Class "Abilities" (Full Version)

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Exploding Penguin -> Class "Abilities" (6/4/2013 21:35:49)

This is a brand-new suggestion (I think) that has no relation to balance whatsoever, and I'm typing this post with pure creativity in mind.

Basically, each class will have its own "ability," which is like a passive effect (much like a passive core in which you can't upgrade it), but it is specific to every class and can only be obtained after investing in certain skills. This passive ability does not count as a core or anything of the like on any equipment, and its effects, depending on what the ability is, can be toggled between fights OR during fights to fit the player's tactical needs. These abilities are also designed to improve the parts that the class already specializes in.

Bounty Hunter: Close Combat
Skill investment requirements: Smokescreen 4+, Massacre, Cheap Shot, Venom Strike, Shadow Arts 3+
Description: Start the fight at normal distance or closer to the opponent. When being closer to an opponent, both of your block chances decrease by a set amount, and melee damage is increased by a % based off of the normal damage (for both players). This effect can be toggled on or off between fights AND during fights.

Cyber Hunter: Cybernetic Gear
Skill investment requirements: Plasma Armor 5+, EMP grenade, Plasma Grenade, Malfunction 3+
Description: Slightly increases energy taken when using EMP grenade, slightly increases stun chance on plasma grenade, slightly increases technology taken when using malfunction, and slightly increases deflection chance.

Tech Mage: Energy Aura
Skill investment requirements: Malfunction, reroute 5+, Assimilation, Super Charge, Technician
Description: Increases skill damage of all energy-based weapons during a fight. This includes skills like plasma bolt, overload, plasma cannon, etc... but excludes energy primaries, sidearms, and auxiliaries, as well as robots. This energy damage boost also applies to the opponent. Can be toggled on and off between fights and during fights.

Blood Mage: Blood Lust
Skill investment requirements: Blood Lust 6+, Bludgeon, Deadly Aim 3+
Description: Increases all damage dealt of all players in the fight. Does not increase poison damage. Can be toggled on and off between fights and during fights.

Mercenary: Iron Will
Skill investment requirements: Hybrid Armor 7+, Adrenaline, Blood Commander, Berzerker
Description: Slightly reduces chance of being stunned, slightly increases rage gain when landing a critical hit, gives a small-medium amount of rage when having energy removed.

Tactical Mercenary: Tactical Analysis
Skill investment requirements: Artillery Strike, Surgical Strike
Description: Notifies you on your turn if an opponent can kill you with one of their moves without landing a critical hit. Also notifies you if you have the ability to use surgical strike (enough energy and not in cooldown/warmup) if the opponent has rage the next turn during your turn.




Mysterion. -> RE: Class "Abilities" (6/5/2013 2:07:12)

Not very well thought off.
Since Passive skills will be changed next update, and since it are requirments for certain passive abilities, they all immediatly become useless.
(Except for the Tactical analysis)




Exploding Penguin -> RE: Class "Abilities" (6/5/2013 21:42:41)

Did you read the part of the post being entirely for creativity? That means that everything said in DNs has been completely neglected when thinking of this, and any future possibilities have also been ignored as well.




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