Blog Archive

Sunday, 23 June 2013

Charge Attacks


The second part on our series of basic combat adjustments for GCM2 is here.  Introducing Charge Attacks.




You can read about this new mechanic in our forums here.

Tuesday, 18 June 2013

The Parry Shield

Hello Friends,

For those interested in our upcoming sequel, Grand Class Melee 2, I've written a bit about a new game mechanic we're introducing in GCM2 called the Parry Shield.  You can read about this mechanic in our forums here.

Wednesday, 10 April 2013

Final Class: Devout


Devout

Way of Light
Round: 8

Health: 9

Speed: Slow

Ability:

Flare - A very large AoE fire attack. Hits for 4 hearts of damage.
Cast time: 0.4 seconds
Cooldown: 8 seconds

The Devout ends the healing branch of the Way of Light with the devastating AoE fire spell Flare.  This high damage ability can be casted quickly and will ensure either a healthy distance between you and your foes, or a monopoly on the territory of your choosing. Don't be afraid to pair this ability up with another spell; even if it has a long cast time. But, preferably you'll have something interesting for your opponents in the 8 second interim between your Flare's.

And that's it!

This marks the final class from Grand Class Melee 2.  If you are interested in seeing any of the previous classes we covered in our series, check out our projects page under Grand Class Melee 2.  Thanks to everyone for your feedback and support so far.  All of your suggestions and discussion of our game are appreciated.  If you ever feel like chatting, leave us a message on our forums and we'll usually respond to you in a timely fashion.

Tuesday, 9 April 2013

Daily Class: Diviner

Diviner

Way of Light
Round: 8

Health: 11

Speed: Average

Ability:

Divine Mind - Halves the cooldown and cast time of any secondary ability.
(Passive ability)

The Way of Light's version of the Spiritmonger's Potency comes with the Diviner with Divine Mind.  The same basic philosophy applies here too. Remember, if you're in a team you may have an opportunity to choose something more risky as a secondary ability, such as Bow or White Fire.  Also, consider taking a healing ability that will help your ally, such as Mandala or Pillar of Light.
 

Monday, 8 April 2013

Daily Class: Spiritmonger

Spiritmonger

Way of Dark
Round: 8

Health: 11

Speed: Fast

Ability:

Potency - Halves the cooldown and cast time of any secondary ability.
(Passive ability)

Many choices lay open to you with the Spiritmonger's Potency.  While you have the option to specialize deeply in a focused strategy of almost any kind, you must be sure to pick a secondary ability which truly gives you an advantage over your opponent.  Counter thief-types with ranged abilities like Stoic Shot or Triple Quarrel.  Counter mage-types with buffs like Ascension or Do or Die.  Counter warrior-types with mobility abilities like Surujin or, you guessed it... Mobility.