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fireflyege

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Guys, do you have any ideas about class passives to make them different from each other, make them have more personality in the battle. I worked for those ideas for like a day and I am seeing success so I will start with telling what am planning to use these in my game to learn what you think and if you have your ideas, learning about them as well.

-Berserk: When Berserker reaches 100 TP, he berserks as long as he can pay 25 TP each turn and his TP being greater than 0, in which case the Berserk stops. Berserker's main goal is taking attacks, protecting weaker allies and also preserving his TP that way, which also prolongs his Berserk state. Berserker gains 10 TP each time he takes damage himself, and 5 TP when allies take damage. Also when he deals HP damage he gains 10 TP and if he is the only person alive he generates 50 TP per turn.

-Ranger: When Ranger reaches 100 TP, she gets Concentration which makes her critical chance %100 as long as she can give 50 TP each turn, so it is actually a one turn buff. In that turn, she also unlocks her Super Snipe skill, which has a massive modifier and also can crit. Ranger's other skills are weak attacks that weaken enemy defenses or buffs that increase her own attacks and speed. Also, nearly all of Ranger's basic skills restore TP.

-Monk: When Monk reaches 100 TP, he gets into a Counterstrike stance. In that stance he increases his threat and counterattack rate is maxed so he can counter all physical impact as long as he is in the stance. Stance eats 35 TP per turn and Monk gets 15 TP each time he counterattacks and can also meditate for TP and also increased regeneration of HP as well. Of course, Meditation gives him little TP and his offensive abilities give him more for the sake of him being interactive with the enemy and being thematically correct.

-Bard: Bard has no overdrive in 100 TP, instead she uses her own songs and increases her rhytm (I mean TP) with every action her allies make. For example taking damage as a bard will not happen much (espicially she has less target rate than everyone else as her innate ability) but when allies take or deal damage Bard generates her TP and uses it to buff the party so they may continue to be in action. She also has MP and TP boosting skills along with buffs.

What do you think? I am working day and night to keep them interesting but I still need like I must add more, espicially for Mages. For them they always have 100 MP, but they have their own way to deal with their spells.

-Witch: I am planning on her losing %15 of her HP each turn to get %20 MP. The witch will excel with lifedrain kits and will restore her HP with a minor life drain that costs no mana if things get too rough.

-Diviner: She has Fervid Prayer ability that restores 75 MP to her and regenerates her life for %10 each turn for 5 turns.

-Magus: He has Arcane Presence ability, which instantly restores 100 MP to him.

I am working on magi though, so they may not feel that interesting at the moment. I want Mages to rely on decisions so I did not make them that complex but for TP characters I wanted them to feel like they are in the midst of the heat of battle.
 
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Kes

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[move]Game Mechanics Design[/move]

Also, please note that this section of the forum is not for feedback on an individual particular project, but ranges more widely than that. Therefore, do not be surprised if some of the posts do not address the specifics of your game.
 

Milennin

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Berserker: Deals x% more damage for each percentage of HP that he's missing, starting at half HP.
Ranger: Cures himself from negative conditions at the end of the player turn.
Ranger: Forages a random berry at the end of each turn (each berry has a different effect, like restoring HP, MP or curing conditions. Removed from the inventory after a battle ends).
Monk: Always deals a small amount of damage back to enemies that physically attack him.
Bard: Randomly halves the MP cost of 1 skill for 1 turn, each turn.
 

fireflyege

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I changed some features from TP classes, and added some utility based on their jobs. But I struggle to keep mages at theme, thought giving percent health damage to the attack mage but that would be too powerful, so I worked with their themes and defined what role they will be playing in.

The only character that I am having trouble with is the Magus, which has the highest Magic of all the game, so I am hesistating about giving buffs. Magic reflect chance is too scary, percent health damage is too broken. Thinking of passives like these.

Arcane Presence: When Magus has %50 or more mana, its spells are %20 more effective.
Mystical Focus: For each point of MP Magus has, its spells are %0.3 more effective up to %30 boost in spell damage.

Also I also thought of adding that to Berserker, but like with Magus passive I do not know how can I implement those with just changing ratios or simple command orders.

About passives, I am actually using Enhanced TP plugin, for casters adding 0 max tp and no TP growth and instead writing passives down so I just add some things to all skills like the main healer Diviner has max HP ratio on its heals but I add individually instead of making a passive like that.
 

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