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Old June 23rd, 2017, 03:44 AM
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Apotheox Apotheox is offline
 
Join Date: June 11, 2017
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Re: The Soulscape Project- Converting the Dark Souls game to

Nice, very nice.

Some fine tunings:

Ornstein
Spoiler Alert!


Smough
Maybe his Defense should be 4, since in-game Smough has lower resistances than Ornstein, but more health. This should also put them on par point-wise and enhance the feeling that they are distinct, but at the same time equals where power is concerned. As Soul of Ornstein it is right now, Ornstein's Soul will get him up to 5 Defense anyway.

Alternative Special Attack
Spoiler Alert!


Another thought is that Ornstein's bonus to Smough should be just be +1 Attack (he gains Ornstein's lightning) and Smough's bonus to Ornstein should just be attacking all adjacents (he gains Smough's slam). This is closer to how it works in the game and I think it would also be more elegant.
Spoiler Alert!


Dancer
Maybe her species should be Giant, since that's what she actually is aside from developing a beast-like posture and disposition. This would resolve the awkwardness of Pontiff Beast and be closer to the source material.

Her SA needs the leaving engagement clause amended:
The Dancer will not take any leaving engagement attacks when making this movement.

Outrider
Like the Dancer, maybe species should be Giant.

Frostbite Weapon needs our updated wording:

Start the game with 3 teal Frostbite Markers. If this Boreal Outrider Knight inflicts a wound on a Unique Hero, you may place a Frostbite Marker on that Unique Hero's Amy Card. Subtract 1 from the move and defense numbers on an Army Card for each Frostbite Marker on that card. A maximum of 3 Frostbite Markers can be placed on any card.

Titanite
I definitely like him better as Valkrill.

The range of his Lightning Bolt should be reduced to 7 in response to his increased Move of 3. This keeps the Special Attack threat range at 10 so that only ranged boosted units can kite him when he's on flat terrain.

3 Attack may be too strong against squads, but his ranged attack should still be a considerable threat. We will have to see in playtesting. Maybe an attack of 2 increased by 1 against Uniques would solve that problem if it ever arrises, but for now let's roll with 3.

This should be closer to what I envisioned for Vault:

Before moving, choose a figure within 7 clear sight spaces of this Titanite Demon. Roll the 20-sided die. If you roll a 15 or higher, place this Titanite Demon on an empty space adjacent to the chosen figure. This Titanite Demon may not move more than 25 levels up or down in a single Vault. If this Titanite Demon is engaged when it Vaults, it will not take any leaving engagement attacks. This Titanite Demon can only attack the chosen figure this turn.

It gives the other player some breathing room for when the Titanite Demon actually jumps on one of their figures and so that it doesn't immediately lay waste to every squadie around it.


Rough Drafts:

SK Swordsman
Spoiler Alert!


SK Archer
Spoiler Alert!


Sentinel (as a Unique Squad)
Spoiler Alert!



If we do an Estus special power, it could go something like this. I will use Knight of Astora for the hero's name an example. Assume the heroes have somewhere between 4 and 6 Life:

Estus Flasks
Start the game with X orange Estus Markers on this card. Instead of moving and attacking with Knight of Astora, you may remove 1 Estus Marker and up to 2 wound markers from this card. This power cannot be used if there are no Estus Markers on this card.
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