Exploding Penguin
Moderator
|
I've never actually done this, and I have tons of free time and a good amount of ideas. Of course I know that only about 0% of my suggestions are ever implemented, but whatever. This is a really rough draft, it's mainly just to throw out the skill ideas and the synergy of the skills as a whole so I won't be providing any numbers whatsoever except for in a couple of exceptions Shadow Hunter A bounty hunter evolution which focuses completely on damage output. It excels at dealing extreme damage. It can either deal very consistent high damage, or ridiculous extreme damage over a few turns instead. Skills Skills are listed in the order of their tiers, so the first 3 skills are in tier 1, the 4-6th skills are tier 2, etc... Smoke Grenade Improves with: Support Throws a smokescreen grenade at the target, reducing their dexterity for 3 turns. The grenade does energy damage on impact. This on-hit damage, as well as the dexterity debuff, scale with support. Shadow Strike Improves with: Support Strike the opponent, dealing 90% strike damage plus additional bonus damage which scales at a moderate rate with support. The bonus damage is a set amount rather than %-based. If the target is afflicted by your smoke grenade (does not include BH's smokescreen), this skill becomes unblockable. Field Medic Considering suggestions miraculously get implemented every so often, I figured to be realistic and keep the classic field medic in this tree suggestion. Umbra Shroud Improves with: Technology Conjures up a veil of darkness which lasts for 3 turns. While Umbra Shroud is active, all damage received from melee attacks is reduced by a numerical value. This reduction increases with technology. Additionally, you recover a set amount of energy each time you are hit by a deflectable attack (whether or not it deflects). This energy recovery also scales with technology. Hunter's Mark Improves with: Support Strikes an enemy and applies Hunter's Mark. This mark detonates after 2 turns, dealing a % of all damage done prior to its detonation but after its cast. The strike used to apply Hunter's Mark is factored into this % damage dealt when the mark detonates. The % ratio increases with support. The detonation deals energy damage. Schadenfreude Improves with: Dexterity Afflicts pain unto the target via instantaneous spellcast. The spellcast damage increases with dexterity. Schadenfreude lasts 3 turns, and deals minor true damage each turn. The shadow hunter who cast schadenfreude also heals health equal to the true damage dealt. Backstab Improves with: Strength Strikes and ignores a non-scaling, set % of defense and resistance. If the target is afflicted with the smoke from smoke grenade, backstab becomes unblockable. Also, if the target is afflicted by schadenfreude, backstab ignores any defensive buffs. Razor Storm Improves with: Strength Damages all enemies with 3 hits. The damage is unblockable and scales with strength. Shadow Blend Improves with: None Cooldown: 5 Costs no energy. Blends into the shadows for 4 turns. Enemies affected by a debuff (schadenfreude or smoke grenade) deal reduced damage to you. While in shadow blend, you deal bonus true damage that scales with level and skill investment. Additionally, you regenerate a % of your missing energy per turn while in shadow blend. Tainted Blast Improves with: Support Fires your auxiliary weapon for 70% its regular damage, and takes it 1 turn off of cooldown if it is currently on cooldown. Tainted blast then increases all damage the target receives by a non-scaling percentage for the next 2 turns. Lethal Assault Improves with: Support Assaults the target with an executing blow. Deals %-increased strike damage. This % modifier scales with support. Additionally, if the target is below a 25% of their max health, lethal assault gains a 100% crit chance. Lethal assault also deals bonus damage equal to a percentage of the target's max health. This percentage scales with support at a slow rate, and is rounded to tenths of a percent. Silence the Weak Improves with: Strength Requires your sidearm to be available and not on cooldown. Uses your gun to shoot the target, dealing a numerical amount of bonus damage which scales with strength. The shot itself is deflectable, but the bonus damage is not reduced by a deflection. For every 1 more strength you have than your opponent, the damage of this skill (before adding the numerical bonus damage) is increased by 0.5%. This skill costs very little energy. The concept is kind of a class that lacks most solid defensive utility, but has an interesting type of playstyle where it has massive damage potential, most notably through support but also possible with high strength. Because the only 2 survivability-based skills you have increase with tank stats, it is possible to also build a tank-hybrid character. Creating really tanky builds probably isn't as effective, but you can still pull it off given you have lots of modifiers which don't necessarily scale with your own stats, such as %HP-based damage and true damage. Please do not tell me it's unbalanced. That's for balance forum threads. This is merely conceptual and provides no numbers for anyone to even decide whether or not this class would be unbalanced.
|