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7/7/2025, 2:31:18 PM
>>530286308
Are you retarded? Just above I've described example of enmity mechanics which scale damage with lost HP. Current Springfield scales with her own HP too. And base Atk does not equal final damage as you get to play with modifiers, buffs, debuffs and other mechanics. If you want to be able to make anyone do anything, just play UmaMusume. This doesn't work in games where you make teams because teambuilding thrives on synergies, which is why you need to make characters different with each having stregths and weaknesses so they could cover each other weaknesses and amplify strengths.
I think such system would suit GF2 well and it stems from comparison to AK roguelike where fun is in synergies as newest OP character can't survive on its own most of the time. Amount of combinations also allow game to grow without need to reach for pwoercreep so soon.
>>530287434
The thing is, I tried to utilize what we already have in game. Right now classes serve no purpose except some vague description of what unit was supposed to do with its skills, and weapon type is purely aesthetic. You could offload weapon type specifics on weapon itself, but that would require MICA to make more weapons and let people have better access to them, which gets in the way of genchink gacha model.
Two of your types would fit in the system I described.
>sentinel RF for full damage
>scout RF who uses extra action to position herself to spot from which you want to shoot next turn, and WA already introduced interception to help the team, triggering support chain which I used for a while in PvP to instakill Tololos initiating on me when I didn't have v1 Klukai
Third is combination of scout and blade with RF, but you could achieve this with skills by making another scout RF, make all skills require CI and camouflage/setup eating all/almost all of it. Like Lotta needing to spend turn to charge CI without extra action.
Are you retarded? Just above I've described example of enmity mechanics which scale damage with lost HP. Current Springfield scales with her own HP too. And base Atk does not equal final damage as you get to play with modifiers, buffs, debuffs and other mechanics. If you want to be able to make anyone do anything, just play UmaMusume. This doesn't work in games where you make teams because teambuilding thrives on synergies, which is why you need to make characters different with each having stregths and weaknesses so they could cover each other weaknesses and amplify strengths.
I think such system would suit GF2 well and it stems from comparison to AK roguelike where fun is in synergies as newest OP character can't survive on its own most of the time. Amount of combinations also allow game to grow without need to reach for pwoercreep so soon.
>>530287434
The thing is, I tried to utilize what we already have in game. Right now classes serve no purpose except some vague description of what unit was supposed to do with its skills, and weapon type is purely aesthetic. You could offload weapon type specifics on weapon itself, but that would require MICA to make more weapons and let people have better access to them, which gets in the way of genchink gacha model.
Two of your types would fit in the system I described.
>sentinel RF for full damage
>scout RF who uses extra action to position herself to spot from which you want to shoot next turn, and WA already introduced interception to help the team, triggering support chain which I used for a while in PvP to instakill Tololos initiating on me when I didn't have v1 Klukai
Third is combination of scout and blade with RF, but you could achieve this with skills by making another scout RF, make all skills require CI and camouflage/setup eating all/almost all of it. Like Lotta needing to spend turn to charge CI without extra action.
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