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Fairyland Dream Update 1.3
Topic Started: Aug 3 2014, 07:15 PM (287 Views)
Eponine
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General Changes

  • Larger EFs (above 1.0) have been toned down, partially to correct an error within the system, and also to curb massive burst damage.
  • Healing techniques have been toned down slightly to reduce stalling potential
  • Blocking techniques have been buffed to lower burst damage and to compensate for disparity between offensive and defensive stats.
  • Techniques with hybrid EFs have been buffed due to lower stat efficiency


PvP Bonus

We took away PvP rewards because we disliked the mindless fights they encouraged, but after some tweaking we decided to bring it back.

Under the new rules, you can claim 1 SP from a fight if it takes place in a social or a mission provided that the fight makes sense within the context of the RP. In other words, you can claim rewards from a fight if you're not arbitrarily fighting just for rewards. Mods will check when you finish a social or mission. Additionally, you'll get another SP if you win the fight. Up to 5 fights can be claimed per month.

Also, if you win a fight, the loser loses 10% of their fame and you gain that fame. This is a trial mechanic, and we'll be keeping our eye on it.

Technique Prices

Currently, our technique progression system enforces a strictly linear growth path in which characters must constantly save up to buy the highest-ranked techniques that they can purchase, because opting for more lower-ranked techniques will slow down your power growth. Because we think that horizontal progression would be healthy for the site, we’re introducing a new mechanism to making buying lower-ranked techniques more appealing.

Simply put, once you possess three techniques of a given rank, purchasing additional techniques of that rank will cost half the listed SP price, rounded up. This only applies to techniques that are Rank 2 or higher, and will hopefully make it feel less punishing to flesh out your kit with more options, if you would like to do so.

Status Effects

We’re making a few changes to status effects.

Taunt is really a disable due to preventing actions beyond attacking, so moving forward, it will be treated accordingly.

The Burned status is extremely effective when it’s relevant, but it is a bit situational. We are buffing it slightly so it will include a 10% debuff to strength.

We are changing Poison and other DoT effects to scale rather than use flat values, so that they do not immediately fall off as characters progress.

Silence is being reworded to prevent the usage of magical techniques as well as using mana to sustain magical techniques. This was intended from the beginning but not covered by the previous wording. In order words, if you are silenced while using a Takeover form or some other persistent magical effect, the effect will end instantly.

Stat Leashing

Our philosophy is to allow members as much freedom as possible in allocating their stats. It would be nice if we didn’t have to impose any restrictions, but in the interest of preventing silliness, well, we’re imposing a restriction.

Moving forward, you will not be allowed to spend more than 50% of your earned AP in a single stat. If you currently have more than 50% of your AP in one stat, you will have to use your AP in other stats until the condition is satisfied.

Dragonslayers

Dragonslayer passives are extremely powerful when they come into play, but otherwise they are useless. We’ve started giving recent dragonslayer kits small additions to their passive that will be relevant more often, and are now updating the other dragonslayers’ passives as well.

Unison Raid

We’re nerfing a few aspects of Unison Raids. They are really not very overpowered in their current state, but the issue is more that there is no reason not to immediately use them when a fight starts, which somewhat takes away from their flavor as a clutch “ultimate” move that swings the tides.

  • Unison Raids will use the slower character’s speed.
  • In order to be used, one of the participants must be below 50% HP.
  • The calculation will use the average of the two character’s damage modifiers, including traits.
  • Previously, the fact that Unison Raids could only be used once per battle allowed them to be stronger as a result. We realized this is not really a drawback to the technique, so we’re taking away the extra “value” we gave to compensate for the restriction.


Additionally, while Unison Raids currently work only when used together, we are also introducing a type of Unison Raid which functions as a combination of standalone techniques.

Exquip Clarification

There was some confusion regarding exquip terms due to the passive and swap bonus using very similar terms. Thus, we are renaming the exquip magic’s passive to simply Exquip, while Swap & Exchange will refer to the bonus conferred from using a turn to switch.

Also, it was hard to balance the power of the bonus around the fact that it took a turn, so we decided to rework the bonus to be much smaller, but applicable even if you (N) swap. Moving forward, (T) swapping will no longer be a thing, since nobody really did it anyway.

Missions

The current rules for going on higher-ranked missions are a bit bizarre, as many members noted, so we are updating them.

The rules will now accurately reflect that 1 C rank mage and 2 D rank mages, or 2 C rank mages and 1 D rank mage, can go on a C rank mission together. These combinations will also apply to higher-tier mage rank mission ranks.

Due to the inefficiency of doing missions with more than two participants, we are slightly increasing the rewards for 3-man and 4-man missions. We are also removing the rule that one combat round counts as one post, but adding a 100 word requirement for mission posts.

Fame

The current mission-requirement system for ranking up is a bit clunky, so we decided to get rid of that in favor of a fame system that is easier to work with and will make the systems more fluid in several ways. We are going to lower the number of required missions but introduce a fame threshold requisite to ranking up. Fame will be earned by completing missions, participating in PvP fights, and from events and special circumstances. Check the rules for more details.

Position

We've introduced a couple of status effects that fit really awkwardly into our status classification. These statuses are the ones like Flight, Remote, and Stealth, which generally affect all combatants regardless of who it's applied to. Another common feature is that it makes no logical sense for "cleansing" effects to remove them; as in, even if you "remove all debuffs" that's shouldn't change the fact that you're still really far away from someone.

So to address this, we're introducing a fourth category of statuses, tentatively called Position statuses, which will use rounds instead of turns, and which cannot be affected, removed, or tampered with in any way.

Takeover

Takeover magic has been reworked. Please refer to the rules thread here for details.

Technique Clarification

The rule is that unless otherwise specified, a technique must deal damage in order to apply its effects. This is important both balance-wise and logically but until now technique effects that affect the user have been in a somewhat gray area. We are now clarifying that unless otherwise specified, technique effects that affect only the user do not need to do damage in order to apply.

Disclaimer

We made a lot of changes, and we could have and probably made mistakes, so everything it subject to change. If you have any comments or complaints, please PM them to .
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Eponine
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hi friends

unfortunately I c+p'd the wrong fame numbers earlier

Please check them again. Sorry to those who already calculated their fame.
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