Post by Schwerpunkt on May 10, 2013 16:13:21 GMT -6
M'kay. Right off the bat, I think we're all agreed that Innocence/Faith is being cut, so there's that.
Classic Beneficial Effects
Regen
Reraise
Protect
Shell
Haste
Reflect
Float
Transparent
Classic Negative Effects
Slow
Stop
Don't Move
Don't Act
Confuse
Sleep
Berserk
Blind
Charm
Oil
Silence
Poison
Petrify
Undead
Death Sentence
Chicken
Frog
Also, for the sake of completionism, there's the Vampire status (where you're basically berserked and force to spam Blood Suck), KO, Charging, Performing, and that dumbass "hur hur Molboro Spores" thing.
Effects to Consider
1. Terror - Essentially, this is a direct replacement for Sleep in almost all conditions. It's kind of silly to hit someone with a sword and put them to sleep, so there you have it.
2. Hemorrhage - Physical damage over time, usually the result of abilities like Heart Strike (Ninja). Unlike Poison, you wouldn't be able to cure it with Esuna (but Regen would work).
3. Polymorph - Direct replacement for Frog/Toad. This we can have break on damage (or not), allowing us to minimize CC ganking.
4. Provoke - A taunt-like effect.
5. Plague - The character cannot be healed by conventional means (drains and darkness spells will work, though). Unlike other effects, this wouldn't expire normally. Note that this is not the same as Undead (which simply turns healing into damage).
6. Burning - Fire damage over time. This would (probably) be added because someone had Oil and got lit on fire.
7. Frozen/Frostbite - Ice damage over time.
8. Surge - Lightning damage over time.
9. Nausea - Move -1. This would be fun to experiment with as a potential replacement for Poison in the Wizard's Bio.
10. Control - Sort of like an uber-potent Charm, where the controlling unit can choose what tactics the target uses. This makes most sense with prestige classes, but may be too hard to balance.
11. Hide - Character is temporarily off-map and functionally invulnerable. This is the effect the classic Lancer has when he's jumping. Not sure how to integrate this.
12. Bubble - Temporary increase to maximum HP.
13. Doublecast - This sometimes shows up in various games (Lulu's limit break is basically this) and may be an interesting concept for a MOJ master class. This has another version, Triplecast, that's probably impossible to balance.
14. Lucky - All hits are crits. I'm not sure this can effectively be balanced at all but listing it primarily because it's fairly common in the franchise.
15. Regain - Probably 'Regen for MP.'
16. Stoneskin - It'd be interesting to have this as a side effect of Petrify, where you suffer less physical damage (say, -25%) while Petrify is active. It'd require that Petrify function like Doom, but I think it's a neat concept to explore.
17. Addle - Character temporarily can't remember his abilities (so, like a Silence that applies to physical guys too).
18. Imperil - Creates elemental vulnerability (-ies?). Also, Annihilator reference.
19. Pacification - Sort of like Addle, but just for POJs.
20. Virus - Damages MP over time.
21. Wound - Temporarily reduce max HP. Inverse of Bubble, basically.
22. Coward - More sensible replacement to Chicken that doesn't involve turning into an animal and, instead, simply involves running away from the bad guys for a turn or two. This is an interesting Mediator mechanic.
23. Interrupt - "What is says on the tin."
24. Cooldown - A two turn "you can't do this again" cooldown. So far, the only real use I can think of is for Jump.
Note: I'd actually like to experiment with the elemental damage over time effects being incorporated into the Geomancer's skillset.
Alright. Thoughts. Go.
Classic Beneficial Effects
Regen
Reraise
Protect
Shell
Haste
Reflect
Float
Transparent
Classic Negative Effects
Slow
Stop
Don't Move
Don't Act
Confuse
Sleep
Berserk
Blind
Charm
Oil
Silence
Poison
Petrify
Undead
Death Sentence
Chicken
Frog
Also, for the sake of completionism, there's the Vampire status (where you're basically berserked and force to spam Blood Suck), KO, Charging, Performing, and that dumbass "hur hur Molboro Spores" thing.
Effects to Consider
1. Terror - Essentially, this is a direct replacement for Sleep in almost all conditions. It's kind of silly to hit someone with a sword and put them to sleep, so there you have it.
2. Hemorrhage - Physical damage over time, usually the result of abilities like Heart Strike (Ninja). Unlike Poison, you wouldn't be able to cure it with Esuna (but Regen would work).
3. Polymorph - Direct replacement for Frog/Toad. This we can have break on damage (or not), allowing us to minimize CC ganking.
4. Provoke - A taunt-like effect.
5. Plague - The character cannot be healed by conventional means (drains and darkness spells will work, though). Unlike other effects, this wouldn't expire normally. Note that this is not the same as Undead (which simply turns healing into damage).
6. Burning - Fire damage over time. This would (probably) be added because someone had Oil and got lit on fire.
7. Frozen/Frostbite - Ice damage over time.
8. Surge - Lightning damage over time.
9. Nausea - Move -1. This would be fun to experiment with as a potential replacement for Poison in the Wizard's Bio.
10. Control - Sort of like an uber-potent Charm, where the controlling unit can choose what tactics the target uses. This makes most sense with prestige classes, but may be too hard to balance.
11. Hide - Character is temporarily off-map and functionally invulnerable. This is the effect the classic Lancer has when he's jumping. Not sure how to integrate this.
12. Bubble - Temporary increase to maximum HP.
13. Doublecast - This sometimes shows up in various games (Lulu's limit break is basically this) and may be an interesting concept for a MOJ master class. This has another version, Triplecast, that's probably impossible to balance.
14. Lucky - All hits are crits. I'm not sure this can effectively be balanced at all but listing it primarily because it's fairly common in the franchise.
15. Regain - Probably 'Regen for MP.'
16. Stoneskin - It'd be interesting to have this as a side effect of Petrify, where you suffer less physical damage (say, -25%) while Petrify is active. It'd require that Petrify function like Doom, but I think it's a neat concept to explore.
17. Addle - Character temporarily can't remember his abilities (so, like a Silence that applies to physical guys too).
18. Imperil - Creates elemental vulnerability (-ies?). Also, Annihilator reference.
19. Pacification - Sort of like Addle, but just for POJs.
20. Virus - Damages MP over time.
21. Wound - Temporarily reduce max HP. Inverse of Bubble, basically.
22. Coward - More sensible replacement to Chicken that doesn't involve turning into an animal and, instead, simply involves running away from the bad guys for a turn or two. This is an interesting Mediator mechanic.
23. Interrupt - "What is says on the tin."
24. Cooldown - A two turn "you can't do this again" cooldown. So far, the only real use I can think of is for Jump.
Note: I'd actually like to experiment with the elemental damage over time effects being incorporated into the Geomancer's skillset.
Alright. Thoughts. Go.