Remorse
Member
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Hey guys, I think as the game evolves they need to start classify effects for two reasons, The first is to make things easier to understand, And the second is to define what counters the groups and what does not. All skills and cores should have a new description defining it's type, for example "Type: Instant Attack" Here is what I have come up with for classification group names and what groups lack counters. GOOD EFFECTS True heals -Feild Medic -Generator etc. Direct Counters: Hatchling rush Verdict: Counter is sufficient Boost (Stat Buffs and Certain sheilds) -Reflex Boost -Feild Commander etc. -energy sheild -defense matrix -aussult bot special Counters: Azreal Gear Verdict: Sufficient counters. Blessing (Any good effect on the user that's not a boost) -Mineral/ hybrid/plasma -battery back up -thorns etc. Counters: None Verdict: Requires direct counters associated to the whole groupall classes such as a curse that removes a blessing BAD EFFECTS True Damage -Venom Strike -Toxic Grenade -Bot hazard special Counters: Feild Medic Verdict: Sufficient counters. Shrink (Stat debuffs and sheild shrinkers) -Smoke/malf/intim -azreal sheild shrinkers Counters: aussult bot special Verdict: suffecient Curse (Negative non-stat effects) -Frost shards -Mark of blood -energy drains etc. Counters: No self cast blessing counters Verdict: Requires more direct and group associated counters such as a blessing that removes a curse. Notes: All attacks are classified as an attack and as either an instant effect or a duration effect. skills that do a combination are called both. Examples: "Type: Instant Attack, Duration Curse" (hatchling rush) "Type: Instant Attck, Duration True damage" (venom strike) "Type: Duration Boost" (technician) "Type: Instant curse, instant blessing" (static grenade) Etc.
< Message edited by Remorse -- 1/18/2014 18:29:38 >
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