[Suggestion] Ways to improve the core features of Onigiri
Posted: 12 Jun 2014, 02:34
I will make this a list of features of Onigiri which can be improved in alot of ways. Others can also list some on their replies and I will edit and put them on this first post and give credit. Others can also tell their opinions.
1. Flinching
While flinch actually exists in this game, I think it doesn't affect enemies much while it gives the players too much disadvantage. Flinching an enemy pushes the enemy back and stops movement for abit but they can still suddenly cast a skill that sometimes leads to our deaths on Hell modes.
Suggestion: Flinching small general monsters should render them unable to move (cannot move, cannot cast a skill, etc.). Don't tell me that it would make the game less challenging because the mobs still actually hurts if they managed to hit you. Also, it doesn't make sense that you're an Oni and the mobs takes your hits as if it's nothing.
2. Super Armor (General Monsters)
When enemy casts a skill, there are absolutely no way to cancel their skill but to kill them before it actually hits you which is really... annoying and lame. There should be a feature in-game called Super Armor. Some are prolly familiar with Super Armor but I would still explain how Super Armor works. Super Armor is your natural shield on every move you do like let's say when blocking, using dodge and casting a skill etc. There should be a fixed amount of Super Armor when doing these actions. Super Armor doesn't reduce incoming damage but instead prevents getting flinched. If your Super Armor broke, it should result to getting flinched which cancels the current movement and prevents you to move for a short period of time. For example, there's this big frog called Gama and when it starts to cast it's flame breath skill, there is no way to cancel it.
Suggestion: There should be alternatives other than face-tanking, blocking, dodging, and that's breaking the enemy's super armor they generate upon casting the skill. For example, Gama has now 100 SA (Super Armor) when casting it's flame breath skill and you now have 100 SA break on your Rank I skills. Obviously, if you cast your Rank I skill on Gama while it's on casting animation, the flame breath skill would be cancelled because you managed to break it's SA.
3. Super Armor (Player)
The thing is, currently, if you cast a skill and the enemy used it's super duper basic attack like "Bite", your skill automatically gets cancelled because you got flinched. This is just ridiculous, how can an enemy cancel an Oni's skill with just a very simple attack?
Suggestion: Same as the enemy, players should also get a fixed amount of SA on certain actions like casting a skill so enemies cannot simply flinch players when they cast a skill. Melees should also be granted much more SA than Ranged and VIT stat should grant SA bonuses.
4. Super Armor (Bosses)
We all know that bosses should be special, they should be granted infinite SA (like what we have currently) but it's still unfair that there's no such opportunity or barely some opportunities to do burst damage because they can retaliate anytime they want which is really dangerous for us players especially melees.
Suggestion: Improve the boss mechanics ALOT. There's actually a boss which has decent mechanics like Kyoukotsu (Black Skeleton Boss). There are obvious mechanics when fighting that boss like,
1. When it glows red, you can actually charge to it and go melee-yolo-mode because usually, it will just jump above you and won't hit you. Though there are times where it will suddenly attack you on melee instead of jumping.
2. If you faint your attacks like going near it and suddenly retreating, the boss will punch the ground multiple times giving you time to attack it on the sides but if you attack it too much you will get hit by it's double ground smash and this is what I call a good mechanic.
Suggestion: These mechanics of Kyoukotsu should be applied to all bosses because it's just ridiculous that sometimes, you actually have to face tank the boss just to be able to land a hit or be forced to just go ranged all the way because going melee is suicide. I'm not saying that every boss should have all the same pattern as Kyoukotsu but all bosses should have some small windows of letting the players attack "safely".
5. Enemy AI (General Monsters)
I'm pretty sure most has experienced running around abit before attacking a Kappa especially when you're a melee. Why? Because the AI is so wierd. Sometimes Kappa would just stare at you when you go near, sometimes it would instantly throw a spear/javelin or whatever once you reach it's attack range or sometimes it would also chase you and attempt to stab you multiple times. Players are forced to see first what these ranged mobs have in mind before attempting to attack and this is NOT challenging at all, it's more of just a hassle.
Suggestion: Give the enemy a pattern. The very first action of general mobs should be fixed like let's say for a Kappa, they should be forced to just throw a spear/javelin once the player approaches, after that, they can be random for all I care.
6. Enemy AI (Bosses) + Skills
Bosses on Onigiri needs ALOT of improvement. Most bosses are just programmed to cast random skills whenever which plain sucks. There are also some imbalanced skills of bosses like let's say that Yatsukazou (Stone Statue Boss), it has a swipe that has an uber huge range that even timing an advanced dodged would not prevent you from getting hit, heck I even tried rolling towards the boss thinking that maybe the swipe's blind spot is behind the boss but no, the swipe still hits me.
Suggestion: When it comes to AI, they should have a solid pattern aka "mechanics". Let's take Tiamat as an example. When behind Tiamat, he will just spam those instant cast tail whips till you're dead and this is so freaking unfair because sneaking behind Tiamat is not even an easy task in the first place. These tail whips should be charged for let's say 2~3 seconds before the sweep animation and there should be a fixed follow up skill for it where the boss will turn around and breath a cone of fire. With this improvement, the player would definitely think that instead of running away from the boss when it starts charging for a tail whip, they should just run towards the boss and go behind it because after the tail whip, they will have a small window to attack Tiamat since it will do a follow up attack after the tail whip. After Tiamat's tail whip + flame breath combo and it detected that the player is still attacking from behind it should escape by flying and do it's usual thing which is dropping those fire bombs. With these kinds of mechanics, at least melees would not be totally forced to go ranged like what I did on Yatsukazou where I just spammed Blue Fangs till the boss is dead.
7. Skill Mechanics
Isn't it boring that there are barely any crowd control skills and debuffs in this game? Even if there is, the chances of the effects of the crowd controls and debuffs getting applied is too low. Also, why the heck are we forced to retreat when using Dancer Strike? Why the heck is falling smash so useless lol
Suggestion: Improve and increase the crowd control skills and debuffs. The chances of the effects getting applied to trash mobs should be high but extremely low against bosses. There are also tricky skills like Dancer Strike which forces the player to retreat after casting the skill, this can be improved by making the retreat jump manually casted. What I mean is let's say you used Dancer Strike, it should not automatically make you retreat but instead, you should press "this/that" button to manually cast the retreat jump.
8. Skill Evolution
Why the heck is Momotarou so picky when it comes to evolving skills? What I mean is there are some weapons that cannot evolve their skills even if you already maxed that certain skill. See image below.
Basically, the game requires you to RNG farm a weapon with high grade, good set of skills and is evolve capable. Now that's just ridiculous.
Suggestion: Remove this random restriction on some weapon that prevents it's skills to be evolved and increase the needed Ryou for evolving skills instead.
9. Jumping
The only use of jumping in this game is to be able to jump on fences, stairs etc.
Suggestion: Increase the height that jump can reach and let some skills work only when you jump. There should also be some stomp skills of mobs/bosses which can be dodged using jump.
Feel free to add/suggest or state your opinions regarding this list. I also forgot some so I will edit this once I remember them lol
P.S. The game is great, just needs some improvements. I hope some moderator let the devs hear about these suggestions and even the other suggestion threads.
1. Flinching
While flinch actually exists in this game, I think it doesn't affect enemies much while it gives the players too much disadvantage. Flinching an enemy pushes the enemy back and stops movement for abit but they can still suddenly cast a skill that sometimes leads to our deaths on Hell modes.
Suggestion: Flinching small general monsters should render them unable to move (cannot move, cannot cast a skill, etc.). Don't tell me that it would make the game less challenging because the mobs still actually hurts if they managed to hit you. Also, it doesn't make sense that you're an Oni and the mobs takes your hits as if it's nothing.
2. Super Armor (General Monsters)
When enemy casts a skill, there are absolutely no way to cancel their skill but to kill them before it actually hits you which is really... annoying and lame. There should be a feature in-game called Super Armor. Some are prolly familiar with Super Armor but I would still explain how Super Armor works. Super Armor is your natural shield on every move you do like let's say when blocking, using dodge and casting a skill etc. There should be a fixed amount of Super Armor when doing these actions. Super Armor doesn't reduce incoming damage but instead prevents getting flinched. If your Super Armor broke, it should result to getting flinched which cancels the current movement and prevents you to move for a short period of time. For example, there's this big frog called Gama and when it starts to cast it's flame breath skill, there is no way to cancel it.
Suggestion: There should be alternatives other than face-tanking, blocking, dodging, and that's breaking the enemy's super armor they generate upon casting the skill. For example, Gama has now 100 SA (Super Armor) when casting it's flame breath skill and you now have 100 SA break on your Rank I skills. Obviously, if you cast your Rank I skill on Gama while it's on casting animation, the flame breath skill would be cancelled because you managed to break it's SA.
3. Super Armor (Player)
The thing is, currently, if you cast a skill and the enemy used it's super duper basic attack like "Bite", your skill automatically gets cancelled because you got flinched. This is just ridiculous, how can an enemy cancel an Oni's skill with just a very simple attack?
Suggestion: Same as the enemy, players should also get a fixed amount of SA on certain actions like casting a skill so enemies cannot simply flinch players when they cast a skill. Melees should also be granted much more SA than Ranged and VIT stat should grant SA bonuses.
4. Super Armor (Bosses)
We all know that bosses should be special, they should be granted infinite SA (like what we have currently) but it's still unfair that there's no such opportunity or barely some opportunities to do burst damage because they can retaliate anytime they want which is really dangerous for us players especially melees.
Suggestion: Improve the boss mechanics ALOT. There's actually a boss which has decent mechanics like Kyoukotsu (Black Skeleton Boss). There are obvious mechanics when fighting that boss like,
1. When it glows red, you can actually charge to it and go melee-yolo-mode because usually, it will just jump above you and won't hit you. Though there are times where it will suddenly attack you on melee instead of jumping.
2. If you faint your attacks like going near it and suddenly retreating, the boss will punch the ground multiple times giving you time to attack it on the sides but if you attack it too much you will get hit by it's double ground smash and this is what I call a good mechanic.
Suggestion: These mechanics of Kyoukotsu should be applied to all bosses because it's just ridiculous that sometimes, you actually have to face tank the boss just to be able to land a hit or be forced to just go ranged all the way because going melee is suicide. I'm not saying that every boss should have all the same pattern as Kyoukotsu but all bosses should have some small windows of letting the players attack "safely".
5. Enemy AI (General Monsters)
I'm pretty sure most has experienced running around abit before attacking a Kappa especially when you're a melee. Why? Because the AI is so wierd. Sometimes Kappa would just stare at you when you go near, sometimes it would instantly throw a spear/javelin or whatever once you reach it's attack range or sometimes it would also chase you and attempt to stab you multiple times. Players are forced to see first what these ranged mobs have in mind before attempting to attack and this is NOT challenging at all, it's more of just a hassle.
Suggestion: Give the enemy a pattern. The very first action of general mobs should be fixed like let's say for a Kappa, they should be forced to just throw a spear/javelin once the player approaches, after that, they can be random for all I care.
6. Enemy AI (Bosses) + Skills
Bosses on Onigiri needs ALOT of improvement. Most bosses are just programmed to cast random skills whenever which plain sucks. There are also some imbalanced skills of bosses like let's say that Yatsukazou (Stone Statue Boss), it has a swipe that has an uber huge range that even timing an advanced dodged would not prevent you from getting hit, heck I even tried rolling towards the boss thinking that maybe the swipe's blind spot is behind the boss but no, the swipe still hits me.
Suggestion: When it comes to AI, they should have a solid pattern aka "mechanics". Let's take Tiamat as an example. When behind Tiamat, he will just spam those instant cast tail whips till you're dead and this is so freaking unfair because sneaking behind Tiamat is not even an easy task in the first place. These tail whips should be charged for let's say 2~3 seconds before the sweep animation and there should be a fixed follow up skill for it where the boss will turn around and breath a cone of fire. With this improvement, the player would definitely think that instead of running away from the boss when it starts charging for a tail whip, they should just run towards the boss and go behind it because after the tail whip, they will have a small window to attack Tiamat since it will do a follow up attack after the tail whip. After Tiamat's tail whip + flame breath combo and it detected that the player is still attacking from behind it should escape by flying and do it's usual thing which is dropping those fire bombs. With these kinds of mechanics, at least melees would not be totally forced to go ranged like what I did on Yatsukazou where I just spammed Blue Fangs till the boss is dead.
7. Skill Mechanics
Isn't it boring that there are barely any crowd control skills and debuffs in this game? Even if there is, the chances of the effects of the crowd controls and debuffs getting applied is too low. Also, why the heck are we forced to retreat when using Dancer Strike? Why the heck is falling smash so useless lol
Suggestion: Improve and increase the crowd control skills and debuffs. The chances of the effects getting applied to trash mobs should be high but extremely low against bosses. There are also tricky skills like Dancer Strike which forces the player to retreat after casting the skill, this can be improved by making the retreat jump manually casted. What I mean is let's say you used Dancer Strike, it should not automatically make you retreat but instead, you should press "this/that" button to manually cast the retreat jump.
8. Skill Evolution
Why the heck is Momotarou so picky when it comes to evolving skills? What I mean is there are some weapons that cannot evolve their skills even if you already maxed that certain skill. See image below.
Basically, the game requires you to RNG farm a weapon with high grade, good set of skills and is evolve capable. Now that's just ridiculous.
Suggestion: Remove this random restriction on some weapon that prevents it's skills to be evolved and increase the needed Ryou for evolving skills instead.
9. Jumping
The only use of jumping in this game is to be able to jump on fences, stairs etc.
Suggestion: Increase the height that jump can reach and let some skills work only when you jump. There should also be some stomp skills of mobs/bosses which can be dodged using jump.
Feel free to add/suggest or state your opinions regarding this list. I also forgot some so I will edit this once I remember them lol
P.S. The game is great, just needs some improvements. I hope some moderator let the devs hear about these suggestions and even the other suggestion threads.