Avatar of Ryu
  • Last Seen: 4 yrs ago
  • Old Guild Username: Ryukuruyu
  • Joined: 12 yrs ago
  • Posts: 704 (0.16 / day)
  • VMs: 1
  • Username history
    1. Ryu 12 yrs ago

Status

User has no status, yet

Bio

User has no bio, yet

Most Recent Posts

Let's not start, maker of Rain.

Your CS? I find no problems with it except for one, and even then it's just a minor problem. The character is great, the job, class, and appearance linking up well with his skills also linking up well, so you have almost no problems envisioning your character and what you want him to be.

The one problem I see is skill two and the duration of the buff, perhaps you could turn it down a notch? Maybe thirty - forty-five seconds and then increase it as your character and the skill levels up? But that's just me, wonderful character, I see almost no flaws with it.
Tyrant from the West said
@Lowkey, you are absolutely right 8D But i still like to think think the more the merrier. Got anything else to add before ya leave?


I see a small hint of being mean.

Be nice.
Rainmaker said
Oh, if there is anything to criticise about my character or something that should be changed, don't be afraid to tell me. Been a while since I actually role-played.


Am on phone, will do later.
Tyrant from the West said
Ike will ride down from the heavens on a magnificent golden stallion. In one hand will be the first IC post, and in the other there will be the next character that will join us on all of our faggotty adventures.


The hype is real.
Pyromania99 said
Ryu, do mine. Going to try getting into the conversation around here.


Okie.

So the appearance is nice, like everyone's else.
Looks like I'm going to update mine later.

Anyhow, so this is good, a true tank character (I am sorry if I offended any other tank) who relies more on her allies than herself, so the framework of the character and her class is laid out, which is good, and everyone likes tank characters, but there is only one question.

How fast can she run?

"their lack of speed mostly due to their heavy armor."

Alright, so Serena is 4 foot and she wears heavy plate armor to protect herself, so how fast can she run out of combat? Walking shouldn't be a problem for her, but how about running? While I know this doesn't seem like a problem - and it really isn't - it is still good to know the limitations of your character, so I think running for her should increase with leveling. As Serena grows, she should gain some things on the side, the obvious things being stats of course and skills, but the less obvious things being her ability for her to be able to wear around her heavy plate armor.

And with this, there is also some misconceptions.

So, the abilities! Let's start.

Passive
This is good, I like this passive because it does exactly what I would expect Serena to have as a passive, an ability that bolsters her allies defenses around her, but like I said previously, numbers are good, so let's start off with the base number. How far does the aura reach?

I think ten feet is a good number, and having it increase by two every five levels is good, but this is just what I think.

Skill One.
This is a good skill/ability, allows Serena to rush to anyone who needs help under her care/aura, so this is good, and with each five levels of the passive, this is good because the skill itself does not need to have an increase in range, but this is not without their faults.

A skill like this in an MMO seems like a skill you would level up once and never level up again, so to ensure this doesn't happen (unless you want it to be like that, if so then forget about this), what would it give?
Armor.

This skill should give off some armor depending on the base rate/base percentage you set it at for a few seconds - maybe five. Now, there is actually a reason to level up the skill.

Skill Two.
How long? How much damage?
Numbers are good, and I think having the stun duration start off at 1.25 seconds and have it increase .25 every skill level is good, although it is good to have a cap on this stun. Maybe two - four seconds? And what would the incentive be to level this skill after the stun cap is reached? The damage.

So, the damage should be fairly weak, weaker than the normal basic attack, but with each level, it should become just a bit stronger.

Skill Three.
This is a good ability, of course, I think you already know how much healing it does, so I won't pointlessly say what I said in the past.

Equipment is good from there.
Okay, so Serena is a good character, I like her, and while there are some clarification that needs to be done, she is a good character.
And there is something I've noticed, with every character "revision," I find myself to going slightly more and more to the numbers, and there is a reason for this. Numbers are good. Should we add them permanently? For stun durations, sure, but for damage? No. Numbers for damage should only be seen as an example, nothing more, nothing less.

Should numbers be set for cool downs? Yes and no. Cool downs are cool, I like em! But this is an RP where we write, so I don't believe cool downs should be incorporated into the RP and that they should be handled by the player and how he/she deems as fit.

Edit: Oh, hey, Ryu, you hypocrite, man I hate you.
Okay, so, let me rephrase this. Are numbers fine for things such as stun durations? Yes, they are, but how it is acted by the other player depends on that player;

Should numbers be added in for damage? No. Every example I give for numbers is an example of how strong I feel the skill should be.

Should numbers be set for cool downs? No. They should be handled by the player/writer and how he/she deems fit.
Tyrant from the West said
Alright, I appreciate your input dude! But to be honest, Im probably not going to add numbers for the most part. Although I might take some of your advice and add a few numbers to the passive and first active. But I planned on the numbers being a little bit higher, like 5-6 birds early on because the birds themselves are supposed to deal minimal damage and its more of a 'strength in numbers' type deal. As well as that the birds are going to be dying 8D blood coated feathers will be covering the battlefield, or at least, a little bit of it. Cause If i tried to make it so that they survived more then like, no one would seriously believe that some of those birds are still flying around after being sliced at by a sword or burnt by the flame. Does this info/plan change any of your thoughts about this?


No, the numbers were meant to be example of how strong that skill should have been, skill two should be like how I said with the damage in my eyes, but with this information, there should still be some cap on the amount of birds summoned and the amount of birds called (called having more, of course). Along with this new information, since the birds do minimal damage, I realize that the cap should be higher, although I don't know how high, I believe that you have everything planned out, along with everyone else and their character.

Edit: Besides! These character revisions of mine are merely just suggestions~
Tyrant from the West said
Psst Ryu give my character a once over 8D. Although heads up I probably won't wanna change my stuff and kinda ignore you for the most part; but I want to see what you have to say about it anyway.


It's fun doing these things, and I'm PRETTY sure you guys do this already to me, so sure!
Okay, good job on the appearance, better than mine.
Gold star for you, buddy.

Okay, the class. I like the idea and how it is hindered on the environment, and taking from the class, I'm guessing this is a DPS Mage kind of class, correct? Seeing as how it has no armor, it trades that off for high damage. So with that mindset now implanted in my head, let's start.

What I see is that the skills and abilities have a lacking of numbers, and numbers are key in any MMO, so I will add in some examples of numbers for the skills to let you have a "gist" or "idea" of how strong the skill should be, SO THUS I'M NOT MAKING YOU CHANGE ANYTHING HUGE AND THIS IS BASICALLY A COMPROMISE.

... Although there are a few things I found fit to be changed in my eyes.

Skill One.
Okay. How strong is it? Is it able to summon two birds? Or five birds? Is it able to call for the help of three birds? Or six birds?

This is important, we need to set some numbers aside for your characters. I think having your character be able to summon two birds at first and then gradually increase it over levels, with the maximum number of birds being summoned should be around seven of eight.

The number of birds called shouldn't be a problem, although it is good to put a cap on that as well, maybe fifteen?

Skill Two.
Clarification is key, and with that, I think you should add in "claw" after "bird's" to make it look like "The user's hand is partially transformed into that of a bird's claw".
Now, how much damage will it do on hit? Will it do more than the basic attack? It shouldn't, because that's overpowered.
Will it do less than the basic attack? It should.

So since there are two types of damage being added along with the basic attack, an example of this would be say 100 for the base damage and 20 for the dark and air types of damage, which would make for a grand total of 140 damage in total per hit, and this isn't all that bad if it is like this. Before we start this RP, I want you to have a gist of how strong this ability should be, which is the example I just told you.

Of course, in every MMO, damage varies per hit for basic attacks as it is not all that consistent (example: 98 on one hit, 87 on second hit, 92 on third hit, etc) but this should be the kind of damage it should be doing, and with every added level of the skill, it should be doing a bit more than before, like for level one of the skill, twenty for both air and dark. For level two, maybe twenty-two for both air and dark and so on.

Skill Three.
More than a passive of an active, and in my opinion, I think you should turn this into your passive than anything else, I don't have much to say on this except for that.

Passive.
It's a good passive, I'm not going to lie. Of course, how strong it is an issue more than anything else, but I think this passive would be better if you introduced this at a later level and instead moved your "skill" three to the passive and put in an active for skill three.
Alright, so let's be real.
Drugs, how much for in game?

It's a good character, I like it, but there are some problems with it here and there.
How Ryu's day just started (I swear this is exactly how it started in my head):
*Wakes up at 9:30*
"Huh, woke up soon for going to sleep late, better check RPGuild"
*Goes through this OOC*
"Okay... okay... WAIT A MINUTE...MORE BALANCING TO DO? I'M UP FOR THE JOB"

Okay! Let's start!

Huh, looking at these appearances make me really want to edit my small excuse for an appearance, good work on that!

Okay, scanning through the class, you have a great idea of what a Thief is, and looking at what your character wants to be, if those are your actual plans for that character, then good job. Your character realizes her disadvantages - which is that Lovissa lacks ranged - and want to turn that disadvantage into an advantage whilst also putting her current advantages to better use. While I wouldn't really think of that as the next advancement in the Thief class line, does it really matter?

No!

So good job on the character.

Passive
This is perfectly fine for a passive as far as I can see, not overpowered, but certainly not weak as well and it fits the class, good job on that.

Active One
One problem I have with this one is that it seems like it's more of a passive than anything else, what does this ability do? There's not much detail, does it give you heightened accuracy and ensures that most attacks land successfully without fail in a time zone? Like say five seconds? Or is this another passive?

If it is the former, then I would also recommend adding in a small critical chance or a small damage boost, give it a five - ten second time zone, and then let it have a bit of a cool down. Now, if it is the latter, I can understand if it is a passive, but I don't think OP wants us to have two passives.

While there are more than one passives in an MMO, I think OP wants us to start with one and gradually have more as the game progresses like that of a real game.

Unless we can have two passives at the disadvantage of two actives, which would make a fair trade off in my eyes, but we have to ask OP about this.
Active Two
Welp, time to take a blind shot at this since "Trigger % x 0.5 of skill"
But I think I got it, I think my feeble mind processed it after reading skill three and doing that first!

Okay, so the rate of activation for this skill is a set number with a rate of 50% of the current level of the skill, so for example, let's say 30% is the base rate and the skill is level 10. So 5%. 35%.
All right, I think I got it right!

But, of course, this one suffers from the same problem as skill number one. Is this a passive, or is this an active? Because right now, this looks more like a passive in my head, and while that's fine and dandy in the long run, I think you should convert this into an active and then, when your character becomes stronger, turn this into both.

What I mean is, when your character becomes stronger, turn this ability into an active with a passive.

How it would go like this

Example:
Quick Fingers
Description: The next attack Lovissa lands is quickly followed up with one or two more attacks, depending on the difference between her speed and the enemy's speed. The attacks do slightly more damage than the ones before it.

This ability also has a chance to go off whenever Lovissa lands a normal attack.

So obviously I didn't list the rates, but that's what I think you should do to Quick Fingers. Turn it into an active then turn it into both, and we'll all be happy.
Active Three
This is actually a good ability/skill, I like it and it's for assisting your team mate, which will net Lovissa some praise in the end by her team mates, but we will need some clarification. What is the base damage of the ability? I mean, with the way the description is described as, it seems like one attack that followed up a team mate's ability, so would the damage be higher or lower in this case?

If you need some ideas, I would have to say go with higher, maybe give it - since we are just two days started in the RP - 20% more base damage than the swing with a dagger.
There we go, basically, a lot of confusion with skill number one and two, skill three could use some work in clarification, and I like the general idea of the character and her aspirations.
Yuuji-chan
<3
Alright, let's start.

Gap closers, jumping, basically anything related to distance.

How far can we jump in the game? How much gravity is there in the game world? Is it similar to our world where we can maybe jump two feet into the air at most? Is it okay to have an ability that causes someone to jump 12-20 meters backwards in the air?

In my opinion, no. That is not okay. If you jump 12-20 meters backwards, which is respectively 36 feet to 60 feet, you are going to have broken bones and your character will take fall damage, so I would like your input on that.

What, in your opinion, would make a logical gap closer or gap creator/run away ability?
© 2007-2026
BBCode Cheatsheet