New Item: Trinkets (Full Version)

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Remorse -> New Item: Trinkets (8/1/2014 11:06:38)

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.





Jacobfarrow1 -> RE: New Item: Trinkets (8/1/2014 15:16:56)

Supported, this seems like a pretty cool idea.

Trinket Ideas:
Any Class

Your stunning skill's chance to stun is decreased by 10%; however, its Rage gain is increased by 25%.

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)

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)

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)

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)

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)

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).

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)

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)

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)

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)

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)




Exploding Penguin -> RE: New Item: Trinkets (8/1/2014 16:13:17)

Kinda like the class-specific passives idea that 3-4 people have already suggested multiple times (including myself), so supported.




dfo99 -> RE: New Item: Trinkets (8/1/2014 19:44:50)

passive things usually is harder to balance and can do the game be near impossible to balance perfectly, then not suported.




ffeeeee -> RE: New Item: Trinkets (8/1/2014 20:03:19)

I support the idea, but if it is ever rolled out it needs some major testing and balancing.
Like dfo99 said "be near impossible to balance perfectly"




The berserker killer -> RE: New Item: Trinkets (8/1/2014 20:21:54)

I wish I could Support this A MILLION TIMES.

Supported




Envy and Jealousy -> RE: New Item: Trinkets (8/1/2014 23:33:12)

Supported. To be honest, I hated the passive to active update although I understood it. This allows for multiple ways to be creative (which seems to be a huge problem in ED atm).




Remorse -> RE: New Item: Trinkets (8/2/2014 0:46:42)

@Jacobfarrow1

Great suggestions! I'll add it to my main page :)


@Exploding penguin,
It is true that it has been suggested a lot before, I feel with the use of a item it would be a lot simpler of a concept to implement.




I just added a new trinket idea that I think would be really cool for variety:


- Your... (insert energy costing skill), costs 50% less but now hows a Hp cost instead of an energy cost!

Blood magic!




Rayman -> RE: New Item: Trinkets (8/2/2014 4:59:47)

It has been suggested before but it looks a little different here and much better, this is a great idea that will expand the diversity,creativity and show a little more of the passives part of the game, depending of how many of them they untroduce, Supported.

Off Topic, Hello Remorse how have you been doing.




Remorse -> RE: New Item: Trinkets (8/2/2014 8:41:41)

^ Very good thanks Raymond, long time no see :)
Good to see you again!




Exploding Penguin -> RE: New Item: Trinkets (8/2/2014 16:56:46)

I might as well suggest some of my own ideas (NOTE: I have not yet read through all the currently suggested ones so forgive me for repeating any ideas already stated. Also ignoring balance for the most part when suggesting these as concepts.):

-All Classes-
-Killing an enemy in 2v2 with a skill refunds half of the energy used on that skill/core
-Energy drains and recoveries (including skills like static grenade, energy parasite, and battery backup) have a chance to be "critical", increasing the drain AND recovery effects by 30%. The critical chance is equal to your crit chance.
-Using a sword instead of class-specific weapons increase any melee skills or cores' damage by 1.5% their base

-TM Passives-
-Overload, Plasma bolt, Plasma Rain, and Supercharge all calculate damage based off of the average between the opponent's defense and resistance rather than simply their resistance. Also penetrates 6% of this average.
-Overload, Plasma bolt, Plasma Rain, and Supercharge all gain +4% base damage for each consecutive cast (meaning if you cast overload in the previous turn and now cast plasma rain, its base damage before resistance calculation is increased by 4%). This effect can stack up to 3 times, resulting in a total of +12% base damage. However, if you interrupt the chain (you need to use field medic, for example) then the stacks reset and you start from +0%.

-BH Passives-
-Each strike debuffs the opponent's defense or resistance (based on your strike damage type) by 1% and increases at a rate of 1%. This debuff lasts 2 turns, but will be refreshed if the target is struck again. For example, striking 4 turns without letting the debuff wear off will result in 1% -> 3% -> 6% -> 10% debuff on their defense or resistance. The debuff caps at 15%, and will only activate on strikes, not on any other melee attack.
-Landing a critical strike (including with crits from cheap shot) will permanently give you 2% defense/resistance penetration on all attacks for the rest of the battle. This effect can stack 4 times and stacks do not wear off, for a total possible permanent penetration of 8%.

-Merc Passives-
-Stunning an opponent with maul increases your next 2 damage-dealing attacks' damage by 10% of its base
-Consecutive melee hits increase your next melee's base damage by 1% (this effect stacks). Double strike will activate this twice and zerker 3 times. Resets if you do not use a melee attack. Using static smash will not add to your stacks but will prevent them from disappearing that turn. Caps at +7% base damage.

-BM Passives-
-Recover HP equal to 10% of the energy restored (not drained) from energy parasite IF the enemy is afflicted by both parasite and mark of blood at the same time

-CH Passives-
-Multiple melee hits rend the opponent's resistance, permanently reducing it by 1.25 each time they are hit by a melee attack. Massacre will proc this effect a ridiculous amount of times, and cheap shot or venom strike will proc it 3 times since you hit 3 times with those skills. Stacks infinitely and stacks remain permanent until the battle ends.

-TLM Passives-
-A target hit by surgical strike will received 30% amplified damage after calculating defense/resistance they next time they receive damage.
-Grenades gain increased explosion radius, afflicting nearby enemies (in 2v2) with minor damage and no added effects.






Remorse -> RE: New Item: Trinkets (8/3/2014 4:23:02)

^ Great suggestions penguin :)




I think we should be really considering things that can have a massive impact on variety.


For instance,

The ability to change an energy cost of a skill to a smaller health cost would be huge, it opens up many possibilities for some but none at all for others, that's what these passives should be designed to do, not be good or even useful for every builds rather allows flexibility of variety to increase massively.



For reference, take a look at a game called Path of Exile that games passives and skill interactions are amazing, as a result their variety is pretty much endless.




Exploding Penguin -> RE: New Item: Trinkets (8/3/2014 13:20:35)

Yeah, when I was suggesting some of my ideas, I was thinking about having them open up possibilities for brand-new builds that previously would have never worked. Like:

quote:

-Overload, Plasma bolt, Plasma Rain, and Supercharge all gain +4% base damage for each consecutive cast (meaning if you cast overload in the previous turn and now cast plasma rain, its base damage before resistance calculation is increased by 4%). This effect can stack up to 3 times, resulting in a total of +12% base damage. However, if you interrupt the chain (you need to use field medic, for example) then the stacks reset and you start from +0%.

This puts more of an emphasis on either a build that spams less-invested skills to build up to a fully-stacked nuke supercharge, or a build that just has huge amounts of base energy in their pool to spend.

quote:

-Landing a critical strike (including with crits from cheap shot) will permanently give you 2% defense/resistance penetration on all attacks for the rest of the battle. This effect can stack 4 times and stacks do not wear off, for a total possible permanent penetration of 8%.

Cheap shot-spamming builds never worked too well. I was hoping that they could come into use with something like this.

quote:

-Consecutive melee hits increase your next melee's base damage by 1% (this effect stacks). Double strike will activate this twice and zerker 3 times. Resets if you do not use a melee attack. Using static smash will not add to your stacks but will prevent them from disappearing that turn. Caps at +7% base damage.

A legitimate reason to use double strike's 1 turn cooldown to your advantage, even if the energy cost and damage boost don't seem that beneficial.

quote:

-Multiple melee hits rend the opponent's resistance, permanently reducing it by 1.25 each time they are hit by a melee attack. Massacre will proc this effect a ridiculous amount of times, and cheap shot or venom strike will proc it 3 times since you hit 3 times with those skills. Stacks infinitely and stacks remain permanent until the battle ends.

I remember the good old days where I made like a 150 energy CH (which is now 1500 energy) with like level 8 massacre and max poison, and just spammed them in 2v2 even though my strike damage was like 7-9+33. This suggestion puts more of an emphasis on how CH can be a very utility-based caster class that doesn't need strength to still dish out damage with strength-based skills.

quote:

-Recover HP equal to 10% of the energy restored (not drained) from energy parasite IF the enemy is afflicted by both parasite and mark of blood at the same time

BMs like to whittle down enemy HP slowly but very safely. I personaly don't find any good use for MoB on strong BM builds at the moment, so this should hopefully give it a use as well as synergizing to create even more strategic builds and plays.






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