RPG

>RPG
>Water and Ice count as separate elements

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OI!

>Hitting something with a chunk of ice is the same as dousing it in water

>fire is weak to water but strong against ice even though ice just melts into water
>if fire flash boils the ice into steam then you get an explosion, but fires are put out by concussive forces too

>RPG
>Bows don't require strength to use
>Mana and spellpower are governed by separate stats
>Strength governs physical power, carrying capacity and hitpoints
>Luck stat with an extremely vague description of what it does

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Solid > gas is sublimation, not boiling.

>RPG
>steel is not heavier than feathers

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>ground and rock are separate elements that counter eachother

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>Luck stat with an extremely vague description of what it does
Why the fuck is this so common? We all know its just the crit stat just fucking tell us.

Why don’t many RPGs have any good water magic?

How do we make Ice not shit?

Make it SE vs fairies and remove its fighting weakness imo

>RPG has elemental system
>Plant magic is mixed with earth

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Make it SE against water and give it resistance to dragon. Rework freeze-dry to always crit against water types and ramp up its damage to make it worth taking over frost breath.

>fire does the most damage
>lightning is always a worthless choice

>Diablo 2
>Lightning is the best element
I need more games like this please.

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because it's not very current

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Actually it’s the money making stat

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>Bows don't require strength to use
because they don't. have you never used a bow?

>RPG has buttload of elements
>nuclear is not one of them

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>RPG has a buttload of elements
>They are all just reskins of eachother and element typing does not matter

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>Mages get most of the utility spells
>worthless against every important fight in the game
Games need to stop doing this, if a boss can’t be poisoned there’s no point to keeping the spell

You missed Dark Souls 2 at launch. Lightning miracles were overpowered as fuck, felt like I was Gwyn just walking around blasting everything to death. So many bosses that never even get close to you before they died. Then came the nerfs, and with them, the dark times...

Nigga what. They totally do. It isn't that easy to pull the string.

U gawkin at me stompas?

please explain how a 160 pound draw strength bow doesn't use an ounce of strength to draw.

Mother fucker, real archers are some of the strongest people you will ever meet.

>RPG has wood magic
>You throw lightning bolts with it

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What did she mean by this?

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how do you work around this
>boss can be poisoned but now boss fights have more HP in general
okay fine
>boss can be stunned and lose turns
then he would need to have ungodly power that you cant fully heal through each turn
>instadeath
well not too many people care that this is what most boss fights are immune to but still

then air and fire shouldn't be different elements either? they're the same thing just at different temperatures

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>15 minutes into bagpipes and chill and she rolls over then gives you this look.
>user, you're an right barry laddy you know that? i'll tell you i've had a belter night, but after a few more bez and i'm fuckin' blootered you could play with me chebs and reck right outta me baffies until i'm right pooched.
How would you respond to this braw lass?

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Low % drop items are there so players can have wildly different playthroughs even in a linear story, make it the same with bosses
>boss has 99% chance to resist death
>that one guy casts death not knowing this
>boss dies instantly
>he gets to brag to his friends how that guy was so easy

Air element is usually wind, so it's not really the same.

Dragon's Dogma did it right. Miasma never stops being useful even in the BBI due to the way it dishes damage every second even if the target isn't actually poisoned

I think FF12 did it right with the hunts and some of the boss fights where they had different status effect weaknesses. Some of the fights you had to use them, like the hunt with the snake that struck super fast and hard.

Ice doesn't need more offensive use, and it maybe only needs one more resistance at most.

The main problem with Ice is that it's an extremely strong and powerful Offensive type, but ice-types themselves are almost always statted to be defensive. They just need more fast and powerful ice-types, because as it is the STAB is rarely worth it and you might as well take a water type that can use ice beam instead sicne itll probably end up doing more damage anyway

>nuclear is not one of them
Nuclear is obviously explosion type combined with poison and status debuffs.

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wind is air moving because of different temperatures

>No steam on the water cup guy

What's the point

>RPG
>water types can use ice moves
>which makes actual ice types completely superfluous

>No steam element

Scalding the enemy with steam is different from setting them on fire or knocking them with air.

is cunny an element?

Radioactivity does not demand explosion.
It just needs to glow

no but cute feet are

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>low item drops in an rpg that can likely take hours and the only reason is artificial replayability
did the entire hospital staff take turns dropping you?

Etrian Odyssey has bosses that are vulnerable to everything. Their solution is accumulative resistance, where any time something in the battle gets an ailment or disable inflicted on them they become more resistant to it, wearing off slightly over time. That way you can cripple a boss for a few turns, but you can't chain it back to back.

Name an RPG that does this.

Pokemon is the obvious one, but also Epic Battle Fantasy 4.

>nerfing fighting even more
fuck off

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well, thats because they are diferent.

Yes, ice was hurting in special effective matchups. That's what it was missing all along.

The solution is to have those ailments not be automatic win buttons, so bosses don't need to be designed to either be immune or completely suck eggs.

Fighting Type hasn't been underpowered since GSC.

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Ice is water + cold

Water is ice + warmth

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Kek

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