Exploding Penguin -> RE: Separate Passive Skill Tree! (9/6/2014 22:09:03)
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I strongly disagree. Even if it's balanced, if it isn't fun then no one will play it. If everything is the same (like it is now, where all classes have extremely similar kits), then it isn't fun. I'd rather have a game be fun and have sever imbalances than have it be boring, bland but fair. Would you rather have a system where every class has their own OP strategies, or a system where everyone uses the same generic build and there's almost 0 variation in fights, even if it's balanced? More suggestions: NOTE: Multiple suggestions does not mean they will all work together. If I suggested something in the past and suggest something in this specific post, then, unless otherwise specified, THEY ARE NOT MEANT TO COEXIST CH: -Barrier Charge: A small % of damage blocked by shields whose source is this person (meaning any shields the CH casts, including skill cores, and including shields cast on allies) is stored. On the user's next static charge, their static charge will recover bonus energy equal to the stored charges. -Hyper Cutters: Wrist blades only. Melee attacks penetrate a % of enemy defense/resistance equal to the user's current resistance (meaning buffs and debuffs can modify this passive). -Energy Leak: Melee attacks remove a small amount of enemy energy. This amount increases with the user's support. BH: -Expose Wounds: If the enemy's dexterity or resistance is debuffed, physical/energy attacks (based on the debuff) will increase the severity of the debuff by a set amount. Does not increase duration of the debuff, only the debuff strength. -Destructive Venom: Dealing damage to a poisoned enemy or poisoning an enemy (including through using a robot special) resets venom strike's cooldown to 0, and allows you to apply it on top of previous poisons. Reapplying poison does not reset the previous poison's duration, and if two or more poisons are inflicted on a foe, they will be counted as separate status effects with separate durations. Note that dealing damage to a poisoned enemy will reset venom strike's cooldown for use the next available turn, but the source of the poison doesn't have to be you. -Blood Fever: Killing an enemy causes your next attack to deal significantly increased damage by a %. This % increase is applied after calculating bonus damage from rage/critical hits. -Massacre (passive): Massacre (active) grants bonus % lifesteal on its use and will permanently reduce enemy defense/resistance by a %. Killing an enemy with massacre causes the user to instantly recover HP and energy equal to a % of their missing HP and energy. TM: -Short Circuit: While being affected by your malfunction, the target's sidearm, auxiliary, and robot damage are decreased by an additional set amount which scales with the user's technology -Blast Cast: Your first offensive skill in a battle on an opponent explodes, dealing bonus energy damage to both the target and their teammate (if there is one). This bonus damage increases with strength. -Technical Mastery: Your buffs from skills and skill cores are a % more effective. BM: -Rend: Your basic attacks (including gun, auxiliary, strike, and robot basic attack) rend your opponent, causing them to bleed a very, very small amount of damage over the next 2 turns. Reapplying a stack of rend resets the duration of it and adds to the damage, meaning the damage per turn of 5 stacks is larger than the damage per turn of 2 stacks. Caps at 5 stacks. -Severe Wound: Your next damaging skill, excluding skill cores and bot specials, consumes all stacks of rend to halve the enemy's healing by 5% per rend stack the next turn, as well as 10 bonus damage per stack of rend, and healing the user for 5 HP per stack of rend. This bonus damage ignores all defense/resistance. -Rusting Blood: For each stack of rend an opponent has, their block, critical, and deflection chances are decreased by 1% -Status Mastery: Any skills and cores which apply status effects, including energy parasite, intimidate, defensive buffs, and any other buffs cores provide, are a small % more effective. Merc: -Rageborn: You lose the ability to rage. Instead, your rage meter is transformed into a status bar like HP and EP. Taking damage and dealing damage both increase your rage bar by a very small amount. Dealing critical hits on enemies increases your rage by a larger amount. Stacks of repeated blows (mentioned in an earlier post) increase your rage gain. Being blocked or deflected causes you to not gain any rage from that attack. Lionhart bot special and adrenaline both give you a decent amount of rage. Once reaching max rage, your rage will drain back to 0 over a span of 2 turns, and you will be healed for a % of your max HP once this happens. -Fury: The more rage you have, the more damage you deal -Recklessness: The more rage you have, the higher your critical hit chance is. However, your block/deflection chances are decreased. Enemies who block or deflect you also negate an additional 15% damage.
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