EBF5: Buffs

Here’s some new buff animations.
I’m gonna do a bit more to separate magic and physical attacks – including giving some foes naturally high resistance to one or the other. But also there will be two status effects that make you immune to one but weak to the other. This will be a rare status for the players to get – it will probably cost summon points, but for enemies it’s not as useful so they’ll use it a bit more.
status

15 thoughts on “EBF5: Buffs

  1. Apawan Deluxe

    Hello, ‘just wanted to leave a suggestion here: :smirk:
    One of the most unused skills in EBF4, in my sense, is ‘Guard’. I mean, a 50% reduction to all incoming attacks seems… seamless. The only part in the game where I had to use a guard was in the GodCat boss fight. And I didn’t use the Guard in Tactics, I summoned an Ancient Monolith. Making the command pretty untouched.

    Here comes the suggestions:

    :bacon: New Taunt Status: Units with this status will be targeted by their respective enemies by force, unless the skill already targets all or randomly picks its target.
    :bacon: Every characters gets a different Guard effect in addition to the guard status, that is, for example, Natalie could get an MP heal; Matt could have some sort of Taunt status, where enemies will have a higher chance of being forced to target the meat shield in the group; Anna will be cleansed of negative statuses and debuffs; And lance could have a… i dunno, an accuracy and evasion boost?
    :bacon: There’ll be cool items that gives a % chance of a follow-up skill to be cast when guarding. Like, a 50% free random medipack or revive. An offensive follow-up for a guard shouldn’t be overlooked too. Like Spectrum, Log, Dispel or Flare. Also, items that gives bonus buffs and statuses for Guarding. Oh, and items that gives a small % chance to cast free guard at the end of each turn.

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  2. Drake

    Hi, I might want you leave some suggestions for status buffs/debuffs aswell. Maybe they could be considered in future games if they are fitting.

    1) Strenghten or Empower, opposite of Weaken
    It builds up Phys. Attack and Mag. Attack every turn and prevents those buffs from decaying every turn

    2) Fortified/Fortify, opposite of Curse
    It builds up Phys. Defence and Mag. Defence every turn and prevents those buffs from decaying every turn
    – An effect I could imagine for the “Ancient Monolith” summon since I felt, this summon is quite useful, but could need a small addition to its effect, like 5 turns of this buff
    – Could be a small addition to the “Guardian” skill aswell

    3) Accelerated
    Status effects will be triggered twice per turn, but also consuming both stacks. It can be used offensively and defensively(when implementing my 2 suggestion above).
    – For damage and regeneration effects, they do twice this damage or healing respectively
    – Charge is unaffected
    – Slightly buffs accuracy and evasion when used with particular skills(which might be not yet existing)
    – Could be an addition to allow more combos/strategies for both sides, the players side and the foes side

    Some of those effects might be well fitting for summons and if they are accessable on equipment or skills they should be quite rare.

    PS: I also got some thoughts about equipment, but not sure where to put them in. EBF did improve from game to game for me, the music I like mostly and I’d also wish to see future games from the EBF series :hurray:

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  3. fookah

    u wot m8 :smirk: :yay: :hurray: :ooo: :tongue: :love: :love2: :stars: πŸ™ 😐 :meh: :bleh: πŸ˜₯ :sick: :scared: :shades: 😑 :wut: ❓ ❗ ➑

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  4. Cody

    Don’t forget to account for the fact that players will try and stack both statuses to become completely invulnerable! I’d make them mutually exclusive to avoid this problem.

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    1. booyah10

      If you try so stack them both, they will cancel each other out, considering if they are equal opposites. :wut:

      Reply
  5. Vanym Storm

    Ooh, nice. The lack of disparity between PDef and MDef in foes was something that really bugged me about EBF4, almost as much as the special skill system making Lance obsolete. Now you just need to rename either the “poison” status or damage type, and you’ll have a perfect game. May I suggest calling the damage type “chemical” instead? (Yes, really, that was my third-biggest complaint; after that, the list moves on to stuff even I think is too nitpicky.)

    Though now I’m remembering the defend command, and wondering about the possibility of equipment that replaces its “half damage from everything” status with one of these. Not sure whether that’d make the defend command more or less useful.

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  6. long

    Finally ,you take my advice, I’m ready for harder challenges
    Can you make more physical and musical skill? :stars:
    Cause I like Matt to hit the foes than just standing afar casting skills, he’s a warrior not a spell caster and most skill are magic even some of Matt’s every character have so little physical skills for some reason and I thought Matt,’s legend is strong and then discover lance’s unload and anna’s triple shot is even Stronger, what is happening :scared:

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    1. Morgan Rue

      While it may look like Matt is casting spells, almost all of his skills do physical damage. Actually, all of the skills that aren’t specials are physical, and some of the specials he can learn are also physical. It could be nice to have him engage in more melee combat though. :smirk:

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    2. Phan Le Hoang An

      How come Anna’s triple shot stronger than Matt’s Legend ? Lance’s unload is strong, but it reduce Lance’s attack by 50% after ward, so you will have to have a member constantly buffing his attack every single turn if you are going to spam it, while Matt’s legend only places a Tired debuff on you, which you would only have to cleanse it when your accuracy is lowered down drastically, or you would have simply buff his accuracy every four to five turns. And as a matter of fact, Matt’s attack stat is naturally higher than both Lance and Anna

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