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  1. #1
    Player
    Payotz's Avatar
    Join Date
    Jul 2018
    Posts
    310
    Character
    Payotz Reading
    World
    Cactuar
    Main Class
    Scholar Lv 90

    Tried to design Chemist

    Hey guys! I took a whack at trying to design Chemist as a healer! I'm not a Game Designer by any means and English isn't my first language so sorry for the terrible grammar.


    Chemist
    - Versatile Healer
    - Auto attacks as ranged, wrist crossbows | Think Phantom Blade from Assassin’s Creed Unity.
    - Playstyle revolves around dealing damage over time to enemies to harvest ingredients and using these ingredients to enhance potions for "Throw Potion"
    - Heavily relies on the chemist’s positioning to make use of their entire kit.
    - Playstyle revoles around maintaining auto attacks and dots, while positioning themselves for efficient "Throw Potion". Plays more like a "ranged dps" rather than a "caster".
    - All skills except Ressurection has an instant cast time.

    =============================
    Trait : Corrosive.
    =============================

    Chemist's auto attacks will have a damage over time component.
    All damage over time effects dealt by the chemist will have a chance to drop ingredients.
    Rate of the ingredients are random, but the order of the ingredients dropping are fixed as:

    Pure -> Patient -> Shell -> Tangible -> Mystical -> Repeat

    ================================================
    Ingredients
    =================================================

    - Ingredients drop in a 10 yalm radius (playable area only) around the boss.
    - Chemist will need to pickup these ingredients by touching said ingredients. Ingredients will disappear after 45 seconds.
    - If the ingredients are full, the ingredients will stay on the ground even if the Chemist is touching it.

    Ingredients are as follows:

    Pure Regeant - Boosts Cure and Damage Potency of the Potion.
    Patient Regeant - Boosts Regeneration and Damage Over Time potency of the Potion
    Shell Regeant - Boosts Shield Potency and Attack debuff rate of the Potion.
    Tangible Regeant - Boost Physical Attack and Physical Attack vulnerability of the Potion
    Mystical Regeant - Boosts Magical attack and Magical Attack vulnerability of the Potion.

    - Chemist can only collect up to 5 charges of each ingredient.


    =============================
    MIX
    ============================

    - Ability is an OGCD. Very similar to Dancer's Technical Step.

    - Upon executing Mix! All Throw Potion GCDs will be replaced with "Ingredient" Regeants.
    - Pressing on a "Ingredient" Regeant will add a charge of the ingredient into the brew.
    - Chemist can only use the Ingredient Regeant hotkeys and "Emergency Collect" while in "Mix Mode"
    - "Mix!" ends when the Chemist activates Mix again or once Chemist has added 5 ingredients into the brew.


    - Chemist can boost the effects of the potion based on the ingredients consumed by mix.
    - Ingredients boost different aspects of the base potion.
    - Mix! has no recast time, so Chemist can mix another batch whenever he/she wants.

    Each charge of a specific ingredient will add an effect to the potion.
    Effects are below for a charge:

    Pure Regeant - +50 cure potency | +25 damage potency
    Patient Regeant - + 15 regen potency | + 10 damage potency
    Shell Regeant - + 25 potency | + 0.5% Attack debuff
    Tangible Regeant - + 1% Physical Attack buff | + 0.5% Physical Attack Vuln
    Mystical Regeant - + 1% Magical Attack buff | + 0.5% Magical Attack Vuln

    - A maximum of 5 ingredients can be put into a single batch of potions.
    - Use the ingredients to boost and add effects to the base potion.
    - Base potion values:

    Cure 300 potency / 200 damage
    Regen 0 potency / 0 dot /30 seconds
    Shield 0 potency / 0 % attack debuff
    Phys damage buff 0 % / 0% phys damage vulnerability
    Magical damage buff 0% / 0% magical damage vulnerability

    - Upon casting mix (instant cast) or adding 5 ingredients, Chemist will have 10 stacks of brewed potion!
    - Upon using Throw Potion, Chemist will throw out 1 stack of the brewed potion.
    - Mixing a new batch while Chemist has a brewed potion stack will replace the current stack with 10 new stacks of brewed potion!


    =============================
    THROW POTION
    ============================

    Throw potion:
    This is the primary way the chemist heals and dps.
    On the GCD, but each Throw potion has a 15 second recast time each.
    Potions being thrown depend on which potions are “loaded”.

    TP: At Target-
    Throws a potion directly at target. Needs a target.
    Potion effects:
    - 100% Cure potency | 100% damage potency
    - 100% Regen Potency | 100% dot potency
    - 100% Shield Potency | 100% Attack debuff
    - 100% Phys damage buff | 100% phys damage vulnerability
    - 100% Magic damage buff | 100% Magic damage vuln


    TP: At Area-
    Throws a large potion on the area, giving an area of effect on the given area. Uses an aoe
    targetting indicator. Direct cures and direct damage occurs only once.
    Buffs and debuffs only take effect if the target is in the area of effect. Leaving the AoE will cancel the buff or debuff.

    - 80% Cure potency | 80% Damage potency
    - 80% Regen Potency | 80% dot potency
    - 80% shield potency | 80% attack debuff
    - 80% Phys damage buff | 80% phys damage vuln
    - 80% Magic damage buff | 80% magic damage vuln

    TP: Intercardinals -
    Throws multiple smaller potions in all four intercardinal directions of the Chemist.
    Would not need an indicator. 15 yalms raidus. Allies needs to touch the potions in order
    to get the benefits of the potions. Enemies needs to touch the potions in order to get the
    damage. Effects stack up to a maximum of 10 times.
    - Note: Think Ziggs mines from League of Legends

    - 5% Cure potency | 5% Damage potency
    - 3% Regen Potency | 3% dot potency
    - 5% shield potency | 5% attack debuff
    - 5% Phys Damage Buff | 5% physical Damage Vuln
    - 5% Magic Damage Buff | 5% Magic Damage Vuln


    TP: Cardinals-
    The same as TP: Intercardinals, but this time, throwing in all four cardinals of the
    Chemist. Effects are the same as TP: Intercardinals

    TP: Close quarters-
    The same as TP: Intercardinals, but this time, throwing in a small close aoe surrounding
    the chemist. Effects are the same as TP: Intercardinals. Area similar to “The Ram’s
    Voice”

    TP: Far Reaching-
    The same as TP: Intercardinals, but this time, throwing in a small far aoe surorunding
    the chemist. Effects are the same as TP: Intercardinals. Area similar to “The Dragon’s
    Voice”

    ================================
    Utilities
    ================================

    Ressurection Ability:
    - The chemist needs to brew a potion to resurrect the player.
    - Channeling. 4 - 12 seconds casting time depending on ingredients consumed.
    - Uses a charge from each ingredient. The more ingredients consumed, the faster the cast time.
    - If there are less than 3 ingredients, then ressurection will have a 12 second casting time.

    Emergency Collect:
    - The chemist will draw every ingredient into his/her position within a 15 yalm radius.
    - Recast time 90 seconds.
    - Instant cast.
    - OGCD

    Salvage:
    - The chemist will have a chance of "salvaging" the current brewed potion stack to return 1 of each ingredient charge.
    - Chance of success will lower the more stacks have been used:

    1 - 10%
    2 - 20%
    3 - 30%
    4 - 40%
    5 - 50%
    6 - 60%
    7 - 70%
    8 - 80%
    9 - 90%
    10 - 100%

    - OGCD
    - instant cast time
    - No cooldown

    ------------------

    I'd love to know some feedback, especially if this concept can work around in all content, or if it's useless.
    I can't really balance stuff, so the numbers are there to get a sense of how powerful should the heal/dps effects are.
    (3)
    Last edited by Payotz; 10-09-2019 at 11:49 AM. Reason: Added Mix Mechanic!

  2. #2
    Player
    Eloah's Avatar
    Join Date
    Jan 2015
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    Gridania
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    2,843
    Character
    Toki Tsuchimi
    World
    Siren
    Main Class
    Scholar Lv 100
    Well, while I would need time to digest what you have written, 3 things stick out to me.

    First: you are only explaining your thoughts on the mechanics of the job, not how those mechanics will be implimented, ie their skill set.

    Second: what purpose does their weapon serve? You said it was an auto crossbow mounted on their wrist, but you don't give any significance to it. If the weapon was a gun for example, its significance would be the Chemist method of "throwing" their potion.

    Third: while I wont say what you have is inaccurate, I think you are focusing only on one aspect of the main aspect of Chemist. Basically "Throw Potion" is more like a subset of the Chemist's primary gimmick mixing, ie the Mix command. You might want to focus on that more to open things up a bit.

    As a bonus suggestion, since Alchemist is already in the game, and Chemist is very similar in name, I would suggest renaming it to Salve-Maker, which is another name often given to the job.
    (3)

  3. #3
    Player
    YusiKha's Avatar
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    May 2019
    Location
    Azim Steppe
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    301
    Character
    Lost Skywatcher
    World
    Odin
    Main Class
    Sage Lv 90
    Quote Originally Posted by Eloah View Post
    As a bonus suggestion, since Alchemist is already in the game, and Chemist is very similar in name, I would suggest renaming it to Salve-Maker, which is another name often given to the job.
    Or medic, or biologist, or anything involving a healing science/pseudoscience. There's plenty of sources out there, and it doesn't need to be from Final Fantasy.
    (1)

  4. #4
    Player
    Saefinn's Avatar
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    Aug 2013
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    1,673
    Character
    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    Quote Originally Posted by YusiKha View Post
    Or medic, or biologist, or anything involving a healing science/pseudoscience. There's plenty of sources out there, and it doesn't need to be from Final Fantasy.
    As a friend of mine has suggested before, Medicus. Make use of existing Garlean lore, add a Garlean job and it can be related to science and technology. There's probably a good chance we end up going to Garlemauld too. It'd be appropriate for the FFXIV world and could throw in some Chemist concepts in there. Garleans are not averse to using chemicals and poisons too. And there could even be references to cheap knock-off Hojo from SB.
    (3)

  5. #5
    Player
    Shurrikhan's Avatar
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    Sep 2011
    Posts
    12,831
    Character
    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Saefinn View Post
    As a friend of mine has suggested before, Medicus. Make use of existing Garlean lore, add a Garlean job and it can be related to science and technology. There's probably a good chance we end up going to Garlemauld too. It'd be appropriate for the FFXIV world and could throw in some Chemist concepts in there. Garleans are not averse to using chemicals and poisons too. And there could even be references to cheap knock-off Hojo from SB.
    I'm still holding onto hope that the Black Rose actually did go off somewhere, if only as a testing site, but some unexpected attributes came with it: (1) it spreads on its own, and (2) just as their is a chance of death by aether-affixiation, there's a chance of one's means of drawing aether becoming twisted in order to survive, granting new powers. And so, instead of a simple biological bomb with no further plot opportunities, you have a magic plague worth studying both to prevent and... to exploit. Thus, we get our empiricists/augers/plague doctors, a much more ominous sort of chemist with plenty else to flesh out their kits.
    (1)

  6. #6
    Player
    Payotz's Avatar
    Join Date
    Jul 2018
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    310
    Character
    Payotz Reading
    World
    Cactuar
    Main Class
    Scholar Lv 90
    Quote Originally Posted by Eloah View Post
    snip
    Hey! Thanks for the feedback.

    >First: you are only explaining your thoughts on the mechanics of the job, not how those mechanics will be implimented, ie their skill set.

    Currently I've only thought of the core skills and playstyle of the job and am working on fleshing the kit out.
    The current design that I was going for is for a healer with no cast times, requiring more on positionals to deal damage and heal allies, which is where Throw potion comes in.

    >what purpose does their weapon serve? You said it was an auto crossbow mounted on their wrist, but you don't give any significance to it. If the weapon was a gun for example, its significance would be the Chemist method of "throwing" their potion.
    The reason why it's a crossbow on their wrist is for auto attacks. Loading potions do change the effects on their auto attacks for this reason, the regen potions giving a DoT, and the instant healing potions increasing potency directly.

    All in all, the reason why I chose the crossbow is so the Chemist can keep autoattacking while positioning themselves for "Throw potion".

    I'll edit these in to original post for more clarification!

    >I think you are focusing only on one aspect of the main aspect of Chemist. Basically "Throw Potion" is more like a subset of the Chemist's primary gimmick mixing, ie the Mix command. You might want to focus on that more to open things up a bit.

    Yes I do agree on that. I was thinking of adapting the Mudra system or the card system for it as well. Or maybe a system where the Chemist can grab "ingredients" while he/she keeps up auto attacks, and the Chemist can choose to add or discard the ingredients.
    I would need to flesh out the idea some more! I was also thinking of having the ammunition system from MCH. Each "Throw potion" consumes one "Potion Ammo" and the Chemist can choose to "recycle those potions" and mix them up with the next batch, increasing their potency.

    > As a bonus suggestion, since Alchemist is already in the game, and Chemist is very similar in name, I would suggest renaming it to Salve-Maker, which is another name often given to the job.
    I would need to research a bit for it. Maybe it can also be renamed "Medicus" like what Saefinn suggested!
    (1)

  7. #7
    Player
    Archwizard's Avatar
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    Feb 2019
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    A café at the edge of the universe
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    1,130
    Character
    Archwizard Drake
    World
    Sargatanas
    Main Class
    Red Mage Lv 100
    Quote Originally Posted by Saefinn View Post
    As a friend of mine has suggested before, Medicus. Make use of existing Garlean lore, add a Garlean job and it can be related to science and technology. There's probably a good chance we end up going to Garlemauld too. It'd be appropriate for the FFXIV world and could throw in some Chemist concepts in there. Garleans are not averse to using chemicals and poisons too. And there could even be references to cheap knock-off Hojo from SB.
    I find that somewhat unlikely for two reasons.

    One, much like Sagittarius (Archer), Signifier (Thaumaturge), Centurion (Gladiator) or Eques (Lancer), Medicus is simply the Garlean title for an existing job -- in this case, Conjurer. As Pureblooded Garleans cannot manipulate aether like the rest of the races on Hydaelyn, they take a more analytical and, dare I say, militaristic approach to classifications of magic among their conscripts.

    Two, given the lore we already have, the birthplace of alchemy is Radz-at-Han on Thavnair, on top of some mentions that Ul'dahn Thaumaturges developed a chemical means to induce zombification. While neither is by any means the most likely source of a Chemist job or whathaveyou, it seems unlikely we'll end up with a Garlean job given the existence of alternatives, and the fact that even our Gunblades don't hail from Garlemald.

    Quote Originally Posted by Shurrikhan View Post
    And so, instead of a simple biological bomb with no further plot opportunities, you have a magic plague worth studying both to prevent and... to exploit. Thus, we get our empiricists/augers/plague doctors, a much more ominous sort of chemist with plenty else to flesh out their kits.
    My objection to this is largely that it has significant overlap with Scholar -- a job not only previously dedicated to manipulating plague, but with a great deal of its lore and job questline based out of acting as a plague doctor.

    Quote Originally Posted by Payotz View Post
    I was thinking of adapting the Mudra system or the card system for it as well.
    For everyone playing the drinking game at home, feel free to take a swig.
    (3)
    Last edited by Archwizard; 10-03-2019 at 02:07 PM.

  8. #8
    Player
    Shurrikhan's Avatar
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    Sep 2011
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    Tani Shirai
    World
    Cactuar
    Main Class
    Monk Lv 100
    Quote Originally Posted by Archwizard View Post
    My objection to this is largely that it has significant overlap with Scholar -- a job not only previously dedicated to manipulating plague, but with a great deal of its lore and job questline based out of acting as a plague doctor.
    And? By lore, both Conjurers and Astrologians are half a step away from Geomancers. But I don't see Scholars working with potions mid-combat, nor hexes, nor blood-infusions, nor whatever else would be possible for any iteration of the above concept.
    (1)

  9. #9
    Player
    BloodRubyXII's Avatar
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    Owa Owa
    World
    Odin
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    Ninja Lv 100
    Quote Originally Posted by Archwizard View Post
    For everyone playing the drinking game at home, feel free to take a swig.
    Instructions unclear, already have alcohol poisoning.
    (0)
    FanGathering Mail Rail London Nov 2019 (✓)
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  10. #10
    Player
    Saefinn's Avatar
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    Yesunova Hotgo
    World
    Balmung
    Main Class
    Sage Lv 90
    Quote Originally Posted by Archwizard View Post
    I find that somewhat unlikely for two reasons.

    One, much like Sagittarius (Archer), Signifier (Thaumaturge), Centurion (Gladiator) or Eques (Lancer), Medicus is simply the Garlean title for an existing job -- in this case, Conjurer. As Pureblooded Garleans cannot manipulate aether like the rest of the races on Hydaelyn, they take a more analytical and, dare I say, militaristic approach to classifications of magic among their conscripts.

    Two, given the lore we already have, the birthplace of alchemy is Radz-at-Han on Thavnair, on top of some mentions that Ul'dahn Thaumaturges developed a chemical means to induce zombification. While neither is by any means the most likely source of a Chemist job or whathaveyou, it seems unlikely we'll end up with a Garlean job given the existence of alternatives, and the fact that even our Gunblades don't hail from Garlemald.
    That still wouldn't rule out a Garlean based healer revolving around science with a chemist-like approach. Given their lack of aether manipulation, the lore and aesthetic would be more related to science and technology, rather than magic and alchemy. But something like that can still take gameplay cues from chemist, but be a FFXIV variation.

    At least its an option that works with the game's background and saves touching alchemist, which already exists.




    For everyone playing the drinking game at home, feel free to take a swig.
    I'm at work sadly, as much as I'd like to crack open a brew, might make the day go quicker. :P
    (1)

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