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Baldur's Hotfix Pet system


The Hotfix Familiar system  

2 members have voted

  1. 1. Do you like it more than the current system?

    • Yes, staff please look at this
    • No, I like what we have better
    • See my comment below
      0


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A) I understand they have a 3.0 vision for pets, but I wanted to throw together a (simple to me) fix for the current system of pets
B) Currently, you must have a pet to be competitive in SAO. If you don't have one on the front line,  you're just not a good character
C) The above point means EVERYONE has a pet, and per canon, and even thematically, everyone should not have one

My goals are 3 fold
1) Take skills that were otherwise not thematic to SAO, and place them into pets
2) Give pets a role that suits canon and puts them in a place where not EVERYONE gets one
3) Requires very little change to the current system, so allow them to be seamlessly slipped into the system

Note: It needs to proof reading, and some final math checks, but if this were adopted, it should require 0 SP changes. All changes would only be thematic.

Familiar Mastery
5 Ranks
Post Action - A player uses their action to command their familiar to use one of its special abilities in combat. The player cannot take any other post actions when activating a familiar ability, but they can use non-post actions such as crystals. Some familiar abilities are passive, and give you bonuses. All familiar skills are post actions unless otherwise noted.
Description: You gain a familiar, a constant companion by your side. As you bond with your familiar, they develop powers to aid you and your companions that are unique to familiars. Each rank you gain, it will develop a new skill. Familiars tend to be smaller animals, some capable of flight, but never larger than a medium sized dog or taller than knee high. While they cannot talk, they seem to be more intelligent than your average NPC creature, and many players have developed what feels like a personal bond.
Passive: The familiar is always with you. Their HP shows up below the players like a sub bar. Each time you rank up in Familiar Master, you automatically gain Rank 1 of the Familiar Skill of your choice.
 

  • [Unskilled] -> Rank 1 - Novice = 5 SP
  • [Novice] -> Rank 2 - Journeyman = 8 SP
  • [Journeyman] -> Rank 3 - Expert = 10 SP
  • [Expert] -> Rank 4 - Master = 12 SP
  • [Master] -> Rank 5 - Grandmaster = 15 SP

Familiar Skill: Healer
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Free
  • [Novice] -> Rank 2 - Journeyman = 8 SP
  • [Journeyman] -> Rank 3 - Expert = 10 SP
  • [Expert] -> Rank 4 - Master = 12 SP
  • [Master] -> Rank 5 - Grandmaster = 15 SP

Energy Cost: 5% of healing done (rounded down)
Effect: Heal 4% per rank of a target party member’s maximum HP (rounded down). Cannot target the user.
Description: The familiar glows a soft white, then sends its aura of healing to the target for a percentage of their maximum HP.

Familiar Skill: Treasure Hunter
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Free
  • [Novice] -> Rank 2 - Expert = 8 SP
  • [Expert] -> Rank 3 - Grandmaster = 10 SP

Passive
Effect: +1 LD per Rank when searching with your familiar. This does not stack with the Loot Die enhancement.
Description: Your familiar helps you look for treasure. For each Skill Level invested, the player gains +1 to their LD. These bonuses cannot exceed your Enhancement cap.
Requires Familiar Mastery

Familiar Skill: Protector
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Free
  • [Novice] -> Rank 2 - Expert = 8 SP
  • [Expert] -> Rank 3 - Grandmaster = 10 SP

Effect: Heals the user for [(Rank * 15) * Tier] HP Can only be used once every 5 turns.
Description: Your familiar glows a soft white, then transfers that aura into you and instantly heals you. 
Requires Familiar Mastery

Familiar Skill: Assistant
No Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Free
  • [Novice] -> Rank 2 - Expert = 8 SP
  • [Expert] -> Rank 3 - Grandmaster = 10 SP

Passive
Effect: Gain +(2 per Rank) EXP when crafting with your familiar. At max rank of a profession, gain +(1 per Rank) crafting attempts.
Description: Your familiar helps you when crafting items. These bonuses cannot exceed your enhancement cap.
Requires Familiar Mastery

 

► Familiar Skill Mods:

  • [Rank 3 Familiar Mastery Mod] Purify
    • Cost: 10 SP
    • Active: Post Action
    • Energy Cost: 10 Energy
    • Cooldown: 1 Turn
    • Effect: Remove 1 status condition and heal 2% per Familiar Skill: Healer rank of a target party member’s maximum HP (rounded down). Can target the user.
    • Description: The familiar and target player glow an eerie bright white, removing one status condition from the target.
       
  • [Rank 5 Familiar Mastery Mod] Sharpness
    • Cost: 10 SP
    • Active: Post Action
    • Cooldown: 1 Turn
    • Energy Cost: 12 Energy
    • Effect: Target party member gains +(Target's Tier) base damage for 2 turns. Cannot target the user. [A player cannot be affected by Sharpness more than once at a time. Does not stack with Banner items.]
    • Description: The familiar and target’s weapon glow a dark red, infusing the target with power for a short time.
       
  • [Rank 5 Familiar Mastery Mod] Barrier
    • Cost: 10 SP
    • Active: Post Action
    • Cooldown: 1 Turn
    • Energy Cost: 12 Energy
    • Effect: Target party member gains a Safeguard effect that lasts until the beginning of the user's next turn. Cannot target the user. A player can only be targeted by Barrier once per combat. Does not stack with the Safeguard enhancement.
    • Description: Thefamiliar and target player glow a dark blue, providing a strong, temporary defense.
       
  • [Rank 5 Familiar Skill: Healer] Field Medic
    • Cost: 15 SP
    • Active: Post Action
    • Cooldown: 3 Turns
    • Energy Cost: 20% of your total energy (rounded down)
    • Effect: Heal your entire party (including yourself) for 20% of each party member’s maximum HP (rounded down).
    • Description: The familiar and each of the pet owner's party members simultaneously glow a soft white. Drains the pet owner's energy to restore health to the entire party.

 

  • [Rank 1 Familiar Mastery Mod] Energize
    • Cost: 10 SP
    • Active: Post Action
    • Energy Cost: 10 Energy
    • Effect: Restore 8 Energy to target party member. Cannot target the user.
    • Description: The familiar and target player glow an eerie light green, transferring a portion of the pet owner's energy to the target.

 

  • [Rank 1 Familiar Mastery Mod] Hyperactive
    • Cost: 10 SP
    • Active: Post Action
    • Energy Cost: 5 Energy
    • Cooldown: 3 Turns
    • Effect: Increase the passive energy regen of target party member by 3 for three turns. Can target the user. [A player cannot be affected by Hyperactive more than once at a time.]
    • Description: The familiar and target player glow an eerie bright yellow, increasing the amount of energy the target regenerates for a short time.

As part of making this have 0 mechanical changes, the following could be added as well. Or left out, in order to have player spend SP in other ways.

Character Mastery: Accurate
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Free
  • [Novice] -> Rank 2 - Expert = 8 SP
  • [Expert] -> Rank 3 - Grandmaster = 10 SP

Passive
Effect: Gain +(1 per Rank) to the BD when fighting. Cannot be used to cause a critical hit. This does not stack with the Accuracy enhancement.
Description: Your precise fighting style has a way of pinpointing places to hit. You may only benefit from one character mastery skill at a time. These bonuses cannot exceed your enhancement cap.
Possible to obtain after completing the quest <<Feeding the Enemy>> in lieu of getting a familiar.

 

Character Mastery: Fighter
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Free
  • [Novice] -> Rank 2 - Expert = 8 SP
  • [Expert] -> Rank 3 - Grandmaster = 10 SP

Passive
Effect: Gain +(1 * Tier) base damage per Rank when fighting. This does not stack with the Damage enhancement.
Description: Your aggressive fighting style helps you in combat. For each skill level invested, the players gains +1 to their Base Damage. You may only benefit from one Character Mastery skill at a time. These bonuses cannot exceed your enhancement cap.
Possible to obtain after completing the quest <<Feeding the Enemy>> in lieu of getting a familiar

 

Character Mastery: Protector
3 Ranks
Cost:

  • [Unskilled] -> Rank 1 - Novice = Free
  • [Novice] -> Rank 2 - Expert = 8 SP
  • [Expert] -> Rank 3 - Grandmaster = 10 SP

Passive
Effect: Prevent (9 per Rank * Tier) damage from successful attacks against you when fighting. This does not stack with the Mitigation enhancement.
Description: Your defensive fighting style helps defend you from enemy attacks. You may only benefit from one Familiar Mastery skill at a time. These bonuses cannot exceed your enhancement cap.
Possible to obtain after completing the quest <<Feeding the Enemy>> in lieu of getting a familiar

Edited by Baldur
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