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Tiers and Familiars


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The Problems

Heyo, I brought up several of these ideas before to Tristan before tiers were implemented but don't know if it was ever talked about. Sooo, here is my ideas for familiars and the tier system from ages ago.

Healer: First and foremost, the one in need of increasing every tier is the healing familiar, an over-all unloved type of familiar that nobody really picks. They, at the very least, need to upgrade with tiers, and get a buff besides. They function as potions as well, taking a post. In general this type of familiar is unloved and less worthy than some other companions due to the limitations placed on them..

Fighter: Then there is the Damage Familiar. A familiar that at one point was part of the meta to choose since it allowed you to put a debuff or accuracy on your weapon without consequence thanks to the cap. The moment we hit tier two this familiar ceased to be equal to simply getting the accuracy familiar instead and putting that slot on weapons back into damage. Also their enhancement description in the enhancement page is vague and easily fixable, I am outright shocked that nobody has taken the two seconds to make it clear. I'll do it right now, feel free to copy and paste it onto the enhancement xD

Name: Fighter
Effect: On every attack, the familiar runs up and attacks the enemy as well. It grants +1 Damage

Spoopy: The paralysis familiar has literally no point behind it in my mind. Get the damage/accuracy familiar instead and put regular paralysis on your weapon, and you are better off than getting this familiar. 10 roll only? 1 slot of the regular debuff is 9-10.

Treasure Hunter: The luck familiar really doesn't have an problems since it's inherently meant for those who just want a little luck in their lives, and I can't knock that. A passive +1 to the LD can be handy in many situations, from detecting stealth to gathering, to finding dungeons.

Accurate: The accuracy familiar doesn't have any issues since accuracy doesn't scale to begin with.

Basically the familiars are very limited by not going up in tier or having any actual purpose in combat, which I feel is a waste. Familiars could be improved in many ways to allow for more creative scenarios and writing.

Fix Suggestion #1

This suggestion is to simply let our little monsters go up in tier.

Healer: Heals tier*X health
Fighter: Damage tier*X 
Treasure Hunter: LD tier*X
Spoopy: Just make it a 9-10 to begin with, paralysis doesn't have any scaling properties.
Accurate: Nothing to do here

Fix Suggestion #2

My other suggestion is to allow our familiars to unlock 'slots'. This way they are essentially learning skills like we do, and we can train them in what. Example, suppose I have a pet that has Treasure Hunter in their first slot when I caught them. Then upon unlocking their second slot, I could decide to have them increase accuracy as well as the LD increase, or just make them double up on LD slots. 

Now, I already see the issue here so don't bother reiterating what I am about to say: By tier 3-10 we are going to have some monstrous familiars with several slots of damage, accuracy, and zero fun. The only way I'd fix this with this method is to actually change the enhancements available for familiars or make them more distinct from our own, or place caps on the number of certain enhancements we can have on our familiar. Like only accuracy slot, three LD slots, and a few healing slots if one so wishes. Just spitballing, replace the numbers with whatever you want.

Growth Method #1

When a familiar's owner achieves level 25, they grow with us and achieve their own tier two alongside us. This is the most basic and would require the least work and story.

Growth Method #2

This is the method I would vastly prefer, and one I suggested to Tristan those many months ago. A quest where we take our familiar and with them track down an NPC monster trainer. Either we roleplay our pets going through several obstacles or fights, or RPly alongside our pet defeat the trainer and his monsters. Upon death the NPC will drop a certain type of feed that our familiar can eat to advance in power.

A secondary use of this quest could be to turn non-enhanced familiars that players have grown attached with to gain an enhancement, so even if the original purpose is denied, this purpose I feel is one that is worth considering as it provides story with our familiar and less need to rely on RNG for 'that perfect pet'.

In Short

Familiars could use a little love. It would be a bit strange to do with the current system, but why would a player pick a familiar that boosts 1 damage and would cap-out our +3 T2 weapons, essentially losing us 1 damage, when we could get accuracy instead?

I would personally think that the introduction of a familiar skill, and our familiars being treated as a separate weaker entity would be nice, but it would take a bit of work to balance which is reasonable. I do however have ideas for this, and will post them in the below spoiler. This spoiler is not the point of this post, if people really want to discuss it I will post it in a separate ticket happily, but baby steps. At the moment they are just the ramblings of a madman for a pet system.

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I don't have a pet yet cause my LD bonus is meh, but most definitely... yes! ._. growing familiars with you. That's freaking awesome! Also with the tiers.. it makes sense. Healing 15 hp at higher levels is pretty ridiculous...ly underpowered.

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To be honest I had a great upcoming system for Familiars, level curves, it's own way of leveling compared to it's master, skills, and even equipment. I still have the document but I never got the feedback I asked for, while I trust Shark has not forgotten some things within the document remain unchanged, and lack proper completion as I wish to know if I am wasting my time or not. :/

Edited by Crimsa
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@CrimsaI would be decently interested in hearing more about that. My mad ramblings aren't that great, just ideas without substance I suppose.

Back on topic though, I feel like it would take all of thirty seconds just to add scaling to several of them, and to correct the enhancement for the damage dealer to actually display their damage. The worst case scenario in my mind is that they actually FORGOT to mention that familiars scale up. What basis do I have for this last part? If we look at Lowenthal's signature it says that his pet gives him +2 damage. Something only possible if he 1. Has a unique pet from an event I don't know about that does more damage than currently attainable pets, or 2. It scales up.

There is the possibility it was an accident but I don't like to assume such things.

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I'm not sure if he actually uses that pet in RP XD, I am fond of reading his roleplays and either have missed it or he hasn't used it x3. (could be from the old system as well.) And Staff are working on tiding up our current systems as it is, (from what I was told when I submitted the system for feedback)  so a familiar system is sadly not going to be an option at this current time to my knowledge. If I am informed differently at anytime I will finish up what I had and submit it as I can legitimately say it's near completion, just been waiting for the thumbs up. XD

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