We would like to gather in this thread any feedback you would like to share regarding the Pandawa revamp, which the first part below is part of the 31/10/14 Beta Server Update.
Thank you in advance for your feedback and participation.
Pandawa Revamp 1st Test:
Carrier / Carrying / Throw Mechanism
- Now there is a counterpart to the "Carried" state: It is possible to make the character get off the Pandawa (not the Barrel) by moving the Pandawa (push, pull).
- There is also a way to go against that counterpart: The Pandawa can avoid this by using the spell Ether which prevents him from being pushed or pulled.
- All Earth spells can now be cast without necessarily make the Pandawa carry the Barrel.
- The consumption of AP will be done when carrying.
- A passive will reduce the AP cost of the carrying action on the Barrel.
- Some elemental spells will now allow to launch a target or the Barrel with additional effects (damage, heals, MP loss).
Merry / Worn-Out Mechanic
This mechanic has been modified to make it faster, more manageable to use and with less adverse effects for the Pandawa.
Management of Merry and Worn-Out is now done at the beginning of the turn as followed:
- If the Pandawa is in normal state and carrying the Barrel: applies Merry lv. 1
- If the Pandawa is Merry lv. 1 and carries the Barrel: applies Merry lv. 2
- If the Pandawa is Merry lv. 2: apply Worn-Out
- If the Pandawa is Merry lv. 1 and does not carry the Barrel: applies Worn-Out
- If a Pandawa is Worn-Out and carrying the Barrel: applies Merry lv. 1
Thus, there is no more empty turn to be able to be under Merry, and a management on two or three turns depending on the player’s choice is created:
- Merry lv. 1 => Merry lv. 2 => Worn-Out => Merry lv. = 1>...
- Merry lv. 1 => Worn-Out => Merry lv. = 1>...
The player can also make the choice to be in normal state, which may have its own interests.
- Merry lv. 1: + CC
- Merry lv. 2: + AP + Range + CC
- Worn-Out: + MP + Block / damage Penalties
- A passive allows to increase the damage done under Merry.
- A passive allows to reduce damage taken under Worn-Out.
- A passive allows to regenerate 1 WP per turn when the Pandawa is in normal state.
- Dizzy is now a simple marker on the target, with no effect.
- Dizzy can be "triggered" by certain spells to apply bonus / penalties on the Pandawa, allies or opponents.
- Some spells can be used to "measure" the Dizzy level on targets in order to apply bonuses on the Pandawa (Lock, Dodge, Resistance), while other spells will consume Dizzy to apply penalties on opponents (Resistance) or bonus on allies (direct heal).
- The Dizzy time is now unlimited, its application is faster depending on the cost of AP / MP / WP used.
- A passive allows to regain 1 WP when the Pandawa uses Dizzy at max level on a target and when the Pandawa is Merry.
- The Barrel now has real HP (which are called L (Liters)), which are dependent on the Pandawa’s max HP. It also has the resistances of the Pandawa but cannot be healed.
- Having HP allows it to be more efficient and equitable in PvP and gives it a better management (going forward) for all blocking area effects of the game.
- A Pandawa can now have two Barrels on the ground simultaneously. That means that he can carry one while using another for better management of the ground: teleport near the Barrel, a line block or use area spells while keeping a barrel at hand.
- Some active spells are castable when carrying the Barrel such as: Ether, Bamboozle
- When the Pandawa drinks from the Barrel, it will consume part of its maximum L.
- Drinking from the Barrel allows to manage the Merry and Worn-Out mechanism.
- The Barrel can be invoked on a cell to block a passage
- A passive allows to regain a % of its missing HP every time the Pandawa drinks from the Barrel.
- A passive allows to increases the range of the Barrel's summoning spell.
- A passive allows to reduce the cost of the action to carry the Barrel.
- A passive allows to Dizzy targets around the Barrel at the beginning of the Pandawa’s turn.
- Happy Hour allows to push the target next to the Barrel.
- The effects of the elemental spells that interact with the Barrel is explained in detail in the elemental spells’ details.
- They can now be cast without carrying the Barrel, making multi-element more efficient as part of the Earth branch.
- Different effects are played when the Pandawa carries the Barrel or not.
- The Earth branch becomes more flexible: Triple Whammy for 2 PA, improved area effect for Bash Barrel and a more maneuverable Blisskrieg.
- The Earth branch gains opportunities to fill the role of a tank: resistance bonus on Pandawhack, Lock bonus on Bash Barrel, MP loss on Lactic Acid and an improved Scalded / Flaming mechanism with damage becoming chromatic.
- The Water branch continues to focus on the area of effect modifiers by casting spells on the Barrel, which combines well with the Barrel, making it more manageable.
- The Water branch was able to have too much range and its spells were modifiable, this was revised downwards.
- The Water branch gains the opportunity to bring a little bit of healing to the Pandawa's allies with Milky Breast and Milk Wave.
- The Fire branch will be focused on mid-range damage.
- To do this, it will become more mobile with Dairy Springer gaining in flexibility.
- The extra effects of the old Fire spell are getting a little update.