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So as I was going through some of the skills I've already created/implemented, I decided to add some extra effects that proc upon a Critical Hit. It is usually an extension or enhancement of a skill's existing effect. For example, my Archer class has the skill Crippling Shot, which "Deals x Pierce damage and reduces the target's SPD by (a.agi÷3) for 3 turns". Thus, a Critical Hit could perhaps inflict a root/snare effect instead of (or in addition to) the existing slowing effect:
Ok, now here's my problem... I am VERY tempted to implement similar "On-Crit" effect for every attack skill in the game. Would that be a good idea, or nah? However, if these additional "On-Crit" effects are baked into the skills by default, then there would be no point in designing/implementing separate "talents" (nodes in the skill tree) that upgrade existing skills with these "On-Crit" effects. Are there any other potential downsides to having (almost) all attack skills include extra "On-Crit" effects? Or does anyone think Critical Hits should just deal extra damage?
Ok, now here's my problem... I am VERY tempted to implement similar "On-Crit" effect for every attack skill in the game. Would that be a good idea, or nah? However, if these additional "On-Crit" effects are baked into the skills by default, then there would be no point in designing/implementing separate "talents" (nodes in the skill tree) that upgrade existing skills with these "On-Crit" effects. Are there any other potential downsides to having (almost) all attack skills include extra "On-Crit" effects? Or does anyone think Critical Hits should just deal extra damage?
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