What are your favorite archetypes beyond healer, tank, and dps?
For example in Trails I made Kurt into an evasion/counterattack character. He had very high evasion, could lower enemies' accuracy, and whenever he successfully evaded an attack he automatically dealt a critical counterattack to his attacker.
With the sub quartz shit I had like 4 evasion tanks in those crap games and they were all busted
>evasion tank
failed game design
it doesn't take a math degree to figure this out
even Sawyer got this wrong lmao since dodge prevents mitgation and does not enable it
?t=453
it should be obvious in a game like Cold Shit where you can't physically dodge because people are right in front of each other and the game is turn based that dodge is system dependent and not player driven
when you toss coins until the system is flooded you will obviously always approach system failure because hit and miss are unresolved states that are retained in the system
miss does (almost) nothing since you only got so many hitpoints until you die from all the hits that you collected
this kind of bad game design is all over the place in their later games
Trails in the Sky
Orbment can hold 6 Quartz
Trails Through Daybreak
Orbment can hold 16 Quartz
you flooded the system
>you can't physically dodge because people are right in front of each other
You realize that you can move characters, right? Get one evasion tank to stand on the front lines and three characters with ranged abilities/magic to deal damage and heal.
you can move out of the way of a telegraphed attack but that's it (takes up a turn)
there is no point trying to evade because it's a battle cage
?t=95
you could make it more proactive by having someone collect dodges whenever they move out of a line craft or whatever but you will always run into the same problem
>that's it (takes up a turn)
Not anymore due to the changes in the Kuro games. Everyone can freely move during the turn without sacrificing an action.
>it should be obvious in a game like Cold Shit where you can't physically dodge because people are right in front of each other
It's abstracted in the same way people in JRPGs just smash each over the head with giant swords and the enemy doesn't react you autistic homosexual.
I thought Renne had full neutral slots in the 3rd.
Yeah checking this, your shit is 100% wrong. Joshua doesn't have water slots in any of the first three games, he has Time slots.
>op's first rpg was an mmo
Mage, fighter, Thief and cleric
My four favorite archetypes.
For me it's the snipers, for RPGs with guns.
I like being a hobo in the woods
Mez/CC or debuffers. My favorite things to play in any RPGs but more often than not they are worthless if they exist at all.
Kurt is a bad evasion tank becaue of his short range, which hinders his ability to counter. He seems designated in that role because of his base MQ but you can just take it off and put it to anyone. Even Juna is a better evasion tank than him. Other evasion characters with short range that worth the use have Crafts that give them actual Stealth status, which Kurt doesn't have
Kurt is best used as a straight up heavy DPS attacker because Rain Slash is one of the best economically efficient physical Crafts in the series, and Blade Dance can be spam with 0 delay to control the turn orders. Those are the 2 most notable niches that he has
Combo/setup characters. I like to setting up the perfect window to pop all my coolies and do massive burst damage. WoW arena is basically this.
I always tend to live debuff/crowd control casters, bonus points for damage over time effects. One of the best times I had with a character kit was in an MMO of all things. If RIFT is still alive, don't bother with it, it went to shit years ago. Anyway,
Mages had a skill tree called Dominator. It was pretty much built for pvp. It was full of stuff like debuff, silences, polymorph and slows, counter spells and some really beefy aoe damage for zoning enemies. Enemy team clustered around their healer? Drop all your aoe right on top of them, silence the healer, but a debuff on em that damages them when they cast a spell, turn their Frontline into squirrels, and put a buff on your entire team that reflects the next spell cast at them back to their attacker.
Shit was great and lived up to the name, a good Dominator speced mage is the king of the battleground.
Warlock was also a pretty fun skill tree for dps. It had, like, 8 or 9 different damage over time spells that would chunk people faster than the usual pyromancer spec could that everyone played, and it more importantly had great survival spells to stay alive. Few things more satisfying than watching some dumbass tryhard desperately smash his wasd keys around you while only tickling you as his health drains faster than I can chug my beer.
Pretty much any sort of "dark wizard" kinda shady spellcaster is my jam.