or in small groups, but were too powerful and unbalanced high-level and group. The investment required from the team to get Sacrieur infinite bonuses and considerable seemed negligible. A single round of preparation was enough to get very large bonuses that were the Sacrieur the main source of damage to a team. In addition, due to their amount of hit points and very important sort of sacrifice, the characters of the class simultaneously Sacrieur accumulated two main roles, as they played the role of "tank" (archetypal character receives damage the place of other characters) and main source of damage.
The old management did not challenge punishment, few constraints and proposed a playful interest too limited, as the tactics to implement in order to benefit from substantial bonus was limited. So we decided to change the way the punishment and the management of the two main roles of the class Sacrieur.
The new management of punishment, what makes them viable in all circumstances (JCJ, classic battle, fighting in the dungeons) and the size of the teams involved.
Punishment are now generating bonus features degressive during the same turn. The first bonus received is very important, and then decrease within the same turn, to make them viable when the number of characters and enemies is low, while ensuring that they remain balanced in the fighting as a team (where the sources of damage can be combined very many). It is therefore no longer necessary to concentrate all attacks on Sacrieur benefits to punishment, the mere exposure to enemy attacks ensures substantial bonus, which can always be completed by allied attacks .
Punishment have a duration of 5 rounds (and lançables all 6 rounds), players can receive bonuses through the punishment of an almost continuous basis. Bonuses have generated a limited time (5 laps). A Sacrieur who wish to maximize the bonus punishment must wait several turns and a continuous exposure to maximize the effects of punishment.
Bonuses punishment can not be achieved if the Sacrieur loses more points. The old system of punishment, could earn large bonuses without any real consideration as bonus could be earned without any hit points are lost. Now, to win a bonus with a value X will need to lose Sacrieur at least X points. If the bonus of punishment can be used to gain 50 points of strength will require that the attack caused at least 50 points of damage to the 50 bonus points to be won by force. If the attack that does 20 points of damage, the bonus of force is only 20 points. Management bonuses, we can enhance risk-taking and exposure to Sacrieur can maximize gains bonus, but also to limit the overlapping of roles Sacrieur, which will gradually lose life points (not treatable ) taking advantage of the bonus conferred by punishment.
In addition, the punishment shall apply throughout their duration, a penalty of life insoignable 10%. This constraint allows us to encourage players to choose between the role of "tank" and the main source of damage. By exposing and maximizing the effects of punishment, the Sacrieurs are more difficult to play a role of "tank" over time. We want these two roles can be played by the class Sacrieur, but not simultaneously or only by taking many more risks than before. The new punishment will provide management flexibility between these two roles, which do not depend on the equipment Sacrieur and its allies, but the way they play, exposure and control the distribution of damage within the group.
Players will have to make tactical decisions with permanent play when a character Sacrieur to determine to what extent they share the roles of "Tank" and a primary source of damage in the group.
Class Sacrieur generally requires a large exposure to enemy attacks, offset by a number of hit points than other classes. We changed several spells to improve the lives of flights and lots of gains hit points to compensate for losses generally consistent points of life that must undergo Sacrieur class in combat.
- Coagulation: the sort of operation is changed, the sort used to regain hit points by the number of hit points lost. It is no longer possible to regain hit points without losing points. The fate lasts 3 rounds, costs 4 action points, and the password recovery interval to 11, 10, 9, 8, 7 and 6 towers at levels 1, 2, 3, 4, 5 and 6. This spell therefore act as armor for several laps, but implies that hit points are lost before they won and is subject to the loss of hit points insoignables. We changed this spell, since its previous version is also too easy to regenerate the life of a Sacrieur with important protections and did not really protect the Sacrieur in normal use.
- Absorption: the damage is increased, the spell is limited to two uses per target in a single round. The cost of 4 points out of action at all levels. The spell points invested are returned.
- Dérobade: Fate can now dodge attacks melee back in a box with a probability of success of 100% for 1 turn. The scope of the sort is changed and qu'augmentée at 2, 3, 4, 5 and 6. The recovery interval increased to 10, 9, 8, 7, 6, and 5 towers at levels 1, 2, 3, 4, 5 and 6. The spell points invested are returned. We changed this spell reduce the random function and to enable the launcher to its fate as adversaries, to build tactical anticipation around this spell.
- Punishment: the spell now causes damage based on the percentage of hit points lost. The interval to revive the spell is increased at 1, 2 and 3. the sorts of investments are made. We have changed this situation because the operation allowed the previous class Sacrieur have a very powerful attack at the beginning of the game, but lost considerable power when Sacrieur was in trouble. By reversing its operation, we make this spell more effective when the Sacrieur is in trouble. More Sacrieur the risk of losing, the more punishment is gaining power. To qualify for the optimum power of this attack, Sacrieur should therefore be maintained at a low standard of living as long as possible and to take risks.
- Sword Dance: fate is replaced by Dissolution. Changes in the system of punishment, makes the whole punishment viable in combat where the number of allies is limited, it seems no longer necessary to propose an alternative fate intended only to compensate the former operation punishment. The fate Dissolution, can cause a flight of life in the water element on 4 boxes around the Sacrieur. The cost of 5 points out of action and is limited to two uses per turn. The spell points invested are returned. This spell allows the Sacrieur efficiently to regain hit points when he circled while temporarily reducing the vitality of his opponents and increase his own.
- Sage Punishment: punishment is replaced by castigation vitalesque to increase for 3 laps when the vitality Sacrieur receives damage. This spell allows you to manage the lack of care for several laps (gains vitality is considerable, but temporary). The spell points invested are returned. We decided to replace Sage punishment because it was only intended to compensate for the difficulty of advancing the characters of the class Sacrieur when the character was played alone. Redesigning the system of punishment now allows characters in the class Sacrieur progress normally even when operating alone. It does therefore appear necessary to propose a punishment that will increase the gains experience points.
- Punishment OSE: the operation of this sort takes into account the new management punishments. The fate now lasts 5 turns, can earn the chance for 5 laps. Each bonus opportunity has a duration of 5 rounds. The bonus can be désenvoûtés chance, but not the effect of punishment that allows you to earn bonus chance. The fate causes for the duration of punishment, a penalty of life insoignable additional 10%. The cost of 4 points out of action at all levels. The spell points invested are returned.
- Forced Punishment: the operation of this sort takes into account the new management punishments. The fate now lasts 5 turns, can gain strength for 5 rounds. Each bonus force has a duration of 5 rounds. The bonus can be désenvoûtés force, but not the effect of punishment that allows you to earn bonus strength. The fate causes for the duration of punishment, a penalty of life insoignable additional 10%. The cost of 4 points out of action at all levels. The spell points invested are returned.
- Agile Punishment: the operation of this sort takes into account the new management punishments. The fate now lasts 5 turns, can earn agility for 5 laps. Each bonus agility has a duration of 5 rounds. Bonus agility can be désenvoûtés, but not the effect of punishment that allows you to earn bonus agility. The fate causes for the duration of punishment, a penalty of life insoignable additional 10%. The cost of 4 points out of action at all levels. The spell points invested are returned.
- Spiritual Punishment: the operation of this sort takes into account the new management punishments. The fate now lasts 5 turns, allows to gain intelligence for 5 laps. Each bonus intelligence has a duration of 5 rounds. Bonus intelligence can be désenvoûtés, but not the effect of punishment that allows you to earn bonus intelligence. The fate causes for the duration of punishment, a penalty of life insoignable additional 10%. The cost of 4 points out of action at all levels. The spell points invested are returned.
- Invocation of Dopeul Sacrieur: the life and characteristics of Dopeul changed. The invocation has the following spells: Pied du Sacrieur, Coagulation, Attraction, and Absorption. The spell points invested are returned.