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Author Topic: INSmod | Version 1.28.2 ex | New update for the Holidays  (Read 360833 times)

Humble Master

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3135 on: June 04, 2012, 09:32:38 pm »

Hmm, Zero Mask, sounds very cool and powerfull. Recomendation to make it even more evil. In the portrait have the eye occationally look around on it's own acord. After all, every evil magical item (I assume it's magical) need to be sentient, maby even smarter than it's wearer...

Also I really want to try this Last Ascent game
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Killah Zillah

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3136 on: June 04, 2012, 11:48:57 pm »

This would make a good Mojo Jojo theme!

Mojo Jojo go monkey go

RebelINS

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3137 on: June 05, 2012, 09:29:15 pm »

aight sick i figured out proper Bard aoe buff/debuffs. There's going to be some interesting support stuff in there.

Jam Pie

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3138 on: June 05, 2012, 09:35:38 pm »

Damnit.
I hate the right one because it just doesn't fit compared to the other portraits, it's too lightly shaded and rebel has outlines to some degree around all of the portraits

Edit:

Tried making the far left one with the colors I'm gonna use for him in-game
Just noticed that if you scrolled up and down fast enough it looks like the two left images are headbanging.
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Humble Master

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3139 on: June 05, 2012, 10:27:47 pm »

Illusionist signing "Party Rock" and headbanging.  :smiley16:
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Dusty

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3140 on: June 05, 2012, 11:06:04 pm »

   =     +   
My mind has decided to take a vacation, thanks.

trog

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3141 on: June 05, 2012, 11:23:02 pm »

quote image
it gets bigger

gg
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Dusty

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3142 on: June 05, 2012, 11:31:39 pm »

The vacation has been extended to retirement.

RebelINS

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3143 on: June 06, 2012, 12:46:42 am »

Bard song effects:
1) + Health regen
2) + Defense
3) Weakens enemies' offense (increased range)
4) Makes teammates more floaty

All of the buff songs also affect yourself. The target has to be inside the area of effect for a small amount of time (~20-25 frames) for the effect to take place. This is so you can't just skim across the aura and gain the full effect. Likewise, enemies have to do the same for the debuff to work, hence the increased range. Change songs with 1-4, and I'll probably implement an individual song cooldown as well as a shorter global cooldown.

Kalir

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3144 on: June 06, 2012, 01:41:23 pm »

Is that also how the Red Mage will work, or will that be more of a Psychopath-style "little bit of everything" unit?
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RebelINS

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3145 on: June 06, 2012, 01:52:40 pm »

Red Mage will have targeted support like the Healer.

Humble Master

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3146 on: June 06, 2012, 10:55:18 pm »

How does the Bard fight? A complete support class is kind of borring to play unless you have some pretty kick a abilities.

Also Red team's bard should be Jimmy Hendrix  :hehe:
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RebelINS

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3147 on: June 06, 2012, 11:30:55 pm »

Bard is pure support. You have a weak melee attack with M2, but that's not the point of the class. It'll be boring to play if you find support classes boring. Really though, the class is like a  :x16: on steroids. You have an AOE regen heal that is very exploitable.

Lemonade

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3148 on: June 07, 2012, 10:19:00 am »

As a Bard, he should be able to shoot magically concrete and damaging musical notes with his instrument like in every game where instruments are weapons. Or something.  :z5:
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a/d

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Re: INSmod | Version 1.22 ex | New version out now.
« Reply #3149 on: June 07, 2012, 10:57:11 am »

so do the auras last briefly even after they end?

stacking auras is big on similar "state" or "stance" characters in MOBA games, given that they have mana restrictions, and spamming auras to keep all of them active will rapidly leave you useless.

also big is the idea of "activation bonuses," where activating the spell grants an effect (typically offensive in nature), to counterbalance the otherwise team-oriented nature of the class, e.g. damaging and slowing an enemy, damaging multiple nearby enemies, etc.

as good on paper as the idea of a purely supportive class is, the support player still needs to feel like with proper play (kiting, smart terrain use), he can hold his own when things go poorly and his team gets wiped, though obviously, with nowhere near the offensive prowess of an actual fighting class.

not sure how any of that will fit in, assuming the class doesn't have a mana resource or anything of the type (presumably?)

with just the cooldowns/global cooldown, I assume there's no balanced way to stack auras such that the stacking would be useful AND it would be balanced, but I still think the activation bonuses should be at least considered.
« Last Edit: June 07, 2012, 10:59:17 am by ¯\_(ツ)_/¯ »
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