The Shogun - JohnMH (Final, I promise)


#1
Sorry for this being like, the twentieth time I’ve posted this, but I really promise this is the final one.

The Shogun

By JohnMH

Shogun%20Female%20Preview Shogun%20Preview

Shogun%20Female Shogun%20Male

(For all skins that have both Male and Female versions, the Female version will be displayed first.)

“The Shogun uses their katana and magical crest to defend themselves and their allies.”
Uses Katanas, Crests, and Heavy Armors

Unlocked by reaching Level 20 on Ninja and Knight

Stats
Changes from the Original
Changes from the Original
Buffs

10 Starting Speed -> 12 Starting Speed
29 Speed at Level 20 -> 41 Speed at Level 20
50 Maximum Speed -> 60 Maximum Speed
29 Dexterity at Level 20 -> 41 Dexterity at Level 20
50 Maximum Dexterity -> 60 Maximum Dexterity
Nerfs

180 Starting HP -> 150 Maximum HP
655 HP at Level 20 -> 625 HP at Level 20
750 Maximum HP -> 720 Maximum HP
1-2 Attack per Level -> 0-2 Attack per Level
1-2 Vitality per Level -> 0-2 Vitality per Level
15 Starting Wisdom -> 12 Starting Wisdom
1-2 Wisdom per Level -> 0-2 Wisdom per Level
39 Wisdom at Level 20 -> 36 Wisdom at Level 20
75 Maximum Wisdom -> 60 Maximum Wisdom
Starting Amount Gain per Level Level 20 Average Stat Maximum
Health 150 20-30 (25) 625 720
Mana 100 2-8 (5) 195 252
Attack 12 0-2 (1) 41 60
Defense 0 0 (0) 0 30
Speed 12 0-2 (1) 41 60
Dexterity 12 0-2 (1) 41 60
Vitality 12 0-2 (1) 41 60
Wisdom 12 0-2 (1) 41 60

Skins
Skins
Shogun%20Female%20Preview Shogun%20Preview

Default Skins

(No description.)

Shogun%20Female Shogun%20Female%20Mask

Shogun%20Male Shogun%20Male%20Mask

Slime%20Shogun%20Preview

Slime Shogun (Slime Set)

Customize your Shogun with this Slime Shogun skin.

Slime%20Shogun Slime%20Shogun%20Mask
Dishonorable%20Shogun%20Preview

Dishonorable Shogun (Ronin)

A once-noble shogun who has lost his way and his place among his brethren. Without any honor to upkeep, they are a ruthless killing machine.

Dishonorable%20Shogun Dishonorable%20Shogun%20Mask
Feudal%20Infantry%20Preview

Feudal Infantry (Ashigaru)

While not being a very notable individual, this warrior has no fear in their heart and is willing to die for their people.

Feudal%20Infantry Feudal%20Infantry%20Mask
Rogue%20Raider%20Preview

Rogue Raider (Wokou)

A lone swordsman who desires nothing but their own self gain. Regardless of their avarice, their skills are useful in the war against Oryx.

Rogue%20Raider Rogue%20Raider%20Mask
Joseon%20Warrior%20Preview

Joseon Warrior (Yangban)

A notable warrior from a distant land. Although simpler than others, they retain a respectable status with their swordsmanship.

Joseon%20Warrior Joseon%20Warrior%20Mask
Warmonger%20Preview

Warmonger (Daimyo)

Do not be fooled by their formal attire, as their blade and their wits are both as sharp as - if not sharper than - any others’.

Distant%20Warmonger Warmonger%20Mask
Masked%20Assailant%20Preview

Masked Assailant (Sohei)

The member of an elite group of warriors and a highly focused. Brute strength is not necessary for this fine swordsman.

Masked%20Assailant Masked%20Assailant%20Mask
Lady%20of%20Nobility%20Preview

Lady of Nobility (Onna-Bugeisha)

This lady has trained for some years to earn their respected position. Nothing will stop her from retaining her title.

Lady%20of%20Nobility Lady%20of%20Nobility%20Mask
Barbarous%20Legend%20Preview

Barbarous Legend (Uada Soko)

One of the most brutal legends throughout all of Japan. Although he is most known for his teachings, his way of the blade is as formidable as he.

Barbarous%20Legend Barbarous%20Legend%20Mask
Religious%20Warrior%20Preview

Religious Warrior (Ikko-Ikki)

A warrior of fine faith. Despite their hatred towards the notable Samurai, they have come together in momentary peace to end the reign of Oryx.

Religious%20Warrior Religious%20Warrior%20Mask
Stone%20Shogun%20Male%20Preview Stone%20Shogun%20Female%20Preview

Stone Shogun (Stone Set)

First I was afraid, I was petrified… And then I realized I could still move. Huh, Craig’s really bad at rituals.

Stone%20Shogun%20Female Stone%20Shogun%20Female%20Mask

Stone%20Shogun%20Male Stone%20Shogun%20Male%20Mask
Tadashi%20Shino-Sha%20Female%20Skin%20Preview Tadashi%20Shino-Sha%20Male%20Skin%20Preview

Mini Tadashi-Shino Sha Skin (8x8 ST)

A bringer of light lies among us, and helps guide us along the way. Small as they may be.

Tadashi%20Shino-Sha%20Female%20Skin Tadashi%20Shino-Sha%20Female%20Skin%20Mask

Tadashi%20Shino-Sha%20Male%20Skin Tadashi%20Shino-Sha%20Male%20Skin%20Mask
Christmas%20Shogun%20Female%20Preview Christmas%20Shogun%20Male%20Preview

Christmas Shogun (XMas Hat Set)

Despite the festive decoration on their head, they seem to be able to put on their crest just fine. Only available during December!

Christmas%20Shogun%20Female Christmas%20Shogun%20Female%20Mask

Christmas%20Shogun%20Male Christmas%20Shogun%20Male%20Mask
Foreign%20Militant%20Male%20Preview Foreign%20Militant%20Female%20Preview

Foreign Militant (Kingdom Set, Samurai)

“As I watch the walls around me crumble, I cannot help but succumb to the corrupted soul I have become…”

Foreign%20Militant%20Male Foreign%20Militant%20Male%20Mask

Foreign%20Militant%20Female Foreign%20Militant%20Female%20Mask
Abilities
Crests (and Totems)
Shogun%20Crests
Crest%20of%20the%20Titan%20Animated Memento%20of%20the%20Warlord%20Animated Helpful%20Armor%20Animated%20(Blue) Helpful%20Armor%20Animated%20(Red) Crazed%20Scientist's%20Generator%20Animated Remembrance%20of%20Gulpord%20Animated Muddy%20Slime%20Animated Sukuinishi%20Banner%20Animated
Crests offer a dual usage, much like Ninja’s Stars, but in a more personalized way. Its two effects are both unique to each other in their execution but similar in purpose: providing different types of support.

The first effect, the Activated Effect, will spawn a Totem at your cursor - with a maximum distance, of course - that will block projectiles. (Some non-tiered Totems will do otherwise, but this is for later.) They will come with a set amount of Health and Defense, and a duration if they do not die before the time runs out.

The second effect on the other hand - the Held Effect - will provide Defense to yourself and all nearby allies for a set amount of Mana per second. The amount and the range will all increase with tier, but so will the cost. Some of the non-tiered Crests will provide other stats, too.

All of the totems remain perfectly stationary - with one exception - unlike their original counterparts. This is to prevent them from being very hard to use. And to make them possible to code.

Overall, they will always have a use, whether it be the first or second effect, or sometimes even both. UTs will provide much different takes on the Totems.
Notes:
- Threshold for Held Effects is spacebar held for half a second(0.5). If released before then, it will use the Activated Effect. You can only use one per use of the spacebar.

- All tiered Activated Effects have a 1.5 Second cooldown; all Held Effects negate healing of MP during them.

- The second-to-last Crest is the ST Crest, and will be explained alongside the ST set.

- The last Crest is the Admin item for the class.
- All “Squares” ranges are radial, not diametric.

Old Crest
Tier 0
An old yet functional crest that provides defense to you and your allies.

Activated Effect
Creates a totem at cursor
Totem Stats:
350 Health (+10 for every 5 Wisdom past 40)
8 Defense
Duration: 15 Seconds
Max Spawn Distance: 6.2 Tiles
Held Effect
Def Boost: 7 Def in 3 Squares
Drain 10 MP/sec
MP Cost: 50
Bag Type:
image

Refurbished Crest
Tier 1
A refurbished and repainted crest with more extensive abilities than its predecessor.

Activated Effect
Creates a totem at cursor
Totem Stats:
430 Health (+15 for every 5 Wisdom past 40)
10 Defense
Duration: 15 Seconds
Max Spawn Distance: 6.2 Tiles
Held Effect
Def Boost: 9 Def in 3 Squares
Drain 12 MP/sec
MP Cost: 55
Bag Type:
image

Blazing Crest
Tier 2
A bold and bright crest, imbued with the leftover powers of the Phoenix Lord after he fell to ashes.

Activated Effect
Creates a totem at cursor
Totem Stats:
535 Health (+20 for every 5 Wisdom past 40)
12 Defense
Duration: 15 Seconds
Max Spawn Distance: 6.2 Tiles
Held Effect
Def Boost: 12 Def in 3 Squares
Drain 14 MP/sec
MP Cost: 60
Bag Type:
image

Crest of Foreign Power
Tier 3
An atypically colored crest that comes from a nation beyond the reaches of the Nexus.

Activated Effect
Creates a totem at cursor
Totem Stats:
670 Health (+25 for every 5 Wisdom past 40)
15 Defense
Duration: 15 Seconds
Max Spawn Distance: 6.2 Tiles
Held Effect
Def Boost: 15 Def in 3 Squares
Drain 16 MP/sec
MP Cost: 65
Fame Bonus: 1%
Bag Type:
image

Crest of Dark Magic
Tier 4
A dark and mysterious fragment of the occult’s mystical power, infused into a crest of matching tone and design.

Activated Effect
Creates a totem at cursor
Totem Stats:
800 Health (+30 for every 5 Wisdom past 40)
18 Defense
Duration: 15 Seconds
Max Spawn Distance: 6.2 Tiles
Held Effect
Def Boost: 18 Def in 3 Squares
Drain 18 MP/sec
MP Cost: 75
Fame Bonus: 2%
Bag Type:
image

Angelic Crest
Tier 5
The mark of an angel forever lays within this crest, which has been fabled to have existed since long before the Shogun itself.

Activated Effect
Creates a totem at cursor
Totem Stats:
950 Health (+35 for every 5 Wisdom past 40)
20 Defense
Duration: 15 Seconds
Max Spawn Distance: 6.2 Tiles
Held Effect
Def Boost: 21 Def in 3 Squares
Drain 20 MP/sec
MP Cost: 85
Fame Bonus: 3%
Bag Type:
image

Crest of Regality
Tier 6
Darkened and cursed sapphire lays within the center, pulsing with energy only a king could dare to control.

Activated Effect
Creates a totem at cursor
Totem Stats:
1125 Health (+40 for every 5 Wisdom past 40)
22 Defense
Duration: 15 Seconds
Max Spawn Distance: 6.2 Tiles
Held Effect
Def Boost: 24 Def in 3 Squares
Drain 22 MP/sec
On Equip:
+2 Wisdom
+2 Vitality
MP Cost: 90
Fame Bonus: 4%
Bag Type:
image

Crest of True Might
Tier 7
Many fallen warriors have died to forge this specially decorated and empowered crest of the Ivory Wyvern, and it lives up to its cost.

Activated Effect
Creates a totem at cursor
Totem Stats:
1325 Health (+45 for every 5 Wisdom past 40)
24 Defense
Duration: 15 Seconds
Max Spawn Distance: 6.2 Tiles
Held Effect
Def Boost: 26 Def in 3 Squares
Drain 24 MP/sec
On Equip:
+3 Wisdom
+3 Vitality
MP Cost: 105
Fame Bonus: 5%
Bag Type:
image

Crest of the Last Stand
Tier 8
Many generations have passed this down to their most noble generals and leaders. It symbolizes a bright yet powerful man, who will stand up and fight at all costs.

Activated Effect
Creates a totem at cursor
Totem Stats:
1525 Health (+50 for every 5 Wisdom past 40)
26 Defense
Duration: 15 Seconds
Max Spawn Distance: 6.2 Tiles
Held Effect
Def Boost: 28 Def in 3 Squares
Drain 26 MP/sec
On Equip:
+4 Wisdom
+4 Vitality
MP Cost: 120
Bag Type:
image

Spirit of the North
Tier 6 Reskin
A mystical and awe-inspiring crest, filled with the joyous cheers of younger folk and festive decorations.

Activated Effect
Creates a totem at cursor
Totem Stats:
1125 Health (+40 for every 5 Wisdom past 40)
22 Defense
Duration: 15 Seconds
Max Spawn Distance: 6.2 Tiles
Held Effect
Def Boost: 24 Def in 3 Squares
Drain 22 MP/sec
On Equip:
+2 Wisdom
+2 Vitality
MP Cost: 90
Fame Bonus: 4%
Bag Type:
image

Crest of the Titan
Untiered
A very heavy yet sturdy crest, fashioned by the many followers of the Marble Colossus. Although once lost, it maintains its nearly flawless appearance.

Activated Effect
Creates a pillar on self that 3 totems circle
Totem Stats:
640 Health (+20 for every 5 Wisdom past 40)
40 Defense
10 Speed
Duration: 10 Seconds
Held Effect
Def Boost: 18 Def in 4.5 Squares
-15 Dexterity on Self
-10 Speed on Self
Armored on Self
Drain 28 MP/sec
On Equip:
+5 Defense
-2 Speed
-2 Dexterity
MP Cost: 130
Fame Bonus: 6%
Drops From: Marble Defender
Bag Type:
image

Memento of the Warlord
Untiered
A blazing and fearsome crest, handed down through many generations of ruthless rulers and generals of the deadliest kingdoms.

Activated Effect
Creates a totem at cursor
Totem fires at nearest target
Totem Stats:
150 - 220 (185) Damage in 4 Tiles
2700 - 3960 (3330) Total Damage
1.5 Shots per second
8 Projectile Speed
Shots hit multiple targets
Ignores defense of target
Duration: 12 Seconds
Max Spawn Distance: 4.4 Tiles
Held Effect
Att Boost: 12 Att in 2.4 Squares
Drain 18 MP/sec
On Equip:
+2 Attack
+2 Dexterity
MP Cost: 120
Fame Bonus: 5%
Cooldown: 3 Seconds
Drops From: Shaitan the Advisor
Bag Type:
image

Pendant of the Guardian
Untiered
Sculpted into the face of the entity trapped within, this marvel of ancient magic calls upon the aid of lost souls to help do your bidding.

Activated Effect
Spawns 3 Helpful Armors to aid you*
H. Armor Stats:
15 Speed
140 Damage in 5.5 Tiles
0.7 Shots per second
5.5 Projectile Speed
Duration: 7 Seconds
Effect on Self:
Slowed for 1.75 Seconds
Held Effect
Armored in 2 Squares
Drain 35 MP/sec
On Equip:
+2 Defense
+2 Speed
MP Cost: 130
Fame Bonus: 5%
Cooldown: 4.5 Seconds
Drops From: Stone Guardians (Color-Coded)
Bag Type:
image

*One will always chant one of the following:
“Long live the emperor, {playername}!”
“For {playername}, I will vanquish you!”
“You will die in the name of the emperor, {playername}!”
Helpful Armors will also chase the nearest enemy.

Crazed Scientist’s Generator
Untiered
Dr. Terrible’s most recent and unusual creation. It was forged for an unknown reason, but seems to inhibit great power.

Activated Effect
Creates a totem on self
Totem slows nearby enemies
Totem Stats:
975 Health (+50 for every 5 Wisdom past 40)
0 Defense
Slowed to all enemies in 2.4 Squares
Duration: 12 Seconds
Effect Upon Destruction:
Dazed for 2.4 Seconds in 2.4 Squares
Held Effect
Wis Boost: 10 in 3.5 Squares
Effect on Self:
Immune to Negative Conditions
-10 Defense
-5 Speed
Drain 18 MP/sec
On Equip:
+20 Maximum MP
+4 Wisdom
MP Cost: 110
Fame Bonus: 4%
Cooldown: 4.5 Seconds
Drops From: Horrific Creation
Bag Type:
image

Remembrance of Gulpord
Untiered
A foul-smelling and wretched crest, dedicated to Gulpord, the Slime God. Its true purpose has yet to be answered.

Activated Effect
Creates a totem at cursor
Spawns slimes that roam and decoy enemies
Spawn Rate: 3 every 5 Seconds
Slime Stats:
250 Health
5 Defense
40 Speed
Duration: 10 Seconds
Slime Duration: 20 Seconds
Max Spawn Distance: 3 Tiles
Held Effect
Def Boost: 24 in 1.75 Squares
Drain 15 MP/sec
On Equip:
+2 Defense
MP Cost: 95
Fame Bonus: 4%
Cooldown: 2.5 Seconds
Drops From: Gulpord the Slime God
Bag Type:
image

Test Crest
Untiered
Used for testing damage from enemies, and for testing Held Effects.

Activated Effect
Creates a totem at cursor
Totem Stats:
1,000,000 Health (+100,000 for every 5 Wisdom past 40)
0 Defense
Duration: 30 Seconds
Max Spawn Distance: 8 Tiles
Held Effect
Def Boost: 50 in 10 Squares
HP Boost: 1000 in 5 Squares
Drain 15 MP/sec
On Equip:
+50 Speed
+100 Wisdom
+100 Vitality
MP Cost: 0
Fame Bonus: 7%
Bag Type:
image

Used for testing purposes, and counts as an Admin item.

ST Set
Tadashi Shidō-Sha ST Set
(正しい指導者)
(“Righteous Leader”, roughly)
Tadashi%20Shino-Sha

Sukuinishi%20Banner%20Animated
They say that there are those who follow the path of the gods for good reason. They all tell you that in the end, you will be judged for your deeds and your errors.
For the one who walks this path of divinity, judgment will be passed in a most positive light, and lead you to an afterlife of spoils and fortune.
However, one leader does it not for victory or a wealthy afterlife, but because it is simply the right thing to do for themselves, their people, and their faith.
This leader expresses purity in one of its best forms, and will not accept any less from themselves or others.
In their language, they are the “Tadashi Shidō-Sha”. In their mind, they simply doing what they feel is just.
ST Skins:
Tadashi%20Shino-Sha%20Lg%20Female%20Skin Tadashi%20Shino-Sha%20Lg%20Female%20Skin%20Mask

Tadashi%20Shino-Sha%20Lg%20Male%20Skin Tadashi%20Shino-Sha%20Lg%20Male%20Skin%20Mask

Kami No Ha (神の刃)
Set Tier
(“Blade of the Divine”, roughly)
The fallen spirits of my brethren call to me and aid me in spirit. They fight alongside me every step of the way. This blade is my eye.

Damage: 150 - 160
Range: 4.4
Shot Speed: 15
Rate of Fire: 111%
Ignores defense of target
On Equip:
+3 Speed
Fame Bonus: 5%
Drops From: Ivory Wyvern (or Daichi the Fallen)
Bag Type:
image

(Note: The projectile changes from the first to the second when the full set is worn.)

Sukuinishi No Okurimono (救い主の贈り物)
Set Tier
(“Savior’s Gift”, roughly)
The light above shines down on me in a call to arms. I listen to its call with no doubt in my mind. This gift is my hand.

Activated Effect
Creates a banner on self
Banner removes negative conditions
Purification: Once every 2 Seconds
in 2.4 Squares (+0.15 for every 5 Wisdom past 40)
Duration: 6 Seconds*
Held Effect
Vit Boost: 10 in 2.67 Squares
Healing in 2.67 Squares
Immune to Darkness on Self
Immune to Blind on Self
Drain 22 MP/sec
On Equip:
+3 Speed
+5 Wisdom
MP Cost: 125
Fame Bonus: 5%
Cooldown: 8 Seconds
Drops From: Eye of the Dragon (or Jade/Garnet Statue)
Bag Type:
image

Startup is delayed by 2 seconds to activate, and banner deactivates before truly disappearing

Hōrīmekki (ホーリーメッキ)
Set Tier
(“Holy Plating”, roughly)
Where there was hesitation, there is now only purpose. Where there was sin, there is now only honor. This breastplate is my purified heart.

On Equip:
+18 Defense
+3 Speed
+7 Wisdom
Fame Bonus: 4%
Drops From: Limoz the Plague Bearer (or Daichi the Fallen)
Bag Type:
image

Fukanzen’na Hōseki (不完全な宝石)
Set Tier
(“Imperfect Gemstone”, roughly)
The truth of my beliefs shines true through this golden gemstone. I have come to accept my imperfections. This gem is my peace of mind.

On Equip:
+80 Maximum HP
+6 Wisdom
+3 Defense
+3 Speed
Fame Bonus: 4%
Drops From: Limoz the Plague Bearer (or Corrupted Caster)
Bag Type:
image

Bonus for 2 Items Equipped:
+2 Wisdom
+10 Vitality
Bonus for 3 Items Equipped:
+6 Speed
+4 Defense
Bonus for Full Set Equipped:
+75 Maximum HP

Total Bonus:
+155 Maximum HP
+25 Defense
+15 Speed
+10 Vitality
+20 Wisdom

Total Bonus (added to max stats):
875 Maximum HP
252 Maximum MP
60 Attack
55 Defense
75 Speed
60 Dexterity
70 Vitality
80 Wisdom


If you read through everything, then thank you! I figured that some people don’t want to open up the Google Doc, so I typed all of this out on here for your convenience. I hope that it was satisfactory.

If you have any comments, concerns, or anything of the like, please do post it! Feedback is always much appreciated. And, with it now being much more accessible, I feel it will be easier to do so.

Update #1: Removed Speed from tiered Crests and bumped up Memento of the Warlord’s MP Cost by 20%. Also made all Tiered Crests have a range of 3, bumped up Remembrance of Gulpord’s to 1.75, and bumped up Crest of the Titan’s to 4.5.
Update #2: Fixed MP Drain of Crest of the Titan and buffed the Defense Boost of Remembrance of Gulpord.
Update #3: Added Barbarous Legend skin, the first skin to be based on a person rather than a feudal japan warrior class. Click here if you want to read about him.
Update #4: Changed some skin descriptions, removed Town Dress Shogun in favor of Rogue Raider, and added the Religious Warrior skin.


The Shogun, Fully Remastered - JohnMH
PT: 3 new Classes. Bard, Battlemage, Summoner
#2

‘‘Lady of Nobility’’ seems a lot like samurai default skin.

If the ST katana does not pierce then it seems fine but remove the +3 speed bonus (there was an update that took away the stats boosts of ST weapons and gave them to the rings).

The text from ‘‘Pendant of the Guardian’’ might be a bit annoying in the longrun (the oryx pet, when first implemented had text too but later removed for the same reason), maybe make it has a small chance of telling one of the texts (like 10%)

Are the crests healable from priests/paladins/necros? It would be fun if the were

Class seems balanced overall, less dps than samurai but better support utility. I am not sure about the +speed on equip bonus from tier abilities, the class already maxes at 60

‘‘Memento of the Warlord’’ deals a lot of damage for an ability, pure damaging abilities of other classes does not deal that much damage.

Nice work overall


#3

This is slightly intentional. Considering that I only started making actual skins after the Samurai was introduced, I made this both as a homage to the Samurai, and as a reference to the Japanese feudal class listed.

5/15 of the ST Sets(excluding The Machine’s set and the original Oryx Awesome) have their weapons giving stats: Symbiotic Ripper, Indomptable, The Phylactery, Wand of Geb, and Sentient Staff.

I never felt like the Lil’ Oryx text was spammy, nor do I see this as such either. It was infrequent, and there weren’t seven billion people using it, much like how you wouldn’t see everyone using this in the game at one time.

This sounds atrociously OP.

Mind you that you aim the ability to place it, and it then aims again to deal damage, and with a relatively slow shot speed. 8 Projectile Speed is only just above Symbiotic Reaper, too.


#4

Still not a good idea to make such a skin for different class, mainly for practical reasons. We already have many skins that are confusing to understand what class they belong too, lets not make more

Imagine like 2-3 people (in a lost halls group with 20-30 people you can easily get that many) spamming the chat every 4.5 seconds with that message, its pretty spammable

Void quiver (pure dps ability) does 2250 damage and you need to be point black range to get it all, your ability not only deals 3330 damage but has a +12 atks buff too. T6 spell deals 2450 (minus the damage reduced by def) and you need to aim perfectly. Slow speed could be consider a good trade-off but the damage is just too high (personally, i dont find slow speed such a big negative, as half of the bosses are moving nearly at all anyway).

2 of the 5 you listed have negative stats, thats understandable (it is said they will remove the -10 def from Indomptable in a future patch). I was thinking about this patch, that removed some stats from the st and add them to the rings, I dont know though why they didnt do it for the 3 items you listed (The Phylactery, Wand of Geb, and Sentient Staff). I guess as this 3 weapons and with the addition of the other UT weapons that give stats too then its fine for your ST katana to give the speed.


#5

My class is not meant to be added with the Samurai. The next katana class should be one with a robe, without a doubt. I’m simply sharing the class here, and have a skin paying respect to the Samurai.

Same thing can be said about having multiple Lil’ Oryx pets back then. Though, there’s easily just the solution of allowing non-player text to not appear via the Options menu, as I’m sure that would make some things take up much less screen room. cough marble colossus

Quiver of the Shadows also costs 80 MP, and so does Elemental Detonation spell. The slow shot speed on this Crest makes it harder to fully utilize, unless yes, it is a stationary entity, but that’s simply taking advantage of the situation, much like how Armor Broken is so handy for bosses that can’t be stunned. cough marble colossus

Also, the +12 Attack is only part of the Held Effect, as the Activated Effect that spawns the Totem is separate and they can’t be activated at the same time.

My main intention was to say “hey, this isn’t something that no longer exists”, so I feel my point was displayed effectively based on the response you gave.


#6

Oh thats fine then.

Exactly, thats why they removed that feature.

That would probably fix that problem

Yes your point was taken.

Well the only thing we disagree in the end is the Memento of the Warlord crest. I could argue that vquiver is situational too as you need to be point black to fully utilize. The ability still holds tremendous amount of dps for just 100 mp and have an alternative feature of +12 atk when you cant use the totem. Maybe at least change the mp cost to 120mp and remove the piercing/ignore def capabilities.


#7

In my first read through I was quite liking the concept of the class, especially the sprites. I skimmed over the first part though and for whatever reason assumed the class used robes and had def maxed at 25. This seems like the perfect class to stick a robe on, there’s plenty of synergy, so I was surprised to read that it used Heavy armors instead. I’ll do my best to analyze the class and show you what I mean once I’m done.


The sprites vary enough from the Samurai and uses a unique color scheme, so I’d say that the default sprites are well done. My only issue with it is how dull the colors are.


I would have normally said the sprites look too good/different to be introduced as a tiered ability, but with the Samurai’s Wakizashi I can’t really complain about this. Overall, I’m a fan of the sprites and have zero issues with them.


My thoughts on this.

Totems shouldn’t have a max place distance, it can be less reliable/fun for the player when their totem isn’t placed where they wanted it, or if it isn’t placed at all. (Depending on what happens when attempting to place a totem beyond max distance.)

What I do think has the potential to be overpowered is the fact the totem is able to manifest instantly. This means the player is capable of maintaining totems with very little coordination. That is why I suggest it be treated like a poison/trap and be thrown. This makes the player have to think ahead before using their ability and prevents “totem chaining” from being done as easily.


Makes sense. The duration seems manageable considering how the ability should be used.

As a side note, I don’t think Crests should give a speed bonus. I see Crests as being similar to Seals. Doesn’t really make sense for it to give a speed bonus, let alone a bonus at all. This critique is mostly personal preference though, I couldn’t care less whether it has the bonus or not in the end considering how negligible it is.


My thoughts on this.

I like this. This and the totem have the same goal, reduce the damage the player takes, but both take a different route to accomplish this goal. I find that this makes the Crest reasonable, as it does not provide immense versatility as many other class concepts do.

My only request here is to make all tiered Crests have a consistent def boost range of 4 tiles (radius). Going off of the T6, 3 tiles of range is hard to maintain as another player. It has less range than the Marble Seal’s buff and the Shogun will be constantly moving when not hiding behind a totem. I find that this will be unreliable to other players for that reason, especially with the lower tiered Crests.

In addition, there are already a lot of attributes that scale with tier on the Crest. It would be more beneficial and less complicated to have the range stay at four tiles, similar to the Warrior’s Helm.


My thoughts on this.

I see a few problems with this. As a player, if I realized I was about to take shotgun and did not have any of the damage negated due to the .5 threshold for the secondary, I wouldn’t be too happy. It isn’t as reliable as the speedy boost is for the ninja, so I find that it would be less enjoyable as a result. I can sort of relate this to the Paladin’s HP boost. You press spacebar when you need it and it happens when you need it. If this occurred .5 seconds later then many players I intentionally buffed as a Paladin would have died or nexused from the situation they were in.

Another issue I see with it is using the secondary without a consequence. Like the Ninja’s star, the primary effect should activate regardless of how long spacebar was held, where it only takes remaining MP into account. This makes the ability require more skill than simply holding down spacebar as the player needs to think ahead. (Also makes it easier to code, but that’s not really a valid reason to oppose this mechanic.)


I think this is only fair. Spamming the totem would be problematic without a cooldown. Also, MP healing is the only thing that would really make the def boost over powered, so this is good. I’m also willing to say that 1.5 seconds is probably the perfect cooldown time, especially if the totems were ‘thrown’ as I suggest.


Now with all of this said, here is my argument as to why this class ought to be a Robe class.

In its current state, the Shogun plays too similar to a Knight. Not only do they rival the Knight when it comes to Def, but they are also capable of ‘blocking’ projectiles as a Knight would.

I think it’d make sense for the Shogun to be ‘squishy’ without their ability. It gives more reason to hide behind a totem when you know you can’t personally tank.

The Robe’s other stats would also have great synergy with the Crest. The max MP bonus from the robe makes up for the ~16 def lost by allowing the player to use the ability longer.

I also say “so what?” to the ability being able to be used slightly longer. A Paladin is already capable of perma buffing Max HP, Healing, and Damaging, which is far more powerful than even a permanent 28 def buff. The Crest on the other hand has a feature to prevent perma buffing Def, so I’d even go as far to say that the current MP drain is perfect when combined with this extra MP.

I don’t really care for the Att bonus on the Robe, but the Wis bonus on the other hand has some synergy with this ability. Due to totems having a Wis mod, I think it only makes sense for the class to use robes. They get that extra bonus to their totem and get extra MP Regen when not using their ability. (It’s negligible, but eh, it helps.) Also makes up for capping Wis at 60 instead of 75 too.

The default skin would also need to be changed if the Shogun were to use robes.


If the Katana were to host a Robe class, I think the Crest is the perfect compliment to it. Regardless, I enjoyed reading your idea and I can say that I was overall pleased with the effort you put into this.


I’m going to make a separate post later to review the non-tiered variants of the Crest.


#8

default sprites being too dull color-wise

I chose these colors directly from a depiction of the Shogun, as I am going for as much historical accuracy for the skins as I can, including the alternate skins, which is why most have a Japenese class name next to their names. Obviously the ability isn’t accurate, but that’s because it’s meant to be enchanted.

This historical accuracy also applies to your argument about why it should wear robes.

totems having max spawn distance and being made instantly is bad

I personally disagree. The intention is to restrict your playing field so you play more tactically, as with unlimited spawn distance, you can block a shotgun before it even exists while being in absolutely no risk of being hit, which is extremely powerful.

As for them popping up instantly, this is also made for playing tactically, but for a different reason. If you’re really close to being hit, you should be rewarded for being able to make the split second decision to place a totem directly in front of you to absorb the blast.

crests shouldn’t have speed bonus

I’ll consider this.

make tiered crest held effect have consistent range

I’m honestly conflicted on this, but considering it’s something added to (pserver name i won’t say), I can test things out with that. However, I’d probably make them around 3 if that were the case.


Overall, there were fair points here and there, but for the ones that were overall important, I made sure to have everything coordinated well so that it was kept on a fair playing field.


#9

I do think the final katana class should have a robe.
With the st set should drop somewhere else: lod and mt already have st sets and the one in my shares 3/4 of the item types
So what should drop them:
Ummmm
Wlab and ddocks don’t have st’s but the sprites don’t fit
I don’t hmmmm


#10

I think you missed this.


#11

What do you mean, it is the third katana class it should have a robe
Or do you mean it replaces samurai?


#12

Literally unplayable.

(Jk, nice job again)


#13

Also when is your pserver coming out?
Am I aloud to ask that?


#14

It’s not necessarily made to replace it, no; it’s mainly an idea, and it’s for if the Samurai wasn’t in, as that’s how it is for (pserver name).

Also, no, I can’t say the name.

also also @CandyShi smh you didn’t even heart the post


#15

I got on the subway ok :frowning:


#16

I feel like I’ve seen this somewhere specific…

hmmmmm

other than that, it looks really good


#17

What? Nooooooo. Never been posted before.


#18

That’s fair but I think it’s more important to value how enjoyable a character is rather than to shoot for historical accuracy.
For example, archers using leather armor is a fantasy trope. They’d actually be wearing metal armors like chainmail or- (I realized I went off on a rant about how leather armor is nearly entirely a fantasy concept. Let’s not include that, lol.)

Anyway, I’d rather just say that Ninja makes no sense from a historical stand point, but they’re still fun to play c:


My thoughts

Regardless of the name of the class, regardless of the skin of the class, and regardless of just about anything else, your concept of the Crest would be absolutely perfect for a katana class that wears robes.

The only way you can sort of justify a robe class using a short range weapon like the Katana (nearly 4 tiles less than the staff) is by allowing them to avoid/reduce damage in some way.

This could have been a concept like ‘evasion’ but something like that has zero place in RotMG, in my opinion. (‘Evading’ projectiles while standing still is a horrible concept! >:v ) That’s why I think an ability that boosts max Def and is able to make walls to block projectiles is perfect for the katana’s robe class.

Many people suggest that a robe katana class needs to have a ranged ability, I find that absurd. Especially considering that the Ninja and Samurai already have a ranged ability despite having more defense than a robe class would have.

I suggest that ya reconsider my thoughts on the Crest being paired with the robe, even if it means going as far as renaming the class.


Also, you never did mention what will happen when you attempt to use your ability beyond the max range. (Or if ya did I missed it)


My thoughts

True, this functions similar to having no delay on the def boost effect too.

Anyway, I still think that the totems ought to be thought of as similar to traps, something ya plan ahead when using. At the moment I view the Crest’s primary and secondary effect to not ‘play’ different enough from each other. They both have an "in the moment/"spontaneous play style. Because of this, I see little reason for me to use both effects when I could just use one of them, aside from very situational circumstances.

Making one of these effects reward the player for thinking ahead would solve this. I’d somewhat compare this to a Ninja with the Midnight Star. You think ahead when ya want to paralyze, but when you need to ‘get out’ or ‘get in’ speedy is a spontaneous choice.


I noticed that the goal of both of these is still accomplished with the suggestions I proposed together, only backwards.

  • A totem spawn being delayed prevents players from blocking a shotgun as easily, but skilled players will still be able to pull it off.
  • Removing the delay on the Def boost will also reward the player for acting quickly by absorbing some of the blast.

The only real difference between the way it currently works and the way I suggest is that my way is objectively weaker. Totem spawns being delayed while being able to reduce only some of the damage taken (as opposed to all of the damage taken). If ya consider nerfing the ability this could be a way to do it while making it more fun to use.


Yeah, testing is really the only way to get this right. I dunno how many people you have testing this at once, but I’d imagine you’d need a reasonably sized group. I still think that 3 tiles for 24 def buff is nothing compared to a 112 HP buff with healing and damaging at 6.75 tiles. It’d even be fair for the def boost to have 7 tiles of range based on the Seal, but I’m not willing to argue for something like that.

If ya need more people for testing stuff, I wouldn’t mind helping with that. In fact, it’d allow me to give a proper review on the class. Don’t mention it here if ya consider it, just PM me.


#19

I’m going to simply say now, rather than letting a huge argument keep going, that I’m never going to change this from a Katana/Heavy class, mainly because this class has existed for over a year, and I’m not going to suddenly just change its core function or its equips.


I opted for both. The historical accuracy is only for the visuals of the class, and of course, what it wears. That’s why the ability is the Crest anyways; it’s a key part of a Shogun’s design, and it can make for an interesting ability visually.

And, yes, while something like this could really work well for a Katana/Robe class, that’s something for someone else to try and make, as I’m very keen on keeping it in its original glory rather than betraying the entire point of the class that I made. Someone else suggested to change what it does, too, but I said no to them as well, as I’ve had the Shogun for far too long to do that now.

(Sidenote: Ninja is kinda piss. Doesn’t resemble a Ninja in the slightest, whilst all the other classes in the game function well while also being true to what they are. Samurai isn’t the best either, but it’s… a little bit better?)

Oh, my bad. It just places it at the maximum range. (Or, should, right now it doesn’t even let you place it, which is just an unintended effect.)

I’ve separated their uses for a very distinct reason: you have to choose which one you want in any given situation. While the Ninja has one transitioning to the other, for this class, the dynamic is that you have two separate effects that you can only use one of at a time. This drives you to make more tactical decisions rather than simply holding down the spacebar until you see too many shots to tank.

No offense to you as a person, but… the highlighted portion sounds awful. It has health for a reason, as it’s meant to be destructible, meaning that if too much damage is done to it, it breaks, leaving you a bit more open to any incoming damage. Same tactical approach mumbo jumbo from earlier.

Yeeaaaaaaah… that’d be extremely overpowered. The Seal is an immediate use, while the Defense boost is something that is constantly around you, even if it does cost a lot of MP to use over time. Such an amount of Defense, in a lot of situations, is a lot more valuable too, considering that reducing so much damage over multiple shots will save a lot more HP than you would’ve gained from a Seal in the first place.

It’s still just a little buggy at the moment, so you wouldn’t be getting a proper review either way. lmao


#20

I dunno what you mean, this is a proper discussion :v


I’ll stop pushing then, I see why you would rather stick with Heavy.


Ah, I meant that it would function similar to the way I was proposing. I personally don’t care much for being able to only use one effect at a time, you’d only need one effect anyway, but I don’t see too much of a problem with this:

I’d have actually experience this in order to decide what would be more enjoyable though.


Not really sure what you meant here. If you were referring to the way I worded it “(as opposed to all the damage taken)” then I apologize cause I did make it seem like I misinterpreted the concept. What I really meant to say here was the totem is capable blocking all damage until it breaks, whereas the def boost is consistent throughout.


You neglected to mention the Healing and Damaging effects :v
The main reason why Paladin is considered over powered right now is because he’s able to give players buffer health while also replenishing their health over time, on top of a nutty damage boost.

Anyway, the Seal is able to heal a max of like 230 HP. It’ll take about 10 projectiles for the def boost to be better in regards to just that aspect. That doesn’t take into account the def cap and armor piercing shots though, which makes this that much less effective overall.

Regardless, I wasn’t suggesting to actually make it 7 tiles lol. 4 tiles is enough, honestly.