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Of Paladins and... Archers...

ashjdgfasdf i'm tired so i'll just leave these here




I'm not happy with them yet... Especially with the archer... I actually wanted the passive not to be high HIT% / CRT% (which would allow them to deal quite some damage with axes for instance, though axes scale off of STR and bows off of AGI...)
What I really wanted it to do was to increase the weapon's rate of inflicting statuses. Wooden Rain could also double the chance of inflicting whichever statuses the archer's weapon (most times a bow, or sometimes a knife) inflicts. I mean, it already has 25% of chance to inflict any of these 3 statuses, I wanted it to boost the % of inflicting status of the weapon instead. And i wanted skills to revolve more on statuses overall.

Meh, idk also i'm slep goodnight sleep tight

edit:

also this

Posts

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Well, as usual it's very cliché but that's not necessarily a bad thing. You've started going mainstream for the first concepts, would've been strange to shift 180 degrees for the other ones.

Major level up from the older versions to the new ones who have much more volume.
Yeah, there's no need to reinvent the wheel then I'm not! Creating "unique" character designs would be only detrimental to the game for I am not aiming to create unique classes, they're all familiar. I'm hoping to create something solid and true to my personal vision, and the uniqueness will stem from that -- 'unique' is not defined by the individual parts but by the sum of them and how they relate to eachother =)

And thanks! I tried to keep the same basic anatomy :D
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