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  1. #1
    Player
    Leobein's Avatar
    Join Date
    May 2014
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    23
    Character
    Leobein Snowbear
    World
    Brynhildr
    Main Class
    Samurai Lv 70

    Rough Concept Rune Fencer

    Rune Fencer rough concept for FFXIV

    Main weapon: Saber

    off hand: Dagger

    Role: Tank

    Lore: These noble swordsman have trained and tempered their bodies by bathing in harmful magics, developing their defenses. They use their sabers to cut down those who treaten the innocent, and have strethened the off hands to dual use ceremonial daggers to block and engrave magic runes in about any submstance even the very air, developing a highly refined dual wield style of defending. Even though they can use heavy armor many rune fencers perfer to use light clothes embrodiered with engancheted thread to form ward runes that enhance their defense, allowing them to remain agile. These knights are bloodsworn to fight off any magical threat that threatens their kingdom.

    Abilities of Note:
    Tellus: Places a Earth rune on the rune fencer's body greatly increasing his defense and emnity gain
    Lux: Places a light rune on fencer's body greatly increasing his offensive abilities
    Valiant: Defense buff
    Unda: Places a defense buff up on a party member
    Ward field: Allows defensive runs to be places on nearby party members.
    Runic Cypher: Uses runes carved into an enemies body (debuffs by certain rune fencer weapons skills) to damage the enemy and increase enmity. (1 rune 200 potency, 2 runes +5%, 3 runes +10%)
    *finishing weapon skill combos will place a rune debuff on the target.

    Weapons skills of note:
    Swift cut: Basic starting weapon skill
    Flabra: Finishing combo attack places fire rune dot (4% stack bonus for each flabra - max stack 12%)
    Gelus: Finishing combo attack place ice rune heavy status debuff (2 stacks paralasis, 3 stacks Defense down)
    Tenebrae: Finishing combo attack places a dark rune damage taken increase debuff (each stack add 4% potency, max 12%)

    Traits of note:
    Calligraphy - Increases potency of rune
    Rune of Wards I - Increases the potency of Tellus
    Rune of Aggression I - Increases potency of Lux

    One of the major points about about rune is that you can place runes on yourself or your enemy and runes can stack with eachother, you can have up to three runes on each enemy of any combination (example Flabra, Flabra, Tenebrae) adding some utility to the job as well as sharing defensive or other buffing runes with party members.

    Edit: RUN would use magic as the resource for using runes, and the maximum number of runes that can be placed on the enemy is 3, and the max number of runes that can be placed on the rune fencer is 3.

    Also the rune fencer can only use certain abilities with the right combination of runes, and will expend runes in doing so.

    Casting new runes will override the newest runes first.
    (0)
    Last edited by Leobein; 11-10-2017 at 07:41 AM.

  2. 11-09-2017 06:36 PM

  3. 11-09-2017 06:37 PM

  4. #4
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,891
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Edited posts do not have character restrictions. I recommend that you edit all details into the first post, and use the second for Notes, and the third for Responses, or some similar division between each.

    For now, there's just not enough content here to give any worthwhile feedback on the idea.
    (1)

  5. #5
    Player
    Leobein's Avatar
    Join Date
    May 2014
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    Character
    Leobein Snowbear
    World
    Brynhildr
    Main Class
    Samurai Lv 70
    Quote Originally Posted by Shurrikhan View Post
    Edited posts do not have character restrictions. I recommend that you edit all details into the first post, and use the second for Notes, and the third for Responses, or some similar division between each.

    For now, there's just not enough content here to give any worthwhile feedback on the idea.
    Thank you Shurrikan that was helpful advice and makes it so much cleaner

    But sadly I'm not quite sure what you want out of a rough concept. Rough concepts are basically general ideas that aren't complete. I would have to have a complete understanding of what it would take to program these things as well as other aspects of keeping the game balanced in order to do a complete concept. But I am open to hearing what more you'd like to see in the rough concept ^^
    (0)

  6. #6
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,891
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Leobein View Post
    But sadly I'm not quite sure what you want out of a rough concept. Rough concepts are basically general ideas that aren't complete. I would have to have a complete understanding of what it would take to program these things as well as other aspects of keeping the game balanced in order to do a complete concept. But I am open to hearing what more you'd like to see in the rough concept ^^
    How do you envision the job playing out? What makes it special in its actual gameplay? Does it have any unique mechanics?

    At present you have the mechanics shared by virtually every job in role, but this amounts to little more than a shortlist of Job-appropriate names.

    You don't need to know how to code it: leave that much to the player's imaginations, and retailer whatever you catch the most flak for seeming impossible if and when you create a way to maintain the entertainment from it without needing to spend as much development resources. Dream big first, as long as it can still fit within the basics of the game's system (e.g. it makes use of GCDs, MP, and/or TP, abilities have cooldowns or resource costs, and certain skills may have combo requirements... it's pretty loose, really).
    (1)

  7. #7
    Player
    Leobein's Avatar
    Join Date
    May 2014
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    Character
    Leobein Snowbear
    World
    Brynhildr
    Main Class
    Samurai Lv 70
    ok I'm still drawing a blank here for the most part. What tank has stacking debuffs that you can use in combinations? Or that you can expend those debuffs for a huge enmity gain? I don't tank very much but what job uses the debuffs like I have described in my concept? WAR builds up wrath and does fell cleave or cyclone or that one aoe (not dependand on a debuffs), PLD i'm pretty clueless about because I find the job to be pretty boring, Dark is mostly special because it uses some magic and has more draining abilities to maintain it's mana. What tank utilizes it's debuffs as I've described?
    (0)

  8. #8
    Player
    Shurrikhan's Avatar
    Join Date
    Sep 2011
    Posts
    12,891
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Leobein View Post
    ok I'm still drawing a blank here for the most part. What tank has stacking debuffs that you can use in combinations? Or that you can expend those debuffs for a huge enmity gain? I don't tank very much but what job uses the debuffs like I have described in my concept? WAR builds up wrath and does fell cleave or cyclone or that one aoe (not dependand on a debuffs), PLD i'm pretty clueless about because I find the job to be pretty boring, Dark is mostly special because it uses some magic and has more draining abilities to maintain it's mana. What tank utilizes it's debuffs as I've described?
    I do not mean to attack your mechanic. I'm just wondering where the effective difference is, what the players would actually feel, that you want to build.

    Though, if you want the short of it, a consumption mechanic does very little different from standard play except to provide ramp-up, unless multiple options (in its source combos) are actually usable. Consider: you use a combo finisher 1-3 times on a target, and then you consume their resource for enmity (+ an effect, which would be indifferent from something embedded in the combos itself except for its timing, which has no control advantage if it is not difficult to maintain and no combos which would have short-term or time-sensitive benefits). How does that meaningfully differ from simply having access to a high-enmity combo and even a vulnerability passive activating a combo finisher, except that while a high-enmity combo secures threat in 2-3 GCDs, this would take 3-9 + an ability?

    Consider what it's actually doing for you and whether that gameplay, not the mechanic itself, would be unique and enjoyable.

    Now, the system itself is actually really, really neat on paper, but you have to consider also: When would Gelus actually be useful? With 3 other party members or more, could Flabra ever outperform Tenebrae? If not, your gameplay is essentially just Tenebrae while stuck in Tellus for sufficient enmity until (if ever) you have enough enmity of Runic Cypher alone to swap to Lux.

    It's a combination of factors, for instance, that makes the Warrior IR-Zerk phase feel urgent and impactful -- FC damage, Onslaught damage, the effective proximity between the two, what RI does given job gauge generation, the duration of RI as overlaps with Berserk as to allow either 130 (2 Onslaught, 1 Upheal + FCs) or 125 (max FCs) Rage spending over the duration, Onslaught CD as to be ready and syncable, the need to bank without overcapping in advance, etc., etc. Similarly, Dark Knight feels different primarily through its APM and because of how much is sacrificed to use an enmity combo, the relative and situational value of mana, the stance dependence of BW and BP in order to maximize that mana, this constant state of (however shallow) mana-gambling, etc.

    What I meant to ask was, what are you going for here? What are supposed to be the exciting, not just functional, moments that let it feel different?
    (1)
    Last edited by Shurrikhan; 11-10-2017 at 09:28 AM.

  9. #9
    Player
    Mimilu's Avatar
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    Nov 2013
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    3,990
    Character
    Mimiji Miji
    World
    Exodus
    Main Class
    Dancer Lv 100
    I think the Rune System is a very good start.
    One question I have is are the runes you use on yourself stances? It looks like Tellus is your Tanks stance and Lux is your DPS stance. But then you are allowed to have 3 runes on your player, so maybe it's more like you can mix and match them like you can with your enemy runes? Like you can have 2 Tellus runes and 1 Lux or vice verse or 3 of a kind. Also, does Unda fall under the same rules, seeing as it can effect a partymember? Or is it just a regular cooldown like DRK's The Blackest Night?
    I think Flabra and Tenebrae are good but Gelus is kind of underwhelming unless you have 3 of them but it becomes redundant because Tenebrae has a similar effect (increasing damage done onto the target).
    I would also like to see your weaponskill combos and how you generate emnity fleshed out more.
    (1)

  10. #10
    Player
    Leobein's Avatar
    Join Date
    May 2014
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    Character
    Leobein Snowbear
    World
    Brynhildr
    Main Class
    Samurai Lv 70
    The idea is that Tellus is Rune's shield oath and Lux is it's sword oath, and unda could be a cool down or a stackable buff depending on how it balances out. It would be cool that if you have three undas on an ally you can use an ability to expend them and heal them

    And honestly it was a bit hard for me to come up with good debuffs that weren't completely redundant or too op XD
    (0)

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