01/28/2024 Database Changes


01/28/2024 Database Changes
Hello all, some balance changes. Beginning to experiment with more Area-based effects, which are included here.

  • Abilities
    • New
      • Full-bodied Charge (RG Mastery)
        • Whenever you gain bonuses to Damage, gain +2 Stacking THP instead. Your Attacks gain +X to Damage, where X is half your THP, rounded down.
      • Armored Heart (WR Mastery)
        • Whenever you gain bonuses to Attacks, gain +1 Armor for 1 Turn instead. Gain +X to Attacks, where X is half your Armor, rounded down.
        • (This with Full-bodied Charge above are my ideas to help support Tanks dealing at least some amount of damage; will be monitoring these two as it could cause further problems in the future.)
      • Magic Missile (Signature Colorless Spell)
        • Deal 3 instances of 1d4 damage divided as you choose up to three Target Combatants within Nearby.
      • Resounding Chorus(White 4th Tier Spell)
        • Deal 1d6 Damage to each Enemy within Nearby. If there are two or more other allies within Close, deal 1d8 damage instead.
      • Sharding Frost (Blue 4th Tier)
        • Deal 2d6 damage to a Target Combatant within Near, then deal 1d6 damage to up to three other Targets within Nearby of the first Target. All Targets are Slowed by 15 feet for 1 Turn.
      • Dreadsoil (Black 4th Tier Spell)
        • Each enemy Combatant within Nearby of a point within Near loses 4 HP and 1 Focus.
      • Crackle (Red 4th Tier Spell)
        • Deal 2d8 damage to a Target within Near, then deal 1d6 damage to each other Combatant within Nearby of the Target.
      • Vineburst (Green 4th Tier Spell)
        • Deal 1d6 damage to each enemy within Nearby and Snare them for 2 Ticks.
      • Campfire Glow (Green 3rd Tier Spell)
        • Heal all allies within Close for 2d4 HP. They gain Regenerate 2 for 1 Turn.
      • Healing Circle (White 3rd Tier Spell)
        • Heal all allies within Close for 2d4 HP and grant them 2 Stacking THP.
    • Changes
      • Bolt (Red Spell Concept)
        • SIG - Range increased to Near
        • TIER - Range scaling changed to Far 
      • Chain Lightning (Red Spell)
        • SIG - Damage increased to 1d6 from 1d4 and reworded to say "you may repeat this process"
        • TIER - Deal [1d6/1d6/1d8] damage to a Target Combatant within Nearby. You may repeat this process [once/twice/twice] with another Target Combatant within Nearby of the previous one.
      • Inspiring (White Skill)
        • When you hit an attack, another ally within [Close/Nearby/Near] gains +[1/2/3] Forward to Attacks.
        • (Just a correction to wording.)
      • Martial Artist (Red Mastery):
        • If you have nothing equipped in both your Main hand and Off-hand, you gain +1 to Attacks and Double Strike with your unarmed strikes.
        • (Upon further deliberation, the point of the Double Strike was to compensate players who willingly go without anything in their hands, so this is a nerf to the Attack bonus and a clarification of the restriction, as it overlaps too well with dual Shields as a playstyle)
      • Hellish Fury (BR Mastery)
        • “Whenever you take damage, gain +1 to Damage, Forward. Your Attacks also deal X damage to other Combatants within Close of the Target, where X is the total Damage Bonus of the Attack.”
      • Karmic Retribution (WB Mastery)
        •  "Whenever you are successfully Attacked, gain +1 to Damage, Forward. Your Attacks also Heal you for X HP, where X is the total Damage Bonus of the Attack."
      • Metamorph (Green Tiered Spell):
        •  "Gain +[3/4/5] Stacking THP and +[2/3/4] Forward to Damage."
        • (compared to the other forms of this Concept, the choice of losing THP felt strange.)
      • Tough Hide (Green Spell) and Guarding (White Spell)
        • SIG - "Grant a Target Combatant within Breath 3 4 overwriting THP."
        • TIER - "Grant a Target Combatant within Nearby [4/5/6] [5/6/7] [overwriting/overwriting stacking/stacking] THP."
        • CMD - "As a Constant effect, you may Grant a Target Combatant within Near +7 +10 stacking THP as an Action.”
        • (Tough Hide and Guarding are copies of each other, so this change had to be echoed across both of them)
      • Keyword Mastery: Red (Tiered Red Spell)
        • [Trample/Haste/Ignore THP]. (Trample and Haste swapped on the scaling.)
      • Keyword Mastery: Green (Tiered Green Spell)
        • [Reach/Trample/Deathtouch]. 
      • Scrap Brawl (Tiered Red Spell)
        • Stun Dazing (Still works as intended, just  changing the keyword from a Status Tag to a Gear Tag for clarity.)
      • Molten Ironworks
        • Create a Tiny Artifact named Invention.
        • (P.S: To my players, if you're reading this, screenshot this specific sentence, and relay it to me. don't tell anyone else.)

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