Skill Revamps [7/8 Passives replaced with Actives] (Full Version)

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Xendran -> Skill Revamps [7/8 Passives replaced with Actives] (5/24/2013 16:53:56)

NOTE: Hybrid armor is excluded because the devs are already in the process of remaking it.
Replaced with Solar Generator - A regenerative ability with the power to overmax your HP.
Plasma armor is left out because i haven't done it yet.

These revamps synergize with each other to help solve some issues with the balance.

1. Gets rid of the ridiculous shadow arts blocks while keeping it useful
2. Gets rid of shadow arts overlap
3. Gets rid of ridiculous Aux+Multi+Rage+First Turn+Crit+Blood Commander synergy without hurting the mercenary class
4. Gives mercenaries renewable resources.
5. Brings reroute and bloodlust in line with other skills
6. Gives mercs a dex scaling skill
7. Gives mercs a defensive support option
8. Gives mercs a way to increase damage output without the inherently overpowered Blood Commander. BC was intentionally overpowered to make up for mercenaries other shortcomings.
9. Deadly aim now requires an energy investment instead of being a "why not".
10. Removes surgical strike overlap
11. Increases versatility of tech mages via Overclock
12. Assimilate becomes less devastating as the battle goes on, and is no longer in the same tree as reroute
13. Mercs now make more thematic sense. Instead of mitigating punishment, they can now simply take more of it than other classes.

Static Barrier (Cyber Hunter Shadow Arts Replacement)
Length: 3 turns
A percentage of damage taken is reduced.
A percentage of the damage reduced is taken from your energy pool. If not enough energy is present, no damage will be reduced.
Cost: 0 (One turn)

23% Damage reduced | 73% EP Damage
25% Damage reduced | 71% EP Damage
28% Damage reduced | 69% EP Damage
30% Damage reduced | 67% EP Damage
33% Damage reduced | 65% EP Damage
35% Damage reduced | 64% EP Damage
38% Damage reduced | 63% EP Damage
40% Damage reduced | 62% EP Damage
43% Damage reduced | 61% EP Damage
45% Damage reduced | 60% EP Damage





Shadow Arts
Length: 3 turns
Jump out of the way of enemy blockable attacks, allowing them to only clip you.
Reduces damage from blockable attacks.

50% | 12 Energy Cost
55% | 14
60% | 16
65% | 18
70% | 20
75% | 22
80% | 24
85% | 26
90% | 28
95% | 30 Energy Cost


NOTE: Increase base cost of all shields and buffs in the game by 50%




Dealy Aim
Inflicts enhanced damage with your sidearm

5%  | 4 Energy cost
8%  | 5 Energy cost
11% | 5 Energy cost
14% | 7 Energy cost
17% | 8 Energy cost
20% | 9 Energy cost
23% | 10 Energy cost
26% | 11 Energy cost
29% | 12 Energy cost
32% | 13 Energy cost







Armor Crusher (Blood Commander Replacement)
Strike an enemy, lowering their Defence and Resistance
Cost: 14, +2 per level
Improves with Support


Solar Generator (Hybrid Armor Replacement)
Regenerates a small amount of EP and HP over the course of 5 turns
HP Can go above the maximum
Improves with Support


6 Energy | 5 Health
7 Energy | 7 Health
8 Energy | 9 Health
9 Energy | 11 Health
10 Energy | 13 Health
11 Energy | 15 Health
12 Energy | 17 Health
13 Energy | 19 Health
14 Energy | 21 Health
15 Energy | 23 Health

+1 Energy every 5 support starting at 20
+1 Health every 4 support starting at 24



Artillery Strike
Changed to improve with Dexterity on Mercenary




Deficiency (Mineral Armor Replacement)
Strike the enemy, decreasing the effectiveness of the opponent's active skills.
Has no effect on equipment cores.

Warmup: 1
Cooldown: 3
Length: 3 turns

33% Reduced Skill & Core Power | 16 Energy Cost
36% Reduced Skill & Core Power | 18
39% Reduced Skill & Core Power | 20
42% Reduced Skill & Core Power | 22
45% Reduced Skill & Core Power | 24
45% Reduced Skill & Core Power | 26
51% Reduced Skill & Core Power | 28
54% Reduced Skill & Core Power | 30
57% Reduced Skill & Core Power | 32
60% Reduced Skill & Core Power | 34 Energy Cost 



Terminate
Warmup: 3
Cooldown: 3
Barrage the enemy with a minigun, and finish them off with a grenade launcher.
Hits: 16 (15 Minigun 5% Each, 1 Grenade Launcher 25%)

Fully drains your rage meter. Deals 12% of your current Rage Points as damage.

Scales With: Technology
Identical to Surgical Strike in scaling.



Assimilation - Steals a percentage of the targets current EP. Deals 85% strike damage.
Weapon required: None
NOTE: Replaces Intimidate on Blood Mage skill tree.

12% of energy stolen
14% of energy stolen
16% of energy stolen
18% of energy stolen
20% of energy stolen
22% of energy stolen
24% of energy stolen
26% of energy stolen
28% of energy stolen
30% of energy stolen



Reroute
Duration: 5 Turns
Reroutes 5% of the opponents energy to you every turn. (Based on Maximum, not Current)
Reroutes a percentage of the opponents used energy to you upon skill usage.

Definition of rerouting: Energy is taken from the opponent and given to you

Example:
25% Reroute
Opponent uses massacre for 48 energy
25% of 48 = 12 energy is rerouted to you



10% of enemy skill cost rerouted - 5 Energy Cost
13% of enemy skill cost rerouted - 6
16% of enemy skill cost rerouted - 7
19% of enemy skill cost rerouted - 8
22% of enemy skill cost rerouted - 9
25% of enemy skill cost rerouted - 10
28% of enemy skill cost rerouted - 11
31% of enemy skill cost rerouted - 12
34% of enemy skill cost rerouted - 13
37% of enemy skill cost rerouted - 14 Energy Cost


Overclock
Increases both the energy cost and power of the next action used.
Can be used with no-cost actions due to turn cost.
NOTE: Replaces Assimilate on Tech Mage tree

15% Increased power - 14% increased cost
17% Increased Power - 17% increased cost
19% Increased power - 20% increased cost
21% Increased Power - 23% increased cost
23% Increased Power - 26% increased cost
25% Increased power - 29% increased cost
27% Increased power - 32% increased cost
29% Increased power - 35% increased cost
31% Increased power - 38% increased cost
33% Increased Power - 41% increased Cost



Bloodlust
Cause your enemy to bleed out, simultaneously healing you.
Deals 100% strike damage. Applies a 100% defense piercing DoT based on damage dealt.
The DoT damage is given to you as health.
Duration: 5 turns

5% of strike damage per turn
7%
9%
11%
13%
15%
17%
19%
21%
23% of strike damage per turn


Adrenaline
Strike the enemy with increased rage gain
Half of strike damage is reduced from rage gain
Warmup: 2
Cooldown: 2


46%  Increased Rage Gain
52%  Increased Rage Gain
58%  Increased Rage Gain
64%  Increased Rage Gain
70%  Increased Rage Gain
76%  Increased Rage Gain
82%  Increased Rage Gain
88%  Increased Rage Gain
94%  Increased Rage Gain
100% Increased Rage Gain




Jacobfarrow1 -> RE: Skill Revamps [4/8 passives converted to active, 2/8 removed] (5/24/2013 17:10:33)

When are these going to be in the game? I'm playing now, and I don't see them.

Thanks.




Xendran -> RE: Skill Revamps [4/8 passives converted to active, 2/8 removed] (5/24/2013 22:18:49)

This is a suggestion thread not a patch note




Bloodpact -> RE: Skill Revamps [4/8 passives converted to active, 2/8 removed] (5/24/2013 23:07:38)

You always suggest so many skills jebus :p




Mother1 -> RE: Skill Revamps [4/8 passives converted to active, 2/8 removed] (5/24/2013 23:43:48)

@ bloodpact

Xendran wants to help the game and what better way to do so then to make tons of suggestions.




Bloodpact -> RE: Skill Revamps [4/8 passives converted to active, 2/8 removed] (5/24/2013 23:45:52)

@Motha

And this is y the fabulous ":P" was at the end cuz i approve! >:D




Stabilis -> RE: Skill Revamps [4/8 passives converted to active, 2/8 removed] (5/25/2013 9:03:06)

I have 1 for Plasma Armor.

Plasma Armor (active skill)

Plasma Armor activates a rechargeable cell array on the Armor that raises Resistance (by a product of itself).

Skill Level: Energy Cost: 0

1: 115%

2: 130%

3: 145%

4: 155%

5: 165%

6: 175%

7: 185%

8: 190%

9: 195%

10: 200%

Without decay:

1: 110%

2: 120%

3: 130%

4: 140%

5: 150%

6: 160%

7: 170%

8: 180%

9: 190%

10: 200%

Warmup: 0

Cooldown: 3

Duration: 3



Basically this skill multiplies Resistance by the value in the skill level. If Plasma Armor had a rating of 150% and my Resistance was 26, after using Plasma Armor my Resistance would be 26 * 1.5 which is 39, a bonus of 13 Resistance. For 3 turns and no energy cost I get 13 Resistance. Activating it however costs 1 of my own turns.




Ranloth -> RE: Skill Revamps [4/8 passives converted to active, 2/8 removed] (5/25/2013 10:09:34)

For passive Armors, I had something else in mind. Let's assume Lvl 1 = 10% and Lvl 10 = 30%. Using Plasma Armor as an example, it'd reduce all the Energy damage coming in by that % - before defences - so if you were to get hit for 70 damage, Lvl 1 would reduce it by 7 damage and then your Resistance is applied.

Next, the Armor does not have a set duration and neither does it last until the end of the battle. Basically, you get a cap for damage reduced (let's assume 50 damage for Lvl 1), so whatever the damage is reduced by, it gets taken away from the pool.

Example:
Lvl 1 Armor | 10% reduction | 50 damage cap
  • Attacked for 50 damage, PA reduces it by 5. Leftover defence: 45
  • Attacked for 80 damage, PA reduces by 8. Leftover defence: 37
  • Etc..

    It can last throughout the whole battle as long as the pool isn't depleted completely. You could activate it again once the defence pool is gone, providing you have enough Energy to use it (if it has Energy cost), or just activate it again at no EP cost but a turn cost.
    This way, you'd know the reduction in damage you will get, it will not favour glass cannon builds since the damage is reduced before defences, and it'd allow players to strategize a little since they'd know how much defence they have left (could show after you put your mouse over the skill?) and see whether they should defend themselves, i.e. heal, or if the Armor will provide them with defence for at least one more turn so they can attack or cast a buff upon themselves.




  • Xendran -> RE: Skill Revamps [4/8 passives converted to active, 2/8 removed] (5/25/2013 16:03:03)

    UPDATE:

  • Changed around some stuff. Solar Generator has recieved a retuning to make it more similar to reroute and bloodlust, and has gained the ability to overmax your health.
  • Adrenaline has been added back into the merc tree as an active, however it has inherent negative strength scaling to prevent ridiculous STR abuse.

    EDIT: Imagine if the ED devs got balance updates out this fast?




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