Special Passives (Full Version)

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Exploding Penguin -> Special Passives (12/2/2013 20:05:32)

Suggested this a while ago but I'm suggesting it again with modified and new stuff since the last thread no longer exists.

Pretty much each class will gain a special passive or two by default, and this passive will not change no matter your level. I've now updated it so that each class will have a different passive for 1v1 and 2v2/jugg. The passive will always be active and cannot be disabled, and will vary based on your current class. 1v1 passives will only give you information about the enemy and will not actually help you much in terms of numbers, but 2v2 passives will give a slight battle advantage to each class.

Bounty Hunter

Primal Instincts: In 1v1, if an opponent can kill you next turn with an attack that doesn't have to be a critical hit, then you will get a notification stating that you are in danger.

Blood Hunt: In 2v2, regain 40% of damage dealt on an attack that kills.

Cyber Hunter

Robot Revelation: In 1v1, hover over your opponent's robot's stats to see what robot it is. If it has an effect like Infernal Android's special attack, it will also tell you the current state of that effect (in the case of IA, it will tell you the current % damage boost it will do).

Cybernetic Stealth: In 2v2, blocks that do 3 damage will be "dodged" and therefore miss entirely, doing 0 damage.

Mercenary

Rage Revelation: In 1v1, notifies you when the opponent has reached 50% rage or more. You will only be notified the instant that they reach/pass that amount, not during every turn.

Moxie: In 2v2, every time you rage, land a critical strike, or kill a target, your rage gain from both attacking and defending increases by 5%. Caps at +50% more passive rage gain.

Tactical Mercenary

Tactical Analysis: The opponent's stat page will have precalculated block, deflection, and critical strike chances.

Dual Targeting: Attacks that damage both opponents in a single turn will deal an additional 5% (up to 90% from 85%; applies to spreadfire, artillery strike, and botanical borgs).

Tech Mage

Core Vision: In 1v1, let's you see the opponent's active cores of their primary, sidearm, armor, and auxiliary.

Energy Recycle: In 2v2, regain 4% of energy spent when using a skill that costs energy. Rounds up.

Blood Mage

Damage Scan: In 1v1, rather than showing you the percentage increases in damage of skills such as double strike, you will see the damage boost in a number. Also tells you on stat pages how much more damage a critical strike will do give your current defense/resistance, and how much more damage a rage attack will do.

Blood Scavenge: In 2v2, scavenge dead bodies. When an enemy or ally dies, you regain energy equal to 35% of what energy they had left before dying.





Altador987 -> RE: Special Passives (12/2/2013 20:24:06)

they all look cool but i think the classes need a little balancing out before such changes would be implemented but these are pretty sweet




InFlamed Fury -> RE: Special Passives (12/2/2013 22:50:55)

They all sound pretty good and it would be fun to use.
Supported

~InFlamed Fury~




Pemberton -> RE: Special Passives (12/3/2013 3:26:46)

I wish ED had more cool spells like this [:)]




Remorse -> RE: Special Passives (12/3/2013 12:03:54)

You know we already have a mini passive feature, weapon/armour cores.


Many of those would be sweet to add to that,

Plus I see no reason why they can't introduce class exclusive passive cores.



Some of them will need to be toned down a lot to be core passives but fit the role never the less.

Nice ideas.




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