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Attack/Effect Classification.

 
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1/18/2014 16:37:35   
Remorse
Member

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 >
Epic  Post #: 1
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