Exploding Penguin -> Changes to Classes (3/3/2013 12:06:54)
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This is more of a suggestion, but it incorporates balance ideas too. Here are my ideas on some skills that could be implemented to stop the overlapping skills of classes: BH: -Energy Efficiency: Replaces shadow arts. Reduces energy cost of any moves that require EP by a %. Also increases the EP removed by your EMP by a %. Reduces the EP removed from you when opponents remove your energy by a %. Same support requirement as shadow arts, starts at 1%, increases by 1% per level. -Sneaky Strike: Replaces cheap shot. Attack the opponent and ignore a large amount of defense/resistance. Has an increased 8% chance of not getting blocked, but cannot exceed minimum block rate. Energy cost: 8 (+2 per level) Stat requirement: none 1. 13% ignored 2. 19% ignored 3. 25% ignored 4. 30% ignored 5. 35% ignored 6. 40% ignored 7. 44% 8. 48% 9. 52% 10. 55% -Charge Grenade: Replaces EMP. Exactly like EMP, but scales with support instead, and scales at a very tiny bit faster rate. CH: -Static charge changed to a passive effect -Plasma shot: Multi shot, but increases with tech -Siphon Shot: Replaces Venom Strike. Fires your auxiliary (cooldown doesn't apply) and drains a % of HP based off of damage dealt. Deflectable. Energy cost: 15 (+1 per level) Stat requirement: Strength (19 + 2 per level) 1. 30% of damage dealt restored 2. 35% 3. 39% 4. 43% 5. 46% 6. 49% 7. 52% 8. 55% 9. 58% 10. 61% -Fatal Storm: Replaces massacre. Repeatedly throw physical attacks such as punches and kicks to the enemy, dealing physical damage increasing with dexterity. Causes them to bleed the next turn, making them take extra damage (like a poison effect, but only affects them on the next turn). Energy cost: 23 (+4 per level) Stat Requirement: Technology (24 + 3 per level) 1. 10 damage next turn from bleeding. +2 damage for initial attack. 2. 12 damage next turn. +2 damage initial 3. 14 damage next turn. +2 damage initial 4. 16 damage next turn. +2 damage initial 5. 18 damage next turn. +2 damage initial 6. 20 damage next turn. +2 damage initial 7. 22 damage next turn. +2 damage initial 8. 24 damage next turn. +2 damage initial 9. 26 damage next turn. +2 damage initial 10. 28 damage next turn. +2 damage initial Merc: Horizontal Smash: Replaces double strike. Damages the opponent with 100% strike damage and makes them bleed for 1 turn afterward. If blocked, bleeding still applies. Energy cost: 9 (+1 per level) Stat Requirement: Technology (18 + 2 per level) 1. 2-4 damage next turn 2. 3-5 damage next turn 3. 4-6 4. 5-7 5. 6-8 6. 7-9 7. 8-10 8. 9-10 9. 10-11 10. 11
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