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Blood Mage Skill Replacements

 
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5/4/2016 23:13:16   
  Exploding Penguin
Moderator


Been a while since I made an actual suggestion of my own so I decided to spend some time on one.

Basically, this is to replace most of the skills on BM. The reason why I chose BM is because thematically it has a very poor relationship with its own name. The only blood-related skills blood mage really has is mark of blood, reflex boost, and energy parasite, the latter 2 only being semi-related to blood. While I'm at it, I will suggest replacements for overlapping skills as well.

Blood Bolt (Replaces Fireball):
Costs energy and has a flat physical damage value which scales with dexterity. Consumes 10% of current health to deal bonus damage equal to a % of the health consumed. Putting skill points into this skill does not improve the flat damage but instead improves the % conversion ratio of the health-damage bonus.

Defibrillate (Replaces Overload):
Costs energy to shock the opponent for energy damage with a chance to stun them. The stun chance is higher the more health the opponent has, and is much lower when they have a low amount of current health. Investing skill points increases the damage dealt. Scales with technology

Hemorrhage (Replaces Plasma Cannon):
Strike an enemy and makes them bleed out a % of their current health each turn for the next 4 turns. Long CD and high energy cost. Investing skill points into this skill reduces the energy cost.

Transfusion (Replaces Mark of Blood):
Deal minor damage to an enemy and recover a moderate amount of health. Costs no energy. 3 turn CD. The higher % of current health the opponent has, the more damage this skill deals. The heal is based off of a % of the damage dealt after defenses are calculated. The damage scaling from opponent's current health % is fairly low. Investing more skill points into this skill increases the damage-heal ratio.

Blood Torrent (Replaces Plasma Rain):
Costs a flat amount of health. Deals energy damage to all enemies. Investing skill points increases the health cost and the damage. Costs 0 energy. Scales with Strength

Hemophilia (Replaces Reflex Boost):
Applies a buff on yourself for 3 turns. During these three turns, you take 25% less damage. At the end of the debuff, you take are dealt a % of the blocked damage. Investing skill points increases the energy cost and reduces the % of the blocked damage that you take.

Enfeeble (Replaces Intimidate):
Strikes the target and severs a vital artery. Applies a debuff for 3 turns that increases all damage they take by a small percentage. Investing more skill points increases the energy cost and the debuff effect

Rend (Replaces Bludgeon):
Strikes a target for a % of normal strike damage, scaling with dexterity. If the target is affected by a debuff, poison, or bleed, then Rend ignores a portion of their defense/resistance. Investing skill points increases the energy cost and the % ignore.

Blood Barrier (Replaces Energy Shield):
Consumes a flat amount of health to raise a shield which blocks damage for up to 3 turns. If enough damage is dealt the shield breaks before these 3 turns. Investing more skill points increases the health cost but also increases the amount of damage which can be blocked.

Savagery (Replaces Supercharge):
Perform an unblockable melee attack on an opponent that deals your weapon's strike damage (disregards strength and only considers the damage from the weapon itself). This damage increases by a % based off of how much missing health you have as well as your opponent. Investing skill points into this skill increases the rate at which the damage increases while also increasing the energy cost.

Energy Parasite (Retuned):
Now costs health. Rather than the second turn draining the same amount, it drains signifiantly more than the first turn. Investing skill points improves the total drain effect while also increasing the health cost. Energy parasite no longer is a melee attack and it is now a cast-based skill. Damage scales with support.

Epic  Post #: 1
5/4/2016 23:46:30   
GodOfTechno
Member

I like the idea but this is a lot to change at one time and would be a lot of scaling and OP and UP abilities. 3 skills that don't require energy is a little much. OP against Cyber Hunter for sure.

< Message edited by GodOfTechno -- 5/6/2016 15:39:07 >
Epic  Post #: 2
5/4/2016 23:52:47   
  Exploding Penguin
Moderator


Kind of both.

I intentionally didn't put any numbers up there and just the concepts for the skills so that there's a lot of room for retuning of numbers to make it balanced. Most of the intention is just bringing something new and fun to the game while keeping a framework of something that could be balanced.

The key thing that prevents it from being grossly OP is that energy parasite does cost health now so you have to manage both your health and energy as if both of them were resources compared to other classes which only need to focus on energy. Transfusion's damage is made to be pretty low so that it's a skill where you choose to sacrifice damage for the healing effect.
Epic  Post #: 3
5/4/2016 23:57:16   
GodOfTechno
Member

It would definitely be a fun project and I would love to be a tester.

< Message edited by GodOfTechno -- 5/6/2016 15:39:20 >
Epic  Post #: 4
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