New Class (Full Version)

All Forums >> [Artix Entertainment Games] >> [EpicDuel] >> EpicDuel Suggestions



Message


Exploding Penguin -> New Class (10/11/2014 22:37:34)

I've never actually done this, and I have tons of free time and a good amount of ideas. Of course I know that only about 0% of my suggestions are ever implemented, but whatever. This is a really rough draft, it's mainly just to throw out the skill ideas and the synergy of the skills as a whole so I won't be providing any numbers whatsoever except for in a couple of exceptions

Shadow Hunter
A bounty hunter evolution which focuses completely on damage output. It excels at dealing extreme damage. It can either deal very consistent high damage, or ridiculous extreme damage over a few turns instead.

Skills

Skills are listed in the order of their tiers, so the first 3 skills are in tier 1, the 4-6th skills are tier 2, etc...

Smoke Grenade
Improves with: Support
Throws a smokescreen grenade at the target, reducing their dexterity for 3 turns. The grenade does energy damage on impact. This on-hit damage, as well as the dexterity debuff, scale with support.

Shadow Strike
Improves with: Support
Strike the opponent, dealing 90% strike damage plus additional bonus damage which scales at a moderate rate with support. The bonus damage is a set amount rather than %-based. If the target is afflicted by your smoke grenade (does not include BH's smokescreen), this skill becomes unblockable.

Field Medic
Considering suggestions miraculously get implemented every so often, I figured to be realistic and keep the classic field medic in this tree suggestion.

Umbra Shroud
Improves with: Technology
Conjures up a veil of darkness which lasts for 3 turns. While Umbra Shroud is active, all damage received from melee attacks is reduced by a numerical value. This reduction increases with technology. Additionally, you recover a set amount of energy each time you are hit by a deflectable attack (whether or not it deflects). This energy recovery also scales with technology.

Hunter's Mark
Improves with: Support
Strikes an enemy and applies Hunter's Mark. This mark detonates after 2 turns, dealing a % of all damage done prior to its detonation but after its cast. The strike used to apply Hunter's Mark is factored into this % damage dealt when the mark detonates. The % ratio increases with support. The detonation deals energy damage.

Schadenfreude
Improves with: Dexterity
Afflicts pain unto the target via instantaneous spellcast. The spellcast damage increases with dexterity. Schadenfreude lasts 3 turns, and deals minor true damage each turn. The shadow hunter who cast schadenfreude also heals health equal to the true damage dealt.

Backstab
Improves with: Strength
Strikes and ignores a non-scaling, set % of defense and resistance. If the target is afflicted with the smoke from smoke grenade, backstab becomes unblockable. Also, if the target is afflicted by schadenfreude, backstab ignores any defensive buffs.

Razor Storm
Improves with: Strength
Damages all enemies with 3 hits. The damage is unblockable and scales with strength.

Shadow Blend
Improves with: None
Cooldown: 5
Costs no energy. Blends into the shadows for 4 turns. Enemies affected by a debuff (schadenfreude or smoke grenade) deal reduced damage to you. While in shadow blend, you deal bonus true damage that scales with level and skill investment. Additionally, you regenerate a % of your missing energy per turn while in shadow blend.

Tainted Blast
Improves with: Support
Fires your auxiliary weapon for 70% its regular damage, and takes it 1 turn off of cooldown if it is currently on cooldown. Tainted blast then increases all damage the target receives by a non-scaling percentage for the next 2 turns.

Lethal Assault
Improves with: Support
Assaults the target with an executing blow. Deals %-increased strike damage. This % modifier scales with support. Additionally, if the target is below a 25% of their max health, lethal assault gains a 100% crit chance. Lethal assault also deals bonus damage equal to a percentage of the target's max health. This percentage scales with support at a slow rate, and is rounded to tenths of a percent.

Silence the Weak
Improves with: Strength
Requires your sidearm to be available and not on cooldown. Uses your gun to shoot the target, dealing a numerical amount of bonus damage which scales with strength. The shot itself is deflectable, but the bonus damage is not reduced by a deflection. For every 1 more strength you have than your opponent, the damage of this skill (before adding the numerical bonus damage) is increased by 0.5%. This skill costs very little energy.

The concept is kind of a class that lacks most solid defensive utility, but has an interesting type of playstyle where it has massive damage potential, most notably through support but also possible with high strength. Because the only 2 survivability-based skills you have increase with tank stats, it is possible to also build a tank-hybrid character. Creating really tanky builds probably isn't as effective, but you can still pull it off given you have lots of modifiers which don't necessarily scale with your own stats, such as %HP-based damage and true damage.

Please do not tell me it's unbalanced. That's for balance forum threads. This is merely conceptual and provides no numbers for anyone to even decide whether or not this class would be unbalanced.




Gepard Acht -> RE: New Class (10/11/2014 23:04:54)

I've had my own ideas of new classes, though I'd always think that new classes are merely class A+element of class B, for example
Merc + element of BH=Tlm
BH + element of TM = Cyber Hunter
TM+ element of Merc = Blood mage
It was more prominent when Tlm had smoke screen and Blood mage had berserker
I dont know if that makes sense to you, but thats how i think ED will make classes to me




Wootz -> RE: New Class (10/12/2014 19:45:56)

If I ever got my hands onto that. Support build. <3




Stonehawk -> RE: New Class (10/12/2014 21:32:19)

Mind if I suggest a new class too? Well, here I go:

Swashbuckler
A swordsman class, only uses no-weapon requirement skills. Maybe it could use any other weapons, but without any advantage. (don't ask me about mutating weapons... Well, on second thought, maybe it can only use swords). Has great energy control, but noticeable drawbacks.

Skills (no description needed since they already exist.)

Field Medic || Double Swing || Energy Shield
Defense Matrix || Fire Scythe || Magnify *
Battery Backup || Frenzy || Artillery Strike
Surgical Strike || Plasma Grenade || Energy Parasite

* Increases Support for you or an ally for 4 turns (improves with Dexterity?)

Pros:
Great energy control
No weapon requirements for skills
New skill that increases support, might help a lot on 2 vs 2 battles
Many others, I guess... lol

Cons:
Both shields only lasts 3 turns
No debuff skills
No poison
No explosive skills (overpowered like Berzerker or ignoring defense with critical chance like bunker)

So, how does that sound?





Exploding Penguin -> RE: New Class (10/12/2014 23:05:44)

^Problem I see with this class is that it hosts the common problem all classes currently have, except worse. You're made ridiculously predictable because you're pretty much spamming your energy recoveries as soon as they're up in most cases. Also, a skill which improves support by itself is pretty useless with the critical damage nerf, even if a lot of skills on that tree scale with support. The need for double-energy recoveries is pretty necessary given how resource-hungry the class is, which inherently causes it to have some problems. Overall pretty interesting nonetheless given that both shields are the stronger types that last 3 turns rather than the weaker stat buffs which last 4 turns.

I'm gonna predict that class is gonna be really bad in 1v1, but it'll be amazingly useful in 2v2. Maybe give it intimidate or something instead of frenzy would help it gain more of a unique identity. Maybe give it a unique version of double strike that ramps up in damage each time it's used in a battle.

Here's another class idea from me:

Blood Brawler

An evolution of mercenaries. Rather than using energy, this class uses only health. This class has 0 energy in its energy pool, and in exchange gains +65% max health. All skills use health instead. Energy drains deal true damage equal to 50% of the energy drain amount, rather than draining energy. This class excels at sustaining itself through tons of healing methods. Both raw damage builds as well as tankier ones work well.

Skills

Recuperate
Cooldown: 5
Improves with: Health
Costs no health. Restores a % of your max health each turn for the next 3 turns. Recuperate does not cure poison.

Harden Veins
Cooldown: 2
Improves with: Dexterity
Costs a numerical amount of health. Buffs the caster for 4 turns, hardening their blood. Boosts strength and physical defense (not dexterity) by a very small % of your max health. This % value increases slowly with dexterity.

Carnivorous Strike
Cooldown: 3
Improves with: Strength
Costs no health. Strikes the opponent and heals for a % of your missing health. The more missing health you have, the more damage this deals.

Blood Shield
Good old blood shield. Might have a use on this class now, since it doesn't really have one on TLM

Crimson Mark
Cooldown: 1
Improves with: Health
Costs a % of your current health. Instantly marks the target via spellcast, dealing damage equal to 85% of the health consumed to use this skill. Crimson mark lasts 5 turns. Crimson mark improves the effectiveness of bleeds and poisons on the target. Additionally, dealing damage to a target marked with Crimson Mark heals the attacker for a numerical amount of HP based off of a % of the caster's max HP. If crimson mark is active on a bleeding or poisoned target, the caster of the poison or bleed heals health as well until the DoT or Crimson Mark wears off.

Severing Blow
Cooldown: 3
Improves with: Dexterity
Costs a numerical amount of health. Deliver an unblockable 85% damage strike to the target and causes them to bleed for damage equal to a large percentage of their current health over the next 4 turns. This percentage increases with dexterity. The bleed deals true damage.

Blood Barrier
Everyone's favorite blood shield, but in physical form.

Coagulate
Improves with: Technology
Cooldown: 1
Costs a numerical amount of health. Deals damage to all enemies by solidifying their blood. The damage of this skill improves with technology. Each use of this skill in a battle deals 8% more damage, but costs 10% more health to use.

Incise Artery
Improves with: Strength
Cooldown: 3
Costs a numerical amount of health. Strikes a target and severs a crucial artery, dealing 10% more damage if they are afflicted with crimson mark. Immobilizes the target, preventing melee attacks on their next turn.

Hemophilia
Improves with: Health
Cooldown: 4
Small numerical health cost. Buffs yourself for 3 turns, instantly cleansing poison and increasing all forms of healing by a high %. Additionally, attacks during this time deal bonus true damage equal to a % of your max health.

Hemoplague
Improves with: Health
Warm-up: 3
Cooldown: 3
Costs a large % of your max health. Plagues the target, causing them to severely bleed for the next 2 turns. While they are bleeding, all damage dealt to them is increased by a large percentage. Additionally, heals which are caused by dealing damage to a hemoplagued target increases by a moderate %. The bleed damage is based off of how much health was consumed to use this skill.

Transfusion
Improves with: Support
Cooldown: 3
No health cost. This skill can be used even when your aux is on cooldown. Blasts the target with your auxiliary, healing for a % of the damage dealt. The % conversion increases with support and skill point investment.

Typed this up very hurriedly without much thought put in. You don't really deal much instant damage, but you can magnify your damage through several means. You also can't heal a large amount instantly, so cooldown management and planning ahead is a necessity for this class.




slumbering insomniac -> RE: New Class (10/23/2014 14:14:17)

yeah they really need to make a new class or new skill tree move or something, i mean theres been so many balance updates and new weapons and events
but the battle is essentially just a slightly more fair version of what it was at the start of delta.
there needs to be more excitement,
hope there's a drastic battle change like this in evolution




Page: [1]

Valid CSS!




Forum Software © ASPPlayground.NET Advanced Edition
0.125