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Possible Changes to FETO?
Possible Changes
Vote if you are in favor of the following ideas: **Does not mean you want specifically my version**
Class Nixing - less daunting for newbies, less clutter for oldbies [ 1 ] ** [9.09%]
Class Skills - easier to balance classes, makes each class unique [ 2 ] ** [18.18%]
Forging Rework - more balanced forging makes every option viable [ 2 ] ** [18.18%]
Battle Formula Changes - less defensive meta to make games more interesting in general [ 2 ] ** [18.18%]
Other - please post your own ideas! [ 1 ] ** [9.09%]
**VOTE HERE TO CONFIRM YOUR VOTE** (so we can compare difference with above options) [ 3 ] ** [27.27%]
Total Votes: 3
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kryptonite
post Nov 22 2013, 01:01 AM
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Desolate Soul
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Intro: Click Here To Show/Hide This Text
So needless to say, there are a few problems with FETO as is...

Problem: Defense-oriented Metagame
Like Brawl, FETO has a defense-oriented metagame, which makes it... less exciting.

Solution:
Buffing offensive stats
Giving attackers an advantage (rather than defenders a "disadvantage")
Nerfing/Changing buff staves

Problem: Pow-centralized Metagame
It's almost always max Pow or bust

Solution:
Making other stats (more) important
Changing status staff formula

Problem: Unviable Avoid
Avoid is unviable in unpromo and is only decent in promo

Solution:
Lower hit rates of weapons

Problem: Unused/Unusable Classes
Some classes are just inferior to other classes

Solution:
Give classes within the same "tree" specialties?
Class skills?
Nix lots of classes (and alter characters with those classes to the "archetype"? (ex: all Troubs become Valkyries)

???


Class Nixing: Click Here To Show/Hide This Text
Classes:
Adept - Anima/Dark
- Warlock - Light/Anima/Dark
- War Adept - Anima/Dark Horse

Mage - Anima
- Sage - Anima/Staff
- War Mage - Anima/Dark

Gale Knight - Anima
- Skyfire Knight - Anima/Staff
- Flare Knight - Light/Anima

Solar Knight - Light
- Flare Knight - Light/Anima
- Dawn Knight - Light/Staff

Monk - Light
- Bishop - Light/Staff
- Crusader - Light/Anima

Shaman - Dark
- Druid - Dark/Staff
- Chaos Knight - Light/Dark

Cleric - Staff
- Bishop - Light/Staff
- Sage - Anima/Staff

Curate - Staff
War Monk - Axe/Staff
Druid - Dark/Staff

Troubadour - Staff
- Valkyrie - Sword/Staff
- Holy Knight - Light/Staff Horse

Archer - Bow
- Sniper - Bow +15 Crit
- Captain - Lance/Bows

Fighter - Axe
- Berserker - Axe +15 Crit
- Warrior - Axe/Bows

Mercenary - Sword
- Swordmaster - Sword +15 Crit
- Hero - Axe/Sword

Soldier - Lance
- Halberdier - Lance +15 Crit
- Infantry - Sword/Lance

Warder - Sword
- Agent - Sword +15 Hit
- Lumiere - Sword/Light

Assailant - Axe
- Leftenant - Axe +15 Hit
- Ascetic - Axe/Anima

Pikeman - Lance
- Centurion - Lance +15 Hit
- Oracle - Lance/Dark

Cavalier - Lance Horse
- Paladin - Lance/Bow Horse
- Champion - Sword/Lance Horse

Nomad - Bow Horse
- Paladin - Lance/Bow Horse
- Nomad Trooper - Sword/Bow Horse

Guard - Axe/Lance
- General - Sword/Axe/Lance
- Juggernaut - Axe/Lance +15 Crit Eva

Peg Archer - Bow Pegasus
- Seraphknight - Lance/Bow Pegasus
- Hawk Archer - Bow +15 Avd Pegasus

Peg Knight - Lance Pegasus
- Seraphknight - Lance/Bow Pegasus
- Hawk Knight - Lance +15 Avd Pegasus

Wyvern Fighter - Sword Wyvern
- Wyvern Knight - Sword/Axe Wyvern
- Dracoknight - Sword +15 Avd Wyvern

Wyvern Rider - Axe Wyvern
- Wyvern Knight - Sword/Axe Wyvern
- Dracolord - Axe +15 Avd Wyvern


Class Skills: Click Here To Show/Hide This Text
Adept and Mage:
- Erudite: Crit +30% when own Skl is 4 greater than opponent's Skl.
- Innocent: Dark WTA is negated on this unit.

Archer and Mystic:
- Hawkeye: Accuracy with Bows is increased by 10% when attacking foot units.
- Parity: Negates WTA from melee units attacking this unit.

Assailant and Fighter:
- Colossus: Damage increased by 3 when Con exceeds opponents.
- Smite: Shoving distance increased by 1 when user's Con exceeds Unit's Con.

Cavalier and Raider:
- Rider: Damage increased by 3 when attacking foot units.
- Jouster: Horse weakness is removed.

Cleric:
- Tomefaire: Gain WTA2 when a tome is equipped.
- Staffer: Staves heal an extra 5 HP, ranged staves have 1 extra range.

Curate
- Weaponfaire: Gain WTA2 when a weapon is equipped.
- Nihil: Skills are negated when attacking this unit.

Dark Knight and Shaman:
- Chaos: Attack is increased by 2 when attacking a unit with a light tome equipped.
- Anathema: Enemy Avd is decreased by 15 when attacking this unit.

Footman/Guard/Knight:
- Counter: Weapon attackers are hit with half of their Atk when attacking this unit when their Def is 4 greater than enemy Def.
- Parry: Damage from weapons is halved.

Gale Knight and Lunar Knight:
- Luna: Enemy Res is halved when attacking.
- Renewal: Heal 20% HP at the beginning of each turn.

Heaven Knight and Solar Knight:
- Sol: 50% of damage dealt is healed.
- Aurora: Magic attackers are hit with half their Atk when attacking this unit when their Res is 4 greater than enemy Res.

Mercenary and Warder:
- Adept: When Spd is 4 or more greater than opponent's, attack twice at full power.
- Vantage: Counterattack before the enemy's attack when Spd is 4 or more greater than opponent's.

Monk and Templar
- Treaty: Ends battle when missing opponents.
- Fortune: Crit Avd +15 when own Luck > Opponent's.

Nomad and Scout:
- Canto: User may move after attacking.
- Jockey: Terrain movement penalty is removed.

Peg Archer:
- Hunter: Accuracy with Bows is increased by 15% when attacking another flying unit.
- Maelstrom: When dodging an attack, attacker takes their Atk - their Res in damage.

Peg Knight:
- Mageslayer: Damage increased by 3 when attacking a unit with a tome equipped.
- Savior: Skl/Spd not reduced when carrying a unit.

Pikeman and Soldier:
- Impale: Damage increased by 50% when Pow is 4 more more greater than opponents' Skl.
- Skilled: +15 Avd when attacked by an Axe.

Troubadour:
- Lucky: When Luck is 4 greater than enemy's Luck, your hit and crit RNs go from 0~90 and opponent's hit and crit RNs go from 10~100.
- Miracle: Enemy Crit is lowered by 15%, also immune to Status staves.

Wyverns:
- Ire: Damage increased by 5 against Pegasus and Horse units when own Pow is 4 or more greater than enemy Def.
- Aegis: Eliminates normal weakness to bows.

*Some may change after promo?

There, kind of balanced the bad classes. Also Peg Mages lost auto-pursuit so they get nifty skills instead.

The class bonuses (5/5/5 and 15, maybe 5/5/5 changed to 5/5/5/5) still exist.

Possible skills unused:
Escutcheon: Use Defense stat for attacks.
Meditator: Damage from magic attacks halved.
Barrier: Use Res stat for attacks.
Windfall: Luck replaces Skl in battle formulas.
Swift: use Spd atat for attacks.


Weapons/Items: Click Here To Show/Hide This Text
Non-killer Weapons lose innate crit, axes' hit re-nerfed, swords' hit re-buffed.
Everything loses their hit by 10 (?)
Forging System revamped:
Lethal: +15 Crit, -1 Mt, -5 Hit
Reliable: +5 hit, -1 Mt
Heavy: +2 Mt, -10 Hit


Battle Formula Changes: Click Here To Show/Hide This Text
Skill gives 2 Hit
Spd gives 2 Avd
Luck gives 1 Hit, 1 Hit

Crit formula:
Weapon Bonus + Class Bonus + Class Skill Bonus + S-Rank Bonus - Enemy Class Bonus - Enemy Class Skill Bonus
ex: 30 (Killer Bow) + 15 (Sniper) + 0 + 5 (S) - 15 (Templar) - 15 (Fortune) = 20% Crit
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Falaflame
post Nov 22 2013, 03:42 AM
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QUOTE
Problem: Unused/Unusable Classes
Some classes are just inferior to other classes


I think I have an idea of which ones you're talking about, but can you list off the ones so I'm absolutely sure?

I know the non-hawk peg promotes is definitely one.
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kryptonite
post Nov 22 2013, 10:36 AM
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There's too many... basically everything you don't see. >_>

But as for those 3 ideas, the tree specialties would be like:
Solar Knight specializes in Spd/Luc
Gale Knight specializes in Skl/Res
Lunar Knight specializes in Pow/Def

We kind of see that already, but the difference is usually too small to see outside optimization.

Class Skills kind of go with the third option, but could be done without. But basically things like:
Clerics get Aurora
Mercenaries get Adept
Etc.

Third option would nix a lot of the "extra" classes, or maybe make some of them the only option. The pro of this is that we would see a lot more variety than darkaxebows. The con of this is that there's no "sword/axe/lance option for everything," and same with magic.
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Falaflame
post Nov 23 2013, 04:47 PM
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Well either way, I do not agree with a class purge. Mainly because there are existing characters that have said classes, and that would complicate things, not to mention break the game.

If Mint finally returned, and she sees this character garbled up in broken code because we decided to do a class purge... let's say we will have negative repercussions.
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Nohrian Lord S-IX
post Nov 23 2013, 06:24 PM
Post #5

YOU CAN'T BEAT THE SPEED!
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some things I wrote down a while back

Curates need to have def and pow = Clerics' Pow and Res (clerics have more lck and curates would have more skl)
Phys (non hawk) Pegs need to match hp and res with wyvs (with either slight spd, lck or pow boost)
B.Mages need HP boost with slight skl boost
Hammer MT nerf
Mage/Shaman/Monk need slight stat boost to compete with Clerics
Horseslayer - fix?

I had mentioned class skills a while back to Fal~

Spoiler: Click Here To Show/Hide This Text


-----------------------------------------------------


-----------------------------------------------------



All buffs can be dispelled
Rally skills do not stack with anything and neither do buffs

+10% to skill activation rate would just be +1
also Pass isn't gonna pass
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kryptonite
post Nov 24 2013, 01:32 PM
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Desolate Soul
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You could simply change the classes' bases/stats to the retconned class (like all WM/HK become Valks, etc.), but I guess that not a popular idea.

Agree with Speedy's stat suggestions. Horseslayer is like a middle ground to fliers and Hammers though...

Class skills are interesting... but I guess with so many classes it's hard to make something special for everything.
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kryptonite
post Nov 25 2013, 03:33 AM
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Desolate Soul
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To go along with/alter the above skills, with each set of classes having an offensive and defensive skill that carry to their promoted class*:

Adept and Mage:
- Erudite: Crit +30% when own Skl is 4 greater than opponent's Skl.
- Innocent: Dark WTA is negated on this unit.

Archer and Mystic:
- Hawkeye: Accuracy with Bows is increased by 10% when attacking foot units.
- Parity: Negates WTA from melee units attacking this unit.

Assailant and Fighter:
- Colossus: Damage increased by 3 when Con exceeds opponents.
- Smite: Shoving distance increased by 1 when user's Con exceeds Unit's Con.

Cavalier and Raider:
- Rider: Damage increased by 3 when attacking foot units.
- Jouster: Horse weakness is removed.

Cleric:
- Tomefaire: Gain WTA2 when a tome is equipped.
- Staffer: Staves heal an extra 5 HP, ranged staves have 1 extra range.

Curate
- Weaponfaire: Gain WTA2 when a weapon is equipped.
- Nihil: Skills are negated when attacking this unit.

Dark Knight and Shaman:
- Chaos: Attack is increased by 2 when attacking a unit with a light tome equipped.
- Anathema: Enemy Avd is decreased by 15 when attacking this unit.

Footman/Guard/Knight:
- Counter: Weapon attackers are hit with half of their Atk when attacking this unit when their Def is 4 greater than enemy Def.
- Parry: Damage from weapons is halved.

Gale Knight and Lunar Knight:
- Luna: Enemy Res is halved when attacking.
- Renewal: Heal 20% HP at the beginning of each turn.

Heaven Knight and Solar Knight:
- Sol: 50% of damage dealt is healed.
- Aurora: Magic attackers are hit with half their Atk when attacking this unit when their Res is 4 greater than enemy Res.

Mercenary and Warder:
- Adept: When Spd is 4 or more greater than opponent's, attack twice at full power.
- Vantage: Counterattack before the enemy's attack when Spd is 4 or more greater than opponent's.

Monk and Templar
- Treaty: Ends battle when missing opponents.
- Fortune: Crit Avd +15 when own Luck > Opponent's.

Nomad and Scout:
- Canto: User may move after attacking.
- Jockey: Terrain movement penalty is removed.

Peg Archer:
- Hunter: Accuracy with Bows is increased by 15% when attacking another flying unit.
- Maelstrom: When dodging an attack, attacker takes their Atk - their Res in damage.

Peg Knight:
- Mageslayer: Damage increased by 3 when attacking a unit with a tome equipped.
- Savior: Skl/Spd not reduced when carrying a unit.

Pikeman and Soldier:
- Impale: Damage increased by 50% when Pow is 4 more more greater than opponents' Skl.
- Skilled: +15 Avd when attacked by an Axe.

Troubadour:
- Lucky: When Luck is 4 greater than enemy's Luck, your hit and crit RNs go from 0~90 and opponent's hit and crit RNs go from 10~100.
- Miracle: Enemy Crit is lowered by 15%, also immune to Status staves.

Wyverns:
- Ire: Damage increased by 5 against Pegasus and Horse units when own Pow is 4 or more greater than enemy Def.
- Aegis: Eliminates normal weakness to bows.

*Some may change after promo?

There, kind of balanced the bad classes. Also Peg Mages lost auto-pursuit so they get nifty skills instead.

The class bonuses (5/5/5 and 15, maybe 5/5/5 changed to 5/5/5/5) still exist.

Possible skills unused:
Escutcheon: Use Defense stat for attacks.
Meditator: Damage from magic attacks halved.
Barrier: Use Res stat for attacks.
Windfall: Luck replaces Skl in battle formulas.
Swift: use Spd atat for attacks.
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GreenKnight
post Nov 25 2013, 11:59 PM
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I would like to agree with the above, but giving class skills will either make the current skills too overpowered (by stacking) or replace them completely. It feels nice to have the possibility to create unorthodox units such as counter monks, so I will thumbs down if this has in scope removing the current skills on FETO. However, making more (optional) skills in general (with the posibility of limiting some of them to some classes and possibly activating more than once at a time) could become popular and balance a bit here and there. The classes without optional skills could compensate on stats or abilities such as carrying more types of weapons.
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kryptonite
post Nov 26 2013, 01:52 AM
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This is supposed to replace the current skills, yeah.

Pros: Streamlines the game to make it more friendly to newcomers (2 skills to choose from per character), buffs bad classes.
Cons: No Countermonks, like you said. >_v j/k, I use unorthodox builds too.

Rambling time:
DreamFETO: Click Here To Show/Hide This Text
Classes:
Adept - Anima/Dark
- Warlock - Light/Anima/Dark
- War Adept - Anima/Dark Horse

Mage - Anima
- Sage - Anima/Staff
- War Mage - Anima/Dark

Gale Knight - Anima
- Skyfire Knight - Anima/Staff
- Flare Knight - Light/Anima

Solar Knight - Light
- Flare Knight - Light/Anima
- Dawn Knight - Light/Staff

Monk - Light
- Bishop - Light/Staff
- Crusader - Light/Anima

Shaman - Dark
- Druid - Dark/Staff
- Chaos Knight - Light/Dark

Cleric - Staff
- Bishop - Light/Staff
- Sage - Anima/Staff

Curate - Staff
War Monk - Axe/Staff
Druid - Dark/Staff

Troubadour - Staff
- Valkyrie - Sword/Staff
- Holy Knight - Light/Staff Horse

Archer - Bow
- Sniper - Bow +15 Crit
- Captain - Lance/Bows

Fighter - Axe
- Berserker - Axe +15 Crit
- Warrior - Axe/Bows

Mercenary - Sword
- Swordmaster - Sword +15 Crit
- Hero - Axe/Sword

Soldier - Lance
- Halberdier - Lance +15 Crit
- Infantry - Sword/Lance

Warder - Sword
- Agent - Sword +15 Hit
- Lumiere - Sword/Light

Assailant - Axe
- Leftenant - Axe +15 Hit
- Ascetic - Axe/Anima

Pikeman - Lance
- Centurion - Lance +15 Hit
- Oracle - Lance/Dark

Cavalier - Lance Horse
- Paladin - Lance/Bow Horse
- Champion - Sword/Lance Horse

Nomad - Bow Horse
- Paladin - Lance/Bow Horse
- Nomad Trooper - Sword/Bow Horse

Guard - Axe/Lance
- General - Sword/Axe/Lance
- Juggernaut - Axe/Lance +15 Crit Eva

Peg Archer - Bow Pegasus
- Seraphknight - Lance/Bow Pegasus
- Hawk Archer - Bow +15 Avd Pegasus

Peg Knight - Lance Pegasus
- Seraphknight - Lance/Bow Pegasus
- Hawk Knight - Lance +15 Avd Pegasus

Wyvern Fighter - Sword Wyvern
- Wyvern Knight - Sword/Axe Wyvern
- Dracoknight - Sword +15 Avd Wyvern

Wyvern Rider - Axe Wyvern
- Wyvern Knight - Sword/Axe Wyvern
- Dracolord - Axe +15 Avd Wyvern
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GreenKnight
post Nov 26 2013, 02:38 AM
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On a side note, I think skills like Luna that decrease defenses for attacking purposes will be massively abused, mainly if we get to use speed for doubling instead of Pursuit. I think the current "system" could be way more friendly to newcomers if the current skills were rephrased and explained more clearly upon character creation, but removing it... It just takes away the balance. It all falls down when all units can double without Pursuit because that will be the most important stat thereafter, which renders all units with low speed cap useless or defensive (the Canon games are the perfect example of this).

I'm not saying that adding more skills isn't a good idea, but, instead of making the above a priority (since we know that pretty much the most urgent changes that the system require for balancing purposes is making some classes useful and taking away POW as the top skill), I propose our priority to be a tutorial that explains how stuff works. A customized campaign could work, other webpages such as http://warlight.net/ also use this method, and it works. We can't screw the balance of a game just because it isn't easy, we just have to smooth down the learning curve, which will, in part, give more chances to newcomers of having fun). The site could also use another layout (this would be difficult) since it's, I think so far, the hardest thing to get used to when playing the game. A lot of players tend to mess up when making their first battle settings and pay it dearly, or end up not finding precious information no matter how hard they look. It took me a veeery long time to realize that the game had Battle Logs.

A few suggestions on the layout I'd point out (from the top of my head) would be:
-Making an Advanced Settings box for every setup page that doesn't show the most complicated stuff unless the player requests it. This could work very well on Battles, 'Start a Battle', 'Statistic Calculator', 'Character Search', 'Settings', etc.
-Reorganizing the character page on columns and rows and making it different from the user page to get more space. This could work like the briefing window in the Canon games.
-Making a calculator system on the 'Create a Character' page and include more in-depth descriptions (or at least filling the ones that are currently blank) to every class. This should be self-explanatory enough and I'd gladly write the descriptions myself if needed.
-Merging some of the pages with others that share similar utility. Shop, Storage and Forge could get reworked a bit to work as the same.

But, going back on topic, more skills could help balance out the game if added right. Nihil is the only passive skill that always activates so far. Other similar skills could work like, "A unit that surpasses x percent from its total cap get y bonuses", or just like Nihil currently does, "Per every x points spent on said skill (which should be a multiple of the cap), the unit gets a passive bonus to something else. I think that, if used right, this could fix Impale by turning it into a passively activate skill, making it more useful and removing the POW issue, which, as far as I understand, only affects us because Impale is never used.
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GreenKnight
post Nov 26 2013, 01:06 PM
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I'll throw in more ideas that I recently posted on the FETO chat:

Pow passive skill; always activates; per every 20% of the maximum POW cap of units your level, the unit gets a 0.05 damage multiplier.
A lv20 list would follow like this (POW score to the left & damage multiplier to the right):

4- 1.05
8- 1.10
12- 1.15
16- 1.20
20- 1.25

The same thing on lv30 could be:

6- 1.05
12- 1.10
18- 1.15
24- 1.20
30- 1.25

Speed passive skill; always activates; per every x% of the maximum SPD cap, unit gets a fixated Avoid amount. I won't specify on how much since I wouldn't know how to balance Avoid, but it does seem to make Avoid units a bit more useful on un-promoted.

Luck passive skill; always activates; per every x% of the maximum LCK cap of units your level, units get a fixated amount of Hit that will be significantly smaller than the current amount Insight gives.

Another luck passive skill; always activates; per every x% of the maximum LCK cap of units your level, units get a fixated ammount of Crit Avoid.


I think the current Skill system works well, and chances are we'll be able to improve on it with less effort than putting up a new one altogether. Besides, it would take much more time to test a new system than just new skills, aside from the aforementioned flaw of making all classes serve only 1 or 2 purposes. After all, part of the flavor of this game is not knowing what to expect.
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kaishin no chikara
post Nov 27 2013, 12:48 AM
Post #12


My Name ^ Shit I Dribble ->
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QUOTE(Nolan Kryptonite @ Nov 25 2013, 03:33 AM) *
Spoiler: Click Here To Show/Hide This Text
To go along with/alter the above skills, with each set of classes having an offensive and defensive skill that carry to their promoted class*:

Adept and Mage:
- Erudite: Crit +30% when own Skl is 4 greater than opponent's Skl.
- Innocent: Dark WTA is negated on this unit.

Archer and Mystic:
- Hawkeye: Accuracy with Bows is increased by 10% when attacking foot units.
- Parity: Negates WTA from melee units attacking this unit.

Assailant and Fighter:
- Colossus: Damage increased by 3 when Con exceeds opponents.
- Smite: Shoving distance increased by 1 when user's Con exceeds Unit's Con.

Cavalier and Raider:
- Rider: Damage increased by 3 when attacking foot units.
- Jouster: Horse weakness is removed.

Cleric:
- Tomefaire: Gain WTA2 when a tome is equipped.
- Staffer: Staves heal an extra 5 HP, ranged staves have 1 extra range.

Curate
- Weaponfaire: Gain WTA2 when a weapon is equipped.
- Nihil: Skills are negated when attacking this unit.

Dark Knight and Shaman:
- Chaos: Attack is increased by 2 when attacking a unit with a light tome equipped.
- Anathema: Enemy Avd is decreased by 15 when attacking this unit.

Footman/Guard/Knight:
- Counter: Weapon attackers are hit with half of their Atk when attacking this unit when their Def is 4 greater than enemy Def.
- Parry: Damage from weapons is halved.

Gale Knight and Lunar Knight:
- Luna: Enemy Res is halved when attacking.
- Renewal: Heal 20% HP at the beginning of each turn.

Heaven Knight and Solar Knight:
- Sol: 50% of damage dealt is healed.
- Aurora: Magic attackers are hit with half their Atk when attacking this unit when their Res is 4 greater than enemy Res.

Mercenary and Warder:
- Adept: When Spd is 4 or more greater than opponent's, attack twice at full power.
- Vantage: Counterattack before the enemy's attack when Spd is 4 or more greater than opponent's.

Monk and Templar
- Treaty: Ends battle when missing opponents.
- Fortune: Crit Avd +15 when own Luck > Opponent's.

Nomad and Scout:
- Canto: User may move after attacking.
- Jockey: Terrain movement penalty is removed.

Peg Archer:
- Hunter: Accuracy with Bows is increased by 15% when attacking another flying unit.
- Maelstrom: When dodging an attack, attacker takes their Atk - their Res in damage.

Peg Knight:
- Mageslayer: Damage increased by 3 when attacking a unit with a tome equipped.
- Savior: Skl/Spd not reduced when carrying a unit.

Pikeman and Soldier:
- Impale: Damage increased by 50% when Pow is 4 more more greater than opponents' Skl.
- Skilled: +15 Avd when attacked by an Axe.

Troubadour:
- Lucky: When Luck is 4 greater than enemy's Luck, your hit and crit RNs go from 0~90 and opponent's hit and crit RNs go from 10~100.
- Miracle: Enemy Crit is lowered by 15%, also immune to Status staves.

Wyverns:
- Ire: Damage increased by 5 against Pegasus and Horse units when own Pow is 4 or more greater than enemy Def.
- Aegis: Eliminates normal weakness to bows.

*Some may change after promo?

There, kind of balanced the bad classes. Also Peg Mages lost auto-pursuit so they get nifty skills instead.

The class bonuses (5/5/5 and 15, maybe 5/5/5 changed to 5/5/5/5) still exist.

Possible skills unused:
Escutcheon: Use Defense stat for attacks.
Meditator: Damage from magic attacks halved.
Barrier: Use Res stat for attacks.
Windfall: Luck replaces Skl in battle formulas.
Swift: use Spd atat for attacks.


10/10 post would read again. A++ Kaishin Seal of Approval.

Your ability to make awesome skills that don't seem out of place but also not broken (not completely, anyway) is quite impressive as well.

Obviously this won't be balanced, but this is a fucking sweet idea. Though I think it should be expanded a bit:

First, let's make the distinction between FETO skills (aurora, impale, etc.) and these skills by calling these abilities.

In addition, I think each class should have both a racial ability and a class ability instead of an offensive and defensive to make one racial and one class specific (ie all Wyverns even unpromoted ones get the somewhat decent Ire but only a Wyvern Lord might get the fairly powerful Aegis).

This I think should be in addition to standard skills instead of replacing them, so those units can still counter kill things to death.

I think in this new environment there is merit to having 5 additional skills (skills, NOT abilities) that have the effect of replacing POW with one of the other 5 stats. We can also buff the original 6 skills accordingly to compensate for this new power (troubs now need quite the incentive to forgo LCK POW for insight).

If we go with select-able abilities (either instead of or along with), we can also make people have to sacrifice some stat points to get better abilities. Perhaps all units receive +10 stat points (to make 80 for lords and 50 for generics) and can spend their stat points on 1 or more (or none) abilities. And of course a generic ability would cost 10 points and the more powerful ones would cost more.

I know you're just throwing out ideas, but I thought I should build off of it. I can't believe I hadn't thought of this before. This is an amazing idea.
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kryptonite
post Nov 27 2013, 01:29 PM
Post #13


Desolate Soul
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Thanks for liking the idea-- but it was Speedy who technically came up with it. :P

I think a skill for unpromo and promo ala FE13 would work too. The only thing is that these "abilities" replace the current skills.
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Nohrian Lord S-IX
post Dec 8 2013, 02:03 AM
Post #14

YOU CAN'T BEAT THE SPEED!
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I really like some/most of the skills Krypto came up with, though I'm kinda in favor of having class exclusive skills included with the basic five that we have now.
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