Exploding Penguin -> New BM skills (8/7/2013 0:17:47)
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Dual Thrusters is on some skill-making streak, so I guess I'd follow suit too. Anyways, here are some suggestions to make BM a more unique, blood-affiliated class with its own special properties. Note that balance is not necessarily the top priority, but it still has some work put into it. Of course, field medic really should be on all classes. Here's an index: -a "+" next to an already existing skill means that it's an additional suggested feature -A "-" next to a NEW skill simply states the some side notes of a new skill -A "-" next to an old existing skill means that this feature should be removed/replaced, in which case if it's the latter there will be another "+" somewhere else on that skill's list Fireball: +Makes the opponent hot-blooded, creating a DoT based off of player level for the next 2 turns until the target's blood returns to normal temperature. However, while the opponent is hot-blooded they will gain rage at a set 5% faster rate Blood Barrier (replaces energy shield) -Deals damage to the enemy and creates a physical shield that has same statistics to blood shield. However, lasts 1 turn less than blood shield and is entirely ignored rather than 45% ignored when the opponent rages Plasma Cannon: +Burns energy at +1 energy per skill point investment, starting at 1 at level 1 and 10 at 10 skill points -Remove boosted Crimson Control (replaces blood lust): -Have complete control of blood on the field of battle. All attacks will reduce enemy rage by a % of the damage done (example: Dealing 50 damage with hemophiliac's effect at 10% will reduce the enemy's current rage by 5%). However, if the opponent already has rage before you attack, then they will retain their rage. -Stat requirement(Strength (18(+2 per level))) 1. 9% of damage done 2. 12% 3. 15% 4. 17% 5. 19% 6. 21% 7. 23% 8. 25% 9. 27% 10. 30% Solidify (replaces overload): -By solidifying the opponent's blood, you may immobilize them in place for 1 turn. Attacking them will not enable them to take their turn if they are still immobilized. Base chance for immobilizing is 25% -Increases with: Technology -Stat requirement: (Dexterity (20 (+2 per level))) -Energy cost: 15 (+2 per level) -Similar damage and scaling to overload Blood Needle (replaces bludgeon): -Create a needle out of blood and strike the opponent with it, dealing the opposite damage type of your auxiliary, but based off of your strength -Similar energy cost, requirements, and damage as bludgeon Dilute (replaces intimidate): -Dilute's the opponent's blood, lowering rage gain rate by 10%, as well as reducing damage output by attacks affiliated with the opponent's primary, sidearm, or auxiliary by a percentage. -Increases with: Support -Stat requirement: none -Energy cost: 13 (+2 per level) Syphon (replaces plasma rain): -Deals energy damage to all targets (unblockable) -Will return back HP equal to damage dealt -Improves with: none -Stat requirement: Support (22(+2 per level)) -Energy cost: 11 (+1 per level) -This is the HP version of assimilation. If used against 2 foes the amount of damage dealt is halved and split. -Damage/HP recovered starts at 1, and increases by 1 each skill point, for a max of 10 HP recovered and 10 total damage dealt. (5 to each opponent if you're facing 2 enemies). -Cooldown: 1 -If this skill lands a critical hit, then it will return HP equal to the damage dealt anyways. The additional damage will be calculated by the level-based damage boost in the critical hit bonus damage algorithm Boosted Circulation (replaces reflex boost): -Increases circulation, instantly granting energy, slightly increasing rage gain by 10%, and also increasing technology for 3 turns. -Improves with: support -Stat required: (Strength (18(+2 per level))) -Energy cost: none -Cooldown: 2 -This skill's energy granted increases with more support, but the scaling is very slow and base amounts are moderate to compensate so low-support builds can still gain decent amounts of energy back. -Each skill point investment increases technology boost by 3 points, base values and scaling are just a tad bit slower than reflex boost Hemophiliac (replaces deadly aim): -Increases solidify chance of solidify, increases debuff effects of dilute, gives a boosted critical chance to blood needle, increases dexterity and energy returned by Boosted Cirulation, and grants some extra damage reduction to critical hits and rage when blood barrier is applied. -Basically, this skill increases all of BM's blood-based actives by a small amount. -+1% per level, up to 10% at max, much like shadow arts. These changes would pretty much entirely change BM and its play style. Right now BM is a class that focuses itself on fundamentals and energy-costing counters to debuffs so that it can force an opponent into the endgame where it will win. With my suggested changes, it will turn BM into a class that passively has weak abilities that will slightly to moderately increase its endurance, but will make it a class that can easily replenish itself with actives.
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