Horizon's Gate

Horizon's Gate

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Tags: Class
File Size
Posted
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38.282 KB
19 Aug, 2021 @ 9:24pm
1 Dec, 2021 @ 7:12pm
16 Change Notes ( view )

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Description
Outdated Version
New version can be found in ManyDependencies.

Gunslinger of time manipulation.
A rework of an old class.

Ability
Description
Aleph
Shoot the target for no damage, increasing their Time to Act, making their next turn arrive faster. Costs HP. Life skill raises TTA increase.
Bet
Shoot the target for no damage, decreasing their Time to Act, making their next turn arrive slower. Costs HP. Ruin skill raises TTA decrease.
Dalet
Shoot the target, healing them equal to your weapon damage and Life skill and curing them of all their negative status effects. This does not consume an action in combat but costs HP.
Locking Handles
Fire your Aim weapon in a direction, dealing damage in a line and inflicting Stun for 2 TTA. If the target is stunned, also lower their Time To Act by half of weapon damage dealt. This does not consume an action in combat but costs HP.
Timeless Shot
Shoot the target for weapon and Ruin damage. Also reloads your offhand weapon. This does not consume an action in combat but costs HP. Ruin damage increases the higher your Ruin skill, but so does HP cost.

Passive
Description
Magical Life
Gain 15 HP Max. When hit by a magic ability, gain HP. Higher healing depends on your elemental skills. The lower your MP, the lower chance to activate, and on activation, up to a 50% chance to lose 5% MP. (Can't use with Critical Recovery.)
Twin Shot
If your off hand weapon is a firearm or crossbow, make an extra shot with it for 50% damage when attacking. (Does not apply secondary weapon effects.)
Past
Gain 2 Ruin skill at the cost of 3 Life skill. When hit by a Life ability, gain an additional 2 Ruin skill for 35 TTA.
Future
Gain 2 Life skill at the cost of 3 Ruin skill. When hit by a Ruin ability, gain an additional 2 Life skill for 35 TTA.
Spirit Devourer
Gain HP and MP equal to 15% of your Max HP when an enemy gets KO'd during your turn. (Can't use with Critical Recovery.)

Status: Stable
6 Comments
PauI  [author] 14 Oct, 2021 @ 1:46pm 
Turns out Aleph's stun basically skips their turn and the stun for locking handles was negative instead of positive. I'll fix these rn
PauI  [author] 14 Oct, 2021 @ 1:37pm 
D^:
PauI  [author] 9 Sep, 2021 @ 1:45pm 
The HP cost is basically what I tried to center the class around. Magical life is supposed to complement this. I'll probably have magical life scale with MP and have all the costs be scaled rather than be fixed. The MP cost for Dalet was kind of also there for balance but I'll remove it.

The life/ruin stats potentially lowering the power of skills is more balanced and negligible at higher values, such as having 10 in both life and ruin skills. I'll add life/ruin skill scaling to the other abilities as well, such as scaling hp costs, etc. Gonna definitely change the passives as well.

The 1 stun for Aleph is there to prevent ranged counter. There's likely another way to go about it but having it stun seemed easier to throw in at the time.

I'll toss in your suggestions when I get the chance. Appreciate the help! :weffweff:
Pinky The Strongest Yoshi 8 Sep, 2021 @ 3:07pm 
Post too long, so these are in reverse order lol
Pinky The Strongest Yoshi 8 Sep, 2021 @ 3:07pm 
Also, the passives mostly seem really overpowered. Magical life gives a lot more hp than I'd consider reasonable. Return to the Past/Forward to the future are much stronger than the vanilla equivalents as well. I'd recommend a +2/-2 or +2/-3 (since the vanilla one lowers three skills by one for a plus two). Also, Spirit Devourer seems slightly stronger than it should be when paired with super high damage classes. I'd say either nerf it to 10-15 percent, or drop the mp gain. Either one should balance it out nicely.

I'm also rather curious about the 1 stun from Aleph.
Pinky The Strongest Yoshi 8 Sep, 2021 @ 3:06pm 
Since you asked about balancing I guess I'll give my two cents.

Having all of the abilities cost hp seriously hurts the early game potential of the class while simultaneously making the late game cost negligible. Additionally, anything that lets you deal damage or heal without consuming your action is kinda insane. I also feel like having your stats potentially hurt your effectiveness with a skill isn't a good idea from a balance standpoint, especially since far more of the skills seem to benefit from ruin anyways. I'd personally recommend making the damaging/healing skills still take an action, and Dalet doesn't seem like it really needs the Hp cost either, though it should cost mp without it.