BlueKatz -> RE: =OS= Dragons, Undead & Paladins... oh my! Character Suggestion Thread II (10/30/2012 4:01:25)
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Although I don't suggest any extremely original characters here are some of my skills suggestions. Most of them are pretty balanced on papers. Note: So I typed this for a day with 1 hand while playing OS on dual screen and I still don't get any new characters... RIDICULOUS! Why I make this? Many to see how many cool skills can I think of with curent skill system. With BALANCE! Also I see too many suggestion pretty is dealing damage, stun, heal... etc Important suggestion: I would love if the game make clear of "Round" and "Turn". Not only this is more common tern it also open much more DoT effect varies. A Round end when both players finish their actions A turn end when a player finish his action Riot Effect: Reduce enemy's charge by 3 for 2 rounds. Reduce their Charge Rate by 1. Cost: 10 Charges Visual: Throw small burst of smoky firework Preference: High rank Rogue like characters. Steal Effect: Steal cards from enemy (order from right to left). The amount of cards stolen equal to the amount of blank card slot you have after using the move. Note: If Multi Element charge system will be improved in the future then it's ok to keep the Element of those stolen cards. Cost: 7 Charges Visual: Fade behind enemy and knock them off the ground. Gold coins drop randomly along the way back. Preference: Stealth based characters. Mimic Effect: Copy enemy's last card move. Consume your Element Charges. Fail if you don't have enough required charges. Cost: 1 Charges Visual: None Preference: Stealth based characters Hit and Run Effect: Deal 3 damage then apply 2 Shield Cost: 3 charges Visual: Attack then block Preference: Rogue like based characters Badly Bleeding Effect: 2 Unblockable damage every turn (not Round). Lasted 3 turns. Cost: 7 Charges Visual: Bloody quick cuts Preference: Any Rogue like characters Poison Dart Effect: Apply a DoT effect that deal 1 unblockable damage and reduce 1 Charge every round for 4 rounds. Cost: 8 Charges Visual: A quick poisoned dart attack Preference: Stealth based characters Stab Wound Effect: Dealing 6 damage. Active all hostile Remaining DoT at the same time. Cost: 8 Charges Visual: Quick dash with focused attack, knowing enemy down. Preference: Any Rogue like characters Backstab Effect: Can be used on any pure offensive card to delay the attack by 4 turns (so the attack will land after enemy's 2nd turn). The Charge cost will be delayed until before the attack, if you don't have enough Charges the attack will fail. Cost: None. (Cost of the used card, the cost will be delayed after 4 turns) Visual: None (to fake enemy). When active appear behind enemy and stab him. Preference: Stealth based characters Trapper Effect: Use on any normal Attack Card and land a trap visually. Enemy will be hit by the trap (be attacked by the Attack Card used) and will be stunned for a round. Cost: 4 Charges Visual: Place a trap (foothold). Trap damage enemy. Preference: Rogue/Hunter based characters Scout Effect: Show enemy's cards and their Charges and Charge Rate. Cost: 3 Charges Visual: None Preference: Rogue/Hunter based characters Baiting Effect: Showing you charging on screen while you can use any cards you want. On next turn (after enemy turn) all of the cards active Cost: 2 Charges Visual: None (that's the point) Preference: Rogue/Hunter based characters Pursuit Effect: 2 Unblockable damage. Prevent enemy from using any Shield based card and Healing on next turn. Cost: 5 Charges Visual: brief red glow Preference: Hunter based characters Ambush Effect: Non Visual effect: 5 Shield and 5 Counter damage (similar to Counter Strike). Cost: 10 Charges Visual: None Preference: Hunter/Rogue based characters Net Throwing Effect: Stun enemy for a turn. Enemy can only use up to 3 cards each turn for 3 rounds afterward. Cost: 12 Charges Visual: Throw a net on enemy Preference: Hunter/Rogue based characters Flush Effect: 3 hits of 1 Unblockable damage. Damage Shield by 5 Cost: 6 Charges Visual: rapid shots Preference: Any gunner/hunter based characters Slugs Effect: Deal damage equal to remaining Charges, cost all remaining charges. Cost: 3 Charges Visual: a quick powerful 1 shot hit. Shaking screen even without kill. Preference: Heavy gunners Buckshot Effect: Deal 2 damage and 2 unblockable damage for 2 turns (not round). Cost: 10 Charges Visual: double shots! Preference: Heavy Gunners Suppressing Fire Effect: For every card enemy play next 2 rounds they take 1 damage. Cost: 2 Charges Visual: Shot randomly across the screen Preference: Any gunners Black Powder Effect: Deal 18 damage. Take 4 damage recoil Cost: 10 Charges Visual: Rush into enemy and spray fireworks Preference: Any gunners Taking Cover Effect: Turn 1 Attack card into Defend Card. Heal 2 HP. Cost: None - Cost of the used card Visual: Dodge back Preference: Any ranged characters Head Shot! Effect: Deal 8 damage, 12 damage if enemy has no Shield. Instant kill if enemy has 4 HP or less. Cost: 8 Charges Visual: And briefly aimed shot to the head Preference: Any ranged characters Rapid Fire Effect: 5 hits combo of 1 damage each. Cost: 3 Charges Visual: 5 hit combos every time! Preference: Any ranged characters Mortar Effect: After 2 rounds, dealing 4 damage and stun enemy for a round Cost: 7 Charges Visual: Whist. After 2 rounds enemy got shot from above and stunned. Preference: Any Group based characters Fatal Strike Effect: Deal 12 damage. If enemy is Shielded, deal 8 Shield damage and 4 Health damage. Cost: 11 Charges Visual: Focused attack. Preference: Any Surrounding Effect: Deal 4 damage every round for 4 rounds. Cost: 9 Charges Visual: War Cry (summoning help). When enemy got hit slashes appear cost him Preference: Any group based characters Pressure Effect: Deal 3 damage. Lower enemy's Charge Rate by 1. Cost: 8 Charges Visual: Random attack slashes Preference: Group based characters, boss characters Flanking Effect: 2 turns of 3 Unblockable damage. Cost: 8 Charges Visual: Attacked from side and behind Preference: Group based characters, fast characters, illusionist War Drum Effect: Instant 2 Charges (can be used on the same turn for other cards). Cost: None Visual: Raise weapons multi times. Preference: Group based characters Overwatch Effect: Show enemy's cards after they draw new deck. Cost: 3 Charges Visual: Scope symbol on head. Preference: Group based characters, commandos. Re-supply Effect: Regenerate 2 Charges over 4 rounds. Cost: 3 Charges Visual: Supplies appear randomly around the background on player's side Preference: Group based characters Medic! Effect: Regenerate 1 HP over 7 rounds. Cost: 3 Charges Visual: Knee down and health symbol over head Preference: Group based characters Suppressing Support Effect: Every time enemy takes a direct attack move they take 1 damage. Lasted for 3 rounds Cost: 2 Charge Visual: Wave the weapon. Enemy take shot off screen when attack. Preference: Group based characters Army Effect: Absorb up to 12 damage Cost: 10 Charges Visual: Summon similar characters/Symbols... Preference: Group based characters Squad Attack Effect: Multiply an attack card by 3. Cost: Multiplied card x3 + 3 Visual: Clones attack at the same time Preference: Group based characters, illusionist Crashing Battle Effect: Deplete an equal amount enemy's Shield with your Shield Cost: 1 Charge Visual: Rush in and attack with weapon using both hand. Preference: Group based character, shield characters Shield Bash Effect: Stun enemy for a round. Dealing 2 unblockable damage Cost: 7 Charges Visual: Bash enemy with a shield Preference: Shield characters Shield Crush Effect: Dealing 6 Unblockable damage along with 2 direct damage. Cost: 9 Charges Visual: Jump and smash Shield onto enemy face Preference: Shield characters Patient Killer Effect: Deal 1 damage, 1 unblockable damage and apply 1 Shield and heal 1 HP every turns for 3 turns. At any given point during the effect if enemy HP drop down to 4 or below player can perform a kill with 4 hits of 1 damage unblockable. Cost: 12 Charges Visual: Normal moves Preference: Shield characters Extra Shielded Effect: Turn unused Attack cards (and other Extra Shielded card) on the deck into Shield. 1 Shield for each card. Cost: None Visual: Normal Shield animation Preference: Shield characters Shield Throw Effect: Turn all Shield into damage. Cost: 1 Charge Visual: Throw Shield at enemy and leap for an attack Preference: Shielded characters Block 'n Attack Effect: For ever Shield lost you deal damage to enemy(counter attack). Can damage up to 7 Cost: 4 Charges Visual: Block with 1 hand and attack with other Preference: Shielded characters Relentless Attack Effect: Deal 7 damage at the cost of 4 Shield Cost: Also cost 2 Charges Visual: Attack with wide opened arms. Preference: Shielded characters Safe Move Effect: Reduce charge cost of every using cards by 1 if player has Shield on. The amount of charges can be reduced is based on the amount of current Shield (with so 2 Shield you can only reduce charges by 2) Cost: 1 Charge Visual: Symbol Preference: Shielded characters Perfect Timing Effect: Non visual effect. Absorb up to 10 damage on next turn (enemy's turn) at the cost of Shield. Cost: None Visual: None Preference: Shielded characters Defensive Play Effect: Instead of damage enemy you heal with that amount. Does not effect DoT. Cannot use cards next 2 rounds. Cost: None Visual: Raise the shield and moved slightly back Preference: Shield/Polearm characters Throwing Spear Effect: Keep throwing spears for 3 turns dealing 2 damage each Cost: 4 Charges Visual: Throw spears Preference: Polearm characters Focused Swings Effect: Waste a turn to apply charge effect. On the next turn all Attack cards gain +2 damage. Cost: 1 Charge Visual: Normal Charging animation Preference: Polearm characters Poker Effect: If you successfully survive enemy's attack without losing HP you deal 2 damage afterward. Lasted for 8 rounds Cost: 8 Charges Visual: a quick poke Preference: Polearm characters Imbalanced Thrust Effect: A strong thrust that stun Shielded character or deal 7 damage on non Shield one. Cost: 5 Charges Visual: A thrust Preference: Polearm characters Keeping Distance Effect: Reduce incoming damage of first hit by 3, second hit by 2 and last by 1 (by damage order). Last for 4 rounds Cost: 8 Charges Visual: Keep his spear ahead Preference: Polearm characters Pinned Attack Effect: 4 Damage and stun enemy. Cannot use offensive cards next turn. Cost: 6 Charges Visual: Pin the weapon down on enemy, knowing him down Preference: Polearm characters Strike From Above Effect: If enemy use direct attack on next turn then deal 9 damage before their attack land. Cost: 5 Charges Visual: Keeping the weapon high to gain height advantage, prepare for the attack Preference: Light 2 handed characters Strike From Afar Effect: Dealing 7 damage without trigger any effect. Cost: 6 Charges Visual: a quick attack from standing position Preference: Light 2 handed characters Ranged Advantage Effect: Dealing 2 damage every turn for 6 turns. Cost: 8 Charges Visual: A quick wide swing Preference: Light 2 handed characters Imbalanced Strike Effect: Deal 8 damage and limit enemy's card deck down to 4 for 2 rounds (if they have full deck the last card will be locked - can't even be discarded) Cost: 8 Charges Visual: A strong swing attack Preference: Light 2 handed characters Quick Thrust Effect: Deal 4 damage and 3 Piercing damage. Cost: 7 Charges Visual: A focused thrust attack Preference: Light 2 handed characters Parry Effect: Increase Shield by 2 Cost: 1 Charge Visual: Hold weapon straight Preference: Light 2 handed characters Precise Thrust Effect: Apply on any card to damage to enemy's Health pool directly (even by pass absorption effect) Cost: 2 Charges Visual: a flash on weapon/eyes Preference: Light 2 handed characters Deathliest Swings Effect: Gain 1 damage, 1 unblockable damage and reduce enemy charge by 1 for each hit on that turn Cost: 9 Charges Visual: weapon glow Preference: Heavy 2 handed characters Focused Strike Effect: All attacks resulted in 1 hit instead. Damage is doubled. For every cards used deal 1 additional Unblockable damage. Cost: Double the charge cost of other card Visual: Screen shaking 1 hit attack Preference: Heavy 2 handed characters Shield Shattering Effect: Damage Shield at the cost of charges. Cost: Amount of Shield damaged Visual: A swing from side shield smash Preference: Heavy 2 handed characters Focused Attacks Effect: Hold back for a turn (does not regenerate charges) then unleash powerful attacks (start using cards). Every attacks gain +3 damage. Cost: 4 Charges Visual: Glowing weapon Preference: Heavy 2 handed characters Rushing Recklessly Effect: Select an Attack card. The card then will deal damage normally. However after enemy's next turn user's character will perform 3 hits of selected card and be stunned for a round. Cost: x3 Cost of used card (counting the original cost) Visual: quicker animation Preference: Heavy 2 handed characters Fatal Cut Effect: Dealing 7 damage. Enemy loses 1 HP (can't be adsorbed) every round for 3 rounds. Cost: 7 Charges Visual: a bloody strike Preference: Heavy 2 handed characters Keeping the Pressure Effect: Deal 4 damage. Increase Charge by 5 Cost: 6 Charges Visual: Attack along with warcry Preference: Heavy 2 handed characters Crushing Effect: Deal 7 damage. Reduce your Charge Rate by 1 Cost: None Visual: a slow attack with heavy force Preference: Heavy 2 handed characters Bong! Effect: Deal 3 damage, stun enemy for 2 rounds. Cost: 12 Charges Visual: a head smashing move Preference: Heavy 2 handed characters Deathly Blow Effect: Instant kill enemy if they don't have any Shield. Cost: 20 Charges. Require max Charge Rate Visual: an extremely strong blow Preference: Heavy 2 handed characters Shocking Recoil Effect: Deal 6 damage. Target takes 2 unblockable damage each turn for 2 turns Cost: 5 HP. 3 Charges. Visual: a strong screen shaking blow Preference: Heavy 2 handed characters Bone Breaker Effect: Deal 3 damage. Enemy is limited to 2 cards on first round, and 4 on 2nd round Cost: 4 Charges Visual: a strong sweep Preference: Heavy 2 handed characters Interrupting Blow Effect: Dealing 2 damage. Destroy 1 of enemy cards. If enemy move on next turn they lost the last card. Cost: 2 Charge Visual: ground blow Preference: Heavy 2 handed characters Wild Swings Effect: Deal 2 Unblockable damage and reduce enemy's charge by 3. User's shield are temporary down for next turn Cost: 4 Charge Visual: Swing the weapon with 1 hand. Enemy gets pushed back Preference: Melee characters Fluent Combo Effect: Gain 1 Charge and 1 damage for every chained direct hit (mean 3 hits combo resulted in 2 chained attack) Cost: 3 Charges Visual: The weapon glow creating smoke flow like effect. Preference: Melee characters <To be continued>
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