Post by Mechalomaniac on Jan 30, 2005 20:52:42 GMT -5
This is our current Yuusha class.
Yuusha Pilot
Starting Max SP: 95
Maximum SP Cap: 190
Skills & Abilities:
- Minimum Dodge Cost is 13.
- Countercut: 2 EN or 5 PCs
- Yuusha no Tamashii: Increase Pilot's general stats depending on Rank
Private: Dodge Cost is 22; Weapon Damage +10%.[/i]
Corporal: Dodge Cost is 21; Weapon Damage +15%, Damage Received -15%.[/i]
Sergeant: Dodge Cost is 20; Weapon Damage +20%, Damage Received -20%.[/i]
Ensign: Dodge Cost is 19; Weapon Damage +25%, Damage Received -25%.[/i]
Lieutenant: Dodge Cost is 18; Weapon Damage +30%, Damage Received -30%.[/i]
- Yuusha no Chikara: Activates when your unit's HP is 25% or below:
[/li][li]If an opponent you are attacking has damage-reduction ability, ignore it. The effects include ALL shields, armor, and barriers. This ability DOES NOT ignore seishin effects and pilot ability effects.
[/li][li]All your (M) attacks gain "Target's Countercut Cost x1.5 for this attack."
- Yuusha no Iryoku: Able to use Combination Attacks without the required partner unit present but the partner units required to perform the combo must be in your AM. Combo Attack Resource Cost x1.5. Can only be used in a Yuusha unit.
Conversion Cost: 1300 PCs
Series of Origin: Yuusha Series
As it stands, it is a horribly one-dimensional class. Yuusha no Tamashii's offensive and defensive bonus fits well enough, but it provides less tanking power than even an HM. Their dodging ability horrible as well in comparison to anything but the Dynamic classes, and since their tanking ability is incomparable, this gives Yuushas very low survivability. Yuusha no Iryoku is a nice ability, but not very widely useful as it stands.
This leaves Yuusha no Chikara. YnC is best used in units with large amounts of (X) or other multihit spam to wear down an opponent by denying them the use of barriers or armor. Compare this to most Yuusha units, which for the most part involve strong single hit attacks.
So the bottom line, Yuusha needs reworking. To that end Jaiku, Shadow, Tavish, myself, with some input from Tilus began working on a proposal for a new Yuusha class. For the base of this we looked to a core gameplay mechanic of Brave Saga 2, the Guts gauge. In the game, your units would gain Guts bars from either being hit or passing your turn. Once you had a full Guts bar, you could choose to Gattai into a higher Yuusha form (say, GaiGar to GaoGaiGar, or Dag Shadow to Shadow Dagwon), to execute a powerful Hissatsu attack (such as Hell and Heaven or Goldion Hammer), or to perform some other kind of effect such as self healing of hit points or energy, raising evasion, defense, attack power, and the like. Finally, if your unit was destroyed while it had a full Guts gauge, it would be revived with a small amount of its hit points.
Eventually we decided to make the Guts gauge a combination of Ki-Ai or Tension bar, and something like the Valkyrie Pilot's Advanced Maneuvers gauge. At full Guts, a Yuusha roughly the same defense capability as a Getter Pilot at full Potential and Ki-Ai, and the same offensive capability as a Mazinger Pilot at full Potential and Ki-Ai. For further balancing, we decided to raise its base dodge cost, but lower its minimum dodge cost. SP and CC cost were not changed at all. Anyway, without further ado, here's what we came up with.
Yuusha Pilot
Starting Max SP: 95
Maximum SP Cap: 190
Skills & Abilities:
- Minimum Dodge Cost is 10
- Countercut: 2 EN or 5 PCs
- Yuusha no Tamashii: Increase Pilot's general stats depending on Rank
Private: Dodge Cost is 24; Weapon Damage +10%.[/i]
Corporal: Dodge Cost is 23; Weapon Damage +15%, Damage Received -15%.[/i]
Sergeant: Dodge Cost is 22; Weapon Damage +20%, Damage Received -20%.[/i]
Ensign: Dodge Cost is 21; Weapon Damage +25%, Damage Received -25%.[/i]
Lieutenant: Dodge Cost is 20; Weapon Damage +30%, Damage Received -30%.[/i]
- Guts Gauge: Ranges between 0 and 20. Gain +1 Guts bar for every attack that his and deals damage to the Yuusha. Additionally you may forfeit your Attack and Transform Phases to gain +1 Guts.
For each 1 Guts bar you have, gain -3% Damage Received and +5% Weapon Damage.[/b] [/i]
Additionally you can expend Guts bars to gain different effects. This is done during the Transformation Phase, with the exception of Revive.
[/li][li]Barrier Pierce: Requires and expends 5 Guts bars to use. The first non-(X), non-(R) attack you make this turn gains Barrier Pierce.
[/li][li]Armor Pierce: Requires and expends 5 Guts bars to use. The first non-(X), non-(R) attack you make this turn ignores target's armor effects.
[/li][li]Hissatsu: Requires and expends 10 Guts bars to use. The first non-(X), non-(R) attack you make this turn gains +150% Damage and Target's Dodge Cost +5.
[/li][li]Miracle Hissatsu: Requires and expends 20 Guts bars to use. The first non-(X), non-(R) attack you make gains +300% Damage, Target's Dodge Cost +10, and negates secondary defenses.
[/li][li]Revive: Requires and expends 20 Guts bars to use. If HP is reduced to 0, or hit with a DESTROY:L1 or DESTROY:L2 attack, Restore 25% HP. This ability is only useable once per battle and only in Yuusha units.
- Yuusha no Iryoku: Able to use Combination Attacks without the required partner unit present but the partner units required to perform the combo must be in your AM. Combo Attack Resource Cost x1.5. Can only be used in a Yuusha unit and requires 10 Guts bars to use.
Conversion Cost: 1300 PCs
Series of Origin: Yuusha Series
Additionally I should note that should something similar to this go through, the Gattai abilities on Yuusha units could be changed to require or expend a certain amount of Guts bars, as opposed to HP based activation. The details of that can be ironed out later though.
Keep in mind this is merely the beginning for a further discussion of changes to the Yuusha. Everyone will certainly have their own idea of what needs to be done with the class, but we believe this is, at least at its base, a good way for Yuusha to head down.
Feedback/Concerns
- Making Guts charge per attack phase compared to per attack. (Umbaglo's suggestion, since (X) can charge guts pretty fast)/
- Combining the Armor and Barrier Pierce abilities (Mao's suggestion, disliked by Jaiku because it could lead to pure death for SR pilots.)
Yuusha Pilot
Starting Max SP: 95
Maximum SP Cap: 190
Skills & Abilities:
- Minimum Dodge Cost is 13.
- Countercut: 2 EN or 5 PCs
- Yuusha no Tamashii: Increase Pilot's general stats depending on Rank
Private: Dodge Cost is 22; Weapon Damage +10%.[/i]
Corporal: Dodge Cost is 21; Weapon Damage +15%, Damage Received -15%.[/i]
Sergeant: Dodge Cost is 20; Weapon Damage +20%, Damage Received -20%.[/i]
Ensign: Dodge Cost is 19; Weapon Damage +25%, Damage Received -25%.[/i]
Lieutenant: Dodge Cost is 18; Weapon Damage +30%, Damage Received -30%.[/i]
- Yuusha no Chikara: Activates when your unit's HP is 25% or below:
[/li][li]If an opponent you are attacking has damage-reduction ability, ignore it. The effects include ALL shields, armor, and barriers. This ability DOES NOT ignore seishin effects and pilot ability effects.
[/li][li]All your (M) attacks gain "Target's Countercut Cost x1.5 for this attack."
- Yuusha no Iryoku: Able to use Combination Attacks without the required partner unit present but the partner units required to perform the combo must be in your AM. Combo Attack Resource Cost x1.5. Can only be used in a Yuusha unit.
Conversion Cost: 1300 PCs
Series of Origin: Yuusha Series
As it stands, it is a horribly one-dimensional class. Yuusha no Tamashii's offensive and defensive bonus fits well enough, but it provides less tanking power than even an HM. Their dodging ability horrible as well in comparison to anything but the Dynamic classes, and since their tanking ability is incomparable, this gives Yuushas very low survivability. Yuusha no Iryoku is a nice ability, but not very widely useful as it stands.
This leaves Yuusha no Chikara. YnC is best used in units with large amounts of (X) or other multihit spam to wear down an opponent by denying them the use of barriers or armor. Compare this to most Yuusha units, which for the most part involve strong single hit attacks.
So the bottom line, Yuusha needs reworking. To that end Jaiku, Shadow, Tavish, myself, with some input from Tilus began working on a proposal for a new Yuusha class. For the base of this we looked to a core gameplay mechanic of Brave Saga 2, the Guts gauge. In the game, your units would gain Guts bars from either being hit or passing your turn. Once you had a full Guts bar, you could choose to Gattai into a higher Yuusha form (say, GaiGar to GaoGaiGar, or Dag Shadow to Shadow Dagwon), to execute a powerful Hissatsu attack (such as Hell and Heaven or Goldion Hammer), or to perform some other kind of effect such as self healing of hit points or energy, raising evasion, defense, attack power, and the like. Finally, if your unit was destroyed while it had a full Guts gauge, it would be revived with a small amount of its hit points.
Eventually we decided to make the Guts gauge a combination of Ki-Ai or Tension bar, and something like the Valkyrie Pilot's Advanced Maneuvers gauge. At full Guts, a Yuusha roughly the same defense capability as a Getter Pilot at full Potential and Ki-Ai, and the same offensive capability as a Mazinger Pilot at full Potential and Ki-Ai. For further balancing, we decided to raise its base dodge cost, but lower its minimum dodge cost. SP and CC cost were not changed at all. Anyway, without further ado, here's what we came up with.
Yuusha Pilot
Starting Max SP: 95
Maximum SP Cap: 190
Skills & Abilities:
- Minimum Dodge Cost is 10
- Countercut: 2 EN or 5 PCs
- Yuusha no Tamashii: Increase Pilot's general stats depending on Rank
Private: Dodge Cost is 24; Weapon Damage +10%.[/i]
Corporal: Dodge Cost is 23; Weapon Damage +15%, Damage Received -15%.[/i]
Sergeant: Dodge Cost is 22; Weapon Damage +20%, Damage Received -20%.[/i]
Ensign: Dodge Cost is 21; Weapon Damage +25%, Damage Received -25%.[/i]
Lieutenant: Dodge Cost is 20; Weapon Damage +30%, Damage Received -30%.[/i]
- Guts Gauge: Ranges between 0 and 20. Gain +1 Guts bar for every attack that his and deals damage to the Yuusha. Additionally you may forfeit your Attack and Transform Phases to gain +1 Guts.
For each 1 Guts bar you have, gain -3% Damage Received and +5% Weapon Damage.[/b] [/i]
Additionally you can expend Guts bars to gain different effects. This is done during the Transformation Phase, with the exception of Revive.
[/li][li]Barrier Pierce: Requires and expends 5 Guts bars to use. The first non-(X), non-(R) attack you make this turn gains Barrier Pierce.
[/li][li]Armor Pierce: Requires and expends 5 Guts bars to use. The first non-(X), non-(R) attack you make this turn ignores target's armor effects.
[/li][li]Hissatsu: Requires and expends 10 Guts bars to use. The first non-(X), non-(R) attack you make this turn gains +150% Damage and Target's Dodge Cost +5.
[/li][li]Miracle Hissatsu: Requires and expends 20 Guts bars to use. The first non-(X), non-(R) attack you make gains +300% Damage, Target's Dodge Cost +10, and negates secondary defenses.
[/li][li]Revive: Requires and expends 20 Guts bars to use. If HP is reduced to 0, or hit with a DESTROY:L1 or DESTROY:L2 attack, Restore 25% HP. This ability is only useable once per battle and only in Yuusha units.
- Yuusha no Iryoku: Able to use Combination Attacks without the required partner unit present but the partner units required to perform the combo must be in your AM. Combo Attack Resource Cost x1.5. Can only be used in a Yuusha unit and requires 10 Guts bars to use.
Conversion Cost: 1300 PCs
Series of Origin: Yuusha Series
Additionally I should note that should something similar to this go through, the Gattai abilities on Yuusha units could be changed to require or expend a certain amount of Guts bars, as opposed to HP based activation. The details of that can be ironed out later though.
Keep in mind this is merely the beginning for a further discussion of changes to the Yuusha. Everyone will certainly have their own idea of what needs to be done with the class, but we believe this is, at least at its base, a good way for Yuusha to head down.
Feedback/Concerns
- Making Guts charge per attack phase compared to per attack. (Umbaglo's suggestion, since (X) can charge guts pretty fast)/
- Combining the Armor and Barrier Pierce abilities (Mao's suggestion, disliked by Jaiku because it could lead to pure death for SR pilots.)