Remorse -> New Item: Trinkets (8/1/2014 11:06:38)
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What is it? Basically a new equip-able item which are unique to each class. Meaning when you purchase a trinket for your class it can only be used for that class. Trinkets do not grant stats and only a grant a single core like passive that have special interactions with skills specific to the class. Limited to 1 or perhaps 2 trinkets equip-able. Why should we have it? Weapon and armor cores are great however they don't allow for class specific skill interactions. Why would this be a good idea? Ever since the passive to active change I think there are lacking opportunities in the passive department, but unlike actual passive skills you can't level up trinkets meaning they will simply be a single passive for you to choose. This means it won't be abuseable and become a "must have requirement" which was the reason for the passive skill removal in the first place. Trinket Ideas: General/Any class: -Your ... (insert skill with a cost) Skill costs 30 less energy to cast -Energy shield lasts an extra turn -Defense matrix lasts an extra turn - Gain bonus rage when using ... (insert attack skill) skill. -Your stunning skill's chance to stun is decreased by 10%; however, its Rage gain is increased by 25%. (suggested by Jacobfarrow1) - Your... (insert energy costing skill), costs 50% less but now hows a Hp cost instead of an energy cost! Tech Mage: -Assimilation no longer grants Rage gain; however, its Energy regain is increased by 15%. (No more complaints of blocked Assim giving loads of Rage)(suggested by Jacobfarrow1) Mercenary: -If Static Smash is blocked, your opponent loses 30% of their current Energy; you gain 80% of what was stolen. However, if Static Smash is NOT blocked, the regain is decreased by 15%. (Combats the complaints of Merc's SS being blocked)(suggested by Jacobfarrow1) -Bunker Buster now ignores 10% of Defense; however, its chance to Crit is now 50%. If Bunker Buster crits, it deals 10% more Damage. (Just seems like a fun idea)(suggested by Jacobfarrow1) Cyber Hunter Note: You can only use one of the Massacre power-ups IN TOTAL. -Massacre loses 5% extra damage at each level; however, you gain Energy equal to 80% of the damage you dealt. (Helps with CH's Energy problem, and always gives at least 160 Energy back)(suggested by Jacobfarrow1) -Massacre loses 5% extra damage at each level; however, you gain Health equal to 60% of the damage you dealt. (Gives CH a second, albeit costly, way to recover Health. Always gives at least 120 Health back)(suggested by Jacobfarrow1) -Shadow Arts no longer lowers damage received; instead, it increases Plasma Grenade's damage by the percentage it would have reduced incoming damage (i.e. Level 1 SA increases Plasma Grenade's damage by 10%, Max SA increases Plasma Grenade's damage by 24%) (Gives people a reason to use Plasma Grenade and Shadow Arts).(suggested by Jacobfarrow1) Bounty Hunter -Mark of Blood's Health regain is halved at all levels (i.e. Max regains 16% instead of 32%, Level 8 regains 15% instead of 30%), but regains Energy equal to the original value of Health regain (Max MoB now regains 16% Health, 32% Energy per hit). (Seems fun, and could be useful)(suggested by Jacobfarrow1) -Static Grenade's Energy steal is decreased by 20%; however, you regain 20% more Energy. (i.e. You now regain 55% Energy stolen, but you steal 80% of original. Ex. You now steal 80, instead of 100, but gain 44 Energy back, instead of 28) (Gives SG a better drain, but at a small price)(suggested by Jacobfarrow1) Blood Mage -Fireball does 8% more Damage at all levels, but costs 5 more Energy at each level. The Energy cost and Damage boost stack (Ex. Max Fireball does 80% more Damage, but costs 50 more Energy than normal). (Combats Fireball being supposedly underpowered)(suggested by Jacobfarrow1) -Mark of Blood's Health regain is halved at all levels (i.e. Max regains 16% instead of 32%, Level 8 regains 15% instead of 30%), but regains Energy equal to the original value of Health regain (Max MoB now regains 16% Health, 32% Energy per hit). (Gives BM a more reliable way to gain Energy) (Shared with BH)(suggested by Jacobfarrow1) Tactical Mercenary -Poison Grenade deals 50% less damage to Health, but deals 50% damage to Energy (i.e. Max Poison Grenade now does 65 Damage to Health, and lowers opponent's Energy by 65 points each time it activates). (Seems cool and useful, and TLMs don't have many reliable ways to destroy opponents' Energy)(suggested by Jacobfarrow1) What do you think? List possible trinket ideas if you have any as well and I'll add it to the list.
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