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Bladebard Class (Idea)

Posted: Mon Aug 17, 2015 7:40 am
by mromnious
Hey guys! I'm a huge fan of the game, and I'm ALSO a huge fan of very fabulous-looking men and women dancing with dangerous weapons. So I thought I would have some fun and ideas-guy up a class. It's basically a dual weapon class except with the combo/skill system of a brawler. Before I jumped into embarrassing myself trying to code for WEEKS to release a jacked up class, I figured I'd ask the community for some suggestions.

Mainly:
* Is my class too derivative of existing classes to be fun?
* Is my class underpowered or overpowered?
* What should I add to this idea? What can I change on my skills to make them less "boring" and maybe fit with the theme of a tantalizing dancer better?
* ...Did someone basically already make this? :P

(I've also considered an iteration of this class that was more alone the lines of an Arcane Blade where you build combo dancing with your dual blades and then all your finishers were magic-based. Aesthetically this is probably cooler but again I have incredibly limited coding knowledge and also I have NO idea how the stat spread for this concept would work.)

Code: Select all

The Bladebard is a graceful dancer who finds a performance to be had even in the midst of combat.

The Bladebard's main stats are Strength, Dexterity, and Cunning.

CLASS TREES

Sworddancing/Upbeat x1.3 (Builds combo, Dex reqs)
--1 Two-step Slash: 12 Stamina, 7 CD
	Hit your target twice with your mainhand weapon for (75 + (125 - 75) * ? (Talent Level / 5) ) % damage each hit. Generate one combo point. At talent level 4, generates two combo points.
--2 Flash Pirouette: 20 Stamina, 7 CD
	Identical to Whirlwind except different reqs and lower damage. Scale is actually 100-170% weapon damage. Generates one combo point.
--3 Hilt Beat: 12 Stamina, 11 CD
	Smack the enemy with the hilt of both of your blades as you move around them, dealing 40-60% damage per hit and stunning the target for 3-7 turns. Generates two combo points.
--4 Blade Flourish: 24 Stamina, 15 CD
	Twirl your mainhand weapon and deal a gouging slash on each spin. Deals four hits  that deal 25-75% damage each. Generates a combo point for each hit at talent level 4.

Sworddancing/Downbeat x1.3 (Finishers, Str reqs)
--1 Stress Hit: 12 Stamina, 11 CD
	Really put your all into a single note of your sword dance with your mainhand weapon. Deals 150-250% damage increased by 20% per combo point up to max double damage.
--2 Sword Waltz: 10 Stamina, 7 CD
	Finisher that works like Stoic's Coup de Grace except combo points increase its damage by 10% each.
--3 Momentum Thrust: 20 Stamina, 11 CD
	Stab both of your weapons into your enemy with all your body weight, dealing 75-90% damage with each weapon and making them bleed for 20-50% of that damage for the next (Combo Points) turns.
--4 Sheathing Spin: 12 Stamina, 19 CD
    A quick spinning slash dealing 200-250% damage to adjacent enemies that ends with you stylishly sheathing your blades. Taking a bow afterwards, you generate 8% of your stamina for each combo point this attack used.

Technique/Combat veteran x1.1
Technique/Dual weapons x1.3
Cunning/Tactical x1.1
Cunning/Poisons x1.1 (*Locked, Lvl10)
Technique/Battle tactics x1.1 (*Locked,Lvl10)


GENERIC TREES

Sworddancing/Rhythm x1.3 (Offshoot of Unarmed Training since their talents make "sense" for a dancer thematically)
--1 Sword & Song
	At level one: Allows the toggling of Swordsongs.
	Every level: Increases Physical Power by (10 * Talent Level), accuracy by (10 * Talent Level) and increases weapon damage by (22.36 * ? Talent Level)% when using swords. 
--2 Grace & Guile
	[SAME AS UNIFIED BODY AS WELL AS:]
	Adds unrestricted ability to dual wield at level 1.
--3 Ebb & Flow
	[SAME AS HEIGHTENED REFLEXES AS WELL AS:]
	Wearing light armor grants (2 x Talent Level) armor, (10 x Talent Level) armor hardiness, and (5 x Talent Level)% stun immunity.
--4 Glancing & Glances
	[SAME AS REFLEX DEFENSE AS WELL AS:]
	Dancers draw looks with both their seductive moves and their dazzling jewelry shimmering in the light. Any ring that gives stats gives (10 x Talent Level)% more of them.
	
Technique/Acrobatics x1.2
Technique/Conditioning x1.0
Cunning/Survival x1.0
Cunning/Scoundrel x1.1 (*Locked)

SWORDSONGS: Swordsongs are the most unique feature of the Bladebard. They are instant sustains with 3 turn cooldowns that cost 20 oxygen(!!) as their resource.
Uplifting Melody -- Recovery-focused swordsong. Gives 0.8 life regen, 5 mental save, and 1 luck per talent level.
Dwarven Chant -- Endurance-based swordsong. Gives 0.25 stamina regen, 5 physical save, and 3% armor hardiness per talent level. 
Flowing Lyric -- Evasion-based swordsong. Gives 3% movement speed, 3% attack speed, and 5 defense per talent level.
War Song -- Offense-based swordsong. Gives 4 accuracy, 3 armor penetration, and 4% critical chance per talent level.
Let me know if you like the idea, have improvements for it, or think I should just make it no matter what!

Re: Bladebard Class (Idea)

Posted: Mon Aug 17, 2015 11:08 pm
by Radon26
"bard" is a performer, but pretty sure it is always associated with music, and some minor "chants" simply wont do.
sure, in D&D bards can use swords and other weapons, but if you want a 2 weapon style with a Rhythm, why not call it a blade dancer?
next
unless you are doing something that goes directly against the lore, (like saying that blight is perfectly natural in eyal) no amount of diversity will make your class non enjoyable. in fact, it is always nice to see and try something new.
power...
as i have yet to finish normal difficulty, i am not qualified to say whether its over or under powered.
i can however say that your talents are... boring.


some suggestion to talents, to help you "dance around the battlefield" (feel free to modify them if you think it would fit the theme better)
"in/out strike"
move a tile towards your target, strike dealing xxx% damage and return. this unexpected attack has bonus AP equal to xx% of your cun.
at lvl5 it becomes a swipe (sort of like fearless cleave, only with return)
(maybe your enemy could take bonus damage if there was a wall behind you?)

"mocking dodge"
prepare to dodge the next attack of your target.
adds xx defence. if you dodge the next melee attacks, swap places with your target.
the target will be thrown out of balance, and attacks against it for the very next turn, will have their crit chance increased by xx% and power by xx%.
from lvl 4 you have a chance to also confuse the target. (need to reposition but someone has taken your sweet spot? here is the solution)
(maybe your enemy could take bonus damage if there was a wall behind you?)

"ballistic charge"
charge the opponent from the distance of [3, 3, 4, 4, 5] (minimum range 3) dealing xxx% unarmed (kick basically) damage, and attempting to knock back your enemy for the same number of tiles. if your target resist the knock back, or is otherwise unable to move you instead jump back a tile to maintain the distance.

"false alarm"
threaten to attack your opponents vital points, and as he prepare its defence you switch target and attack elsewhere for xxx%, with bonus xx% crit chance and power, as well as additional xx accuracy. (no bonuses against confused targets?)


also, as for the songs...
firstly, they have to scale with cunning and (whichever higher?) either MP or SP.
without that they will quickly fall of short... not sure what to say about the crit chance.

Re: Bladebard Class (Idea)

Posted: Tue Aug 18, 2015 1:12 am
by Micbran
Imo, I like the blade dancer motif better, a cunning warrior dancing around the battlefield. Mobile and offensive using small songs to supplement and buff themselves. Anyways, if you're looking for more ideas look at the Stoic class and Pepper's Pack which includes a bard like class.

Re: Bladebard Class (Idea)

Posted: Tue Aug 18, 2015 1:46 am
by HousePet
I see no reason why the lore of a different setting has any relation what a Bard is in this setting.
You do not need magic to be inspiring.

Re: Bladebard Class (Idea)

Posted: Tue Aug 18, 2015 1:59 am
by Radon26
HousePet wrote:You do not need magic to be inspiring.
but you still need a song to be a bard.
besides, i didn't said that it has to be spell power, it could be strengthened by mind power as well.
and even if you say that "it doesn't have to be psychic either", well, i did suggest it scaling with cun, as well as one of the to, not just one of the two.

unless you are referring to my D&D example. it was just "if they can use weapons no reason why your can't" example.

the way i see it, is that he sure can use sounds and rhythm to manipulate his and his enemies emotion with just the cunning, but no reason not to bust it with additional power.

Re: Bladebard Class (Idea)

Posted: Tue Aug 18, 2015 2:24 am
by mromnious
Thanks for the replies so far!

I think you're right about the talents, especially the combos and finishers. While I know I want to use a combo system to sort of emulate the "tempo" of a battle, I could definitely do with some making those skills more interesting.

You're also right about the songs, they could use scaling for certain parts. The regen is definitely something I've beefed up even since posting this last night!

I like the suggestions so far, movement definitely should be used more. Stoic does indeed have great examples and I should totally use them for inspiration.

I'll post again when I rework them! For now I'm actually working on coding the generic category I added since coding passives is actually quite simple.

Thank you for suggestions! I'm working on scaling the songs right now and will update as soon as I figure out some ideas. And obviously as far as balance I will be testing stuff out before I release an addon. Have to make sure it doesn't break the game... or crash it. :wink:

EDIT: You are certainly right about the aesthetic being a little odd what with the mixture of a bard and a dancer. However, I think someone could certainly feasibly do both, and I didn't want to really overplay dancing terms and make everything sound tired. Of course I ended up making my skills tired instead... :P

Re: Bladebard Class (Idea)

Posted: Tue Aug 18, 2015 3:26 am
by HousePet
Its okay, crashing the game is tricky. It usually just jams or spits out errors.

Re: Bladebard Class (Idea)

Posted: Tue Aug 18, 2015 4:18 am
by Atarlost
Radon26 wrote:
HousePet wrote:You do not need magic to be inspiring.
but you still need a song to be a bard.
No you don't. The Bard of Avon was a poet, actor, and playwright. The origin of the term was in wandering lorekeepers associated with druidic traditions. They may have sung, but were more strongly associated with reciting epic poetry and diplomacy.

The musical perception of the bard is entirely the creation of D&D and it's stupid. Troubadours have no place in an adventuring context. Bards do.

Re: Bladebard Class (Idea)

Posted: Tue Aug 18, 2015 8:31 am
by Razakai
I'm almost certain there was some sort of Battledancer class idea I saw around here before, but can't seem to find it now.

I'd probably differentiate the finishing moves more. At the moment they all seem to just be almost entirely damage focused. Maybe have a split like 1 - single target, 2 - mobility/rush etc, 3 - defensive/control and 4 - aoe. That sort of thing.

I had some ideas for a Rogue rework I never got around to doing. Things like their new Dual Techniques tree and the Duellist one might have usable ideas for you. https://docs.google.com/document/d/1K9X ... K50ps/edit

Re: Bladebard Class (Idea)

Posted: Wed Aug 19, 2015 1:13 am
by mromnious
So I've been coding and I'm running into an issue. Despite the skills working correctly (meaning they hit foes and deal damage correctly), I don't seem to be getting any combo points.

Where in the game files can I change the nature of combo points so that Sword Dancer can gain them without being unarmed?

Re: Bladebard Class (Idea)

Posted: Wed Aug 19, 2015 1:58 am
by stinkstink
I'm not certain there's anything in the code that prevents the combo effect if you're using a weapon. How are you calling buildCombo()?

Re: Bladebard Class (Idea)

Posted: Wed Aug 19, 2015 3:06 am
by mromnious
EDIT: Nevermind. I'll get back to you guys on this. I was very clearly using something wildly incorrectly...