#NEW RM Skill - "Judgement"

29 messages · Page 1 of 1 (latest)

stone fossil
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"Judgement" is a 1vs1 Damage spell for RM.
This spell holds down the Ringmaster to deliver a massive amount of damage on the enemy. While the user is vulnerable, they deliver a lot of damage rapidly. This has no cooldown, but drains MP rapidly and the "cast" is not affected much by DCT.

Logic behind it:
Right now, Moon Beam is hard to tune.
So the solution - add "Judgement" as a lvl 60 RM skill.
Benefits:

  • You can now tune Moonbeam to be weaker, as it's used for the 1-60 gameplay, meanwhile Judgement would be tuned to fight 60+. (another skill would be added for 110+)
  • RMs get a new attack skill to use for higher levels.
  • Reduces Carpal Tunnel, since this is less spammy to use.
  • This skill leaves the user vulnerable, so they need to watch out when using it in PvP or against Giants/Bosses.
  • The RM can become a DPS or fight alongside a 1vs1 with this.
  • You sell more Refresher Holds.
  • This skill is planned to be added alongside a lot of other skills to other classes, to balance out the PvE and PvP gameplay. When considering this, please put in mind that Blades/Knights/Jesters/etc. would get other skills to not fall behind RMs.
hazy glacier
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wow, this kind of skill would help give ringmasters a defined identity!

vague blade
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I love this! Cool animation peepolove

stone fossil
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Just to answer some concern - this skill is actually NOT OP.
That RM took 6 seconds to kill a target 4 levels higher, with a G-Stick and NPC gear otherwise, no accessories or buffs.
Moonbeam is basically 4-sec per kill.
And Merkaba is solo-AoE as well with better kill times.

So you are actually not as OP -but it's cool and chill this way.

frank breach
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Looks cool but too good to be true kekw might be a good addition for the next expansion tho

forest sparrow
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I love it and it is great to see you buckets 🥺
but if it's not stronger than either of those, it makes it kinda hard to justify, right?
nothing beats merk + hc for speed and the only thing you'd use this for is the drop rate and exp bonus from 1v1 killing realistically
i think it would even be fair to make it fairly long range and have it be like a mental strike basically
i'd also make the cast smooth enough that you can HC regularly without much delay

stone fossil
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Honestly, I'd probably just ramp up damage rather than allow HC spam. Cause the whole purpose of this skill existing is to reduce Carpal Tunnel & nerf MoonBeam.

worldly cloud
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I really like the animation. I don’t like the name judgement, too different from the other names. I also don’t really see how it would reduce carpal tunnel since it seems to work the same as meme beam, just a harder hit

civic vine
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Wtf, i want this skill

eternal shell
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Maybe good for bosses only, I don't think it would be efficient for leveling since you're locked in place.

nova hollow
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I like this skill and animation. Ringmasters need more ways to defend themselves. Also, even if the skill is not that strong. Thats OK. i like playing with different skills it changes things up. Keep the grind fun!!!

crude cedar
forest sparrow
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I'd like the idea of channelled skills, but I'm sure it's not very easy or even possible to implement. Maybe "re-casting" to extend it? It could then also deal increased damage the longer you are able to free cast it, which can help balance it out. Having to move would cancel that window.

stone fossil
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I mean - if "channeled" was a thing (they'd have to code in that after the skill finishes the cast anim3, it just repeats cast3 over and over till no target is available or movement command is issues), you could just make it a channel.

You'd press the button once, and MP would be drained, damaged dealt as long as you do not move, cast anything else or target remains alive.

MP cost would just need to be adjusted - but if the [Dev] Team would agree to code in the channel, that would fit perfectly. Perhaps add such channels to other classes as well?

cobalt talon
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I feel like RMs can already do it all, they're meant to be a support class and not all-rounded like this, if anything we should give them more support type skills? They already have enough damage skills IMO.

winter trail
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Hello, Buckets.

First, I congratulate you for the nice Premium Shop Effects, and for the work you provided to the Game so far. As someone who is somewhat picky, I admit I like the works I mentioned.

However, despite what I said above, I disagree, from an aesthetic point of view, with your Suggestion. I found that I’m not liking the Effects of said Animation (I found them to be rather simple). I do like the Animation you made for the Ringmaster himself though.

I found, recently, the works you made for the Game, which were recently suggested for it too, and, unfortunately, did find some of them to be rather simple, in comparison to those of Flyff PC’s.

I’m saying all of this, because I feel that aesthetics, in general, should follow the style of Flyff PC’s. There’s certainly a nostalgia factor tied to them, and sometimes, I feel a bit scared that the designs for many new elements inside the Game are of a lower quality, and what’s worse, that many Players seem to accept. I feel there’s some kind of quantity-over-quality preference recently.

I can mention, as examples, the new Skills Blades and Knights got in the latest Update. The Icons for both of them look kind of low-quality, in an attempt to differentiate them from Skills with Icons similar to those of the two new Skills. I do not mind the recycling of said Flyff PC Icons, as I feel they’re very eye-pleasing. As for the Animations, in the case of the Knight Skill, feels rather dull, and pales in comparison to those of other Skills which came with the latest Update.

I believe, on the other side, that some Skills, despite having been altered in function, have retained the charm of Flyff PC’s aesthetics, in the shape of minor touches, with plenty of the Visual Effects untouched. Take Belial Smashing and Multi-Stab as examples.

Call me old school, but I think a design scheme in line with Flyff PC’s should be followed. If it takes extra time, so be it.

Sorry for my English. Not my first language.

rose adder
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This has no cooldown, but drains MP rapidly

But have you heard of refresher hold?

winter trail
civic vine
winter trail
# civic vine Don’t think it should follow FlyffPC asthetics the game will take a different di...

Thanks for replying, Maël.

Yes, I recall they mentioned that. However, and as far as I can remember, and by word of some who followed the Game from an early stage, there were going to be minor changes, not a total revamp.

Of course, I cannot tell for sure, since I didn’t follow the Game from the beginning. Still, I think many people are playing it because of nostalgia.

If it were to take a radically different direction, I believe many aspects, including aesthetics, would change a lot, and become something kind of different, which isn’t exactly the one aspect people want it to be changed. Playability, minor cosmetic upgrades, and retouching old aspects to make them for suitable for 2022/2023 should be the aspects to be improved.

Don’t get me wrong, I like the concept of the Skill; it is just that I, personally, and based on what I stated above, do not like it (because of cosmetics, basically). Just my opinion.

As for new stuff making it into the Game, I am in favor, as long as a some kind of aesthetical quality control, so to speak, is used. I feel quantity over quality is what it’s favored today. I believe they should take their time to polish the designs, and make them look as if they were part of the original Game, so they seamlessly connect, and not look like some type of Frankenstein.

I can think of some examples of well-designed recent additions: Gravity Well, Boomburst, Jester’s Blast (this one needing a little bit of polishing only), or the new Dungeons, plus many others.

I feel there’s the potential to achieve a decent amount of new contents, which also can look pretty neat, so that they become memorable.

stone fossil
#

The original way that Flyff handled VFX is what is called "Visual Noise" in game design.

  • You have several skills sharing the exact same animation (which you should not do - as that makes it harder to read by a player what his opponent is doing)
  • A lot of particles just turn on Light Mode when used and lag up the screen.
  • There is no visual indication or clarity of the effect of a spell.

However Flyff players are just "used to the bad design", so they defend it on reflex.
My approach is different to it.

  • I want every move to have a more clear Animation, preferably unique to the move
  • Anims should be responsive
  • The VFX is more tame, so when multiple players are casting, the screen doesn't turn into a white void OR hides the animation entirely.

The VFX could use more "puzzaz" - but I'd rather keep it tame and readable - with the animation being the primary focus, instead of a white void of VFX.

And the examples of "good skills"....
Um, the Gravity Well is already an issue, as players cannot tell WHO cast it in PvP - and it also delivers no information:

  • You have no clue when it spawned.
  • You have no clue how long it will be there
  • It will suddenly vanish or appear
  • Hard to tell who did it

The VFX itself could use some improvements - even though it is higher quality "graphically".
That said - I could fix it, so Gravity Well is more understandable.

copper otter
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Man hire this dude already

blazing basalt
#

This looks sick
Great work and great idea!

vivid parcel
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Ip

opaque apex
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bumping

thorny tusk
#

Rather make it 90+ level skill or such so that bots wont have as good QoL buff 😅 Edit: Could be behind quest/paywall though too. I dont mean $$$, but rather need to gather some materials + pay penya for it. 50-100m for example. Would get quite expensive quickly for those botters too. kekw While for normal players it would be good investment.

opaque apex
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how about we stop balancing an entire class around bots

radiant maple
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Look good i buy this idea