Vypie -> Change in luck influence and skill ideas (11/17/2012 20:11:57)
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Luck could be worked a bit. At the moment it is a very Explosive factor. A Yes or No, win or loss. A block alone should not determine the fate of a player, or guarantee him to win. Luck isn't balanced for the fact that blocks, criticals, etc, are very powerful, with a low occurrence. Most of the time there is only one block, or only one critical, or two from one side. And one of the players gets creamed. Not every match is like this, but most of the times that's what we can expect. We, players little can do to orient our luck during the match. Usually in the form of buffs, we can modify our block rate, deflection, etc. But it is not enough. Basically every luck based occurrence is passive, and it offers no strategy. To have more stable battles, we could increase the percentage of blocking, deflecting, crit, but tone them down. They would happen more often, but a less powerful, explosive result. Second, to increase strategy and fun, we could have skills with more interesting effects, changing the predictableness of the battles, making you and your opponent think twice, turning the tides of the battle and adding more skill factor. Today our skills present us with: -Damaging hit; -Damage to energy; -Health recover; -Debuff/Buff to single stat; -Damage over time; -Recover Health/energy on damage dealt/taken; -Penetration to defence/resistance effect; -attack with + chance to crit; -attack with chance of stun; -Passive increase in stat or luck; -+ rage gain; -Rage reducing attacks; -A melee counter from bot; -Multi attacks; Most skills are simply damaging hits, Some with variations like + penetration, or + crit. Others increase passively damage and protection values, or by buff. It is either + damage, + protection, + chance to hit, or + chance to evade, if you know what I mean. Battles are pretty much add and subtract, increase x, reduce y. Of course, there are skills with more interesting effects, but they dont really change the battles much. Things could be much more interesting with creative and dynamic effects, provided they would be possible to implement, of course! Some examples of skills: Elusive strike- A hit and run attack that boosts your chance to block by 60% until your next turn. Plasma Discharge- Energy accumulates in your body for 1 turn. The following melee attacks made by you or your opponent(s) will trigger a discharge, dealing X damage to both HP and Energy. Advanced Hit- If you get deflected or blocked, you may use this skill. By learning from your mistake, you readjust your aim to hit your opponent with 100% chance, with a guaranteed critical hit. (normal strike damage) Magnetic barrier- Increases chance to deflect by 60% for three turns, Reflecting the fragments of explosion or plasma back to the attacker. Mind sharpening- Recovers ~10 energy and ~10 HP for 3 turns. Attacking the user with a melee attack wakes it from the focused state, provoking a relentless counter-attack, but ending the recovery. Hot temper- A furious hit causing +XX% normal strike damage and making you dizzy (stunned). Rage bar increases by 50(?) Plan B Missile- A projectile dealing XX damage to heath, but if it gets deflected, an Emp detonates by remote, dealing the deflected damage to energy bar. Now, these are only some examples, maybe some better fitting than others. They are here to present possibilities, diversity, and to make new ideas sprout! If these skills were to be implemented, much would have to change in terms of skill trees, current build making, etc. Would you like to see some sort of versatile skills, tactical abilities, counters, two-sided effects like these? What do you suggest?
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