New "ultimate" skills (Full Version)

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Exploding Penguin -> New "ultimate" skills (1/14/2015 1:03:21)

To fix some skill overlap and maybe add a new flavor of fun to some classes, here are conceptual suggestions. They have numbers just to give an idea. These are not set in stone and are not particularly focused on balance. Rather, they are there to assist in the presentation of the idea.

Merc:
Juggernaut (replaces surgical strike)
Warm-up: 0
Cooldown: 2 (After exiting juggernaut buff)
Cost: 80% of max rage meter
This skill has no warmup and minimal cooldown. It is essentially available to use every time you have near your max rage meter, and consumes a large amount of rage. The user buffs himself (cannot be used on allies) and turns into a juggernaut for the next 4 turns. While in juggernaut mode, you gain boosted effects in many areas. All damage output excluding poison damage per turn is increased by a small percentage. Additionally, you instantly cleanse all debuffs on you and become immune to debuffs for the duration. Your skills and cores cost 15% less energy. You also generate rage much faster.
1. +7% damage output, +35% rage gain
Each skill point after adds +1% more damage output, +3% more rage gain

This is mainly to give mercs something interesting to use with their base kit. They already have a lot of innate burst and damage-based skills in their kit, and this is meant to synergize and utilize their skill tree. Alternatively, you can use this defensively with hybrid armor.

CH:
Short Circuit (Replaces massacre)
Warm-up: 2
Cooldown: 3
Cost: 260 (+10 energy per skill point)
Scales with: none
Deals on-hit damage equal to 40% of the target's max health, and magnifies all non-poison damage the target takes for 3 turns by a percentage. Additionally, all skills used by the CH has additional effects on the target hit by short circuit.
-Cheap shot ignores an extra 50% of the original defense/resistance penetration, and gains +5% crit chance
-Static charge, drains energy equal to 25% of the original energy supposed to be drained, and restores that 25% as extra to the CH
-Venom strike poison damage per turn is increased by 15%
-EMP grenade costs half the original cost when used on a target afflicted by short circuit
-Plasma grenade gains a +10% stun chance and deals 10% bonus damage
-Multi shot restores energy back equal to 20% of the damage it deals to afflicted targets
-Malfunction reduces an extra 20% technology while both short circuit and malfunction are active on the target

1. 11% magnified damage
+1% for each skill point after

This skill is really a 1-point wonder but gets work done if you invest in it as well. The fact that it stacks additively and boosts malfunction with it makes it very good for 2v2, and overall turns you into a super-powered fighter for 3 turns, just like the juggernaut merc skill. 40% max health seems like quite a lot but only does 400 damage to someone with 1000 health. After subtracting defense/resistances that really hits 100 or less in many cases. Since this skill is a 1-point wonder, it does have a very high base cost given its immediate effects as a debuff. One of the intentions behind this skill is to give people more options when focusing on a certain aspect in a CH Build. If you want to go glass cannon this adds up with malfunction very, very quickly. If you want to go very tanky (and possibly with poison) it gives you good energy recovery tools as well as boosted crit/stun chance to give you more utility with your tank setup.

BM:
Hemoplague (Replaces supercharge)
Warm-up: 3
Cooldown: 5
Cost: 330 (+20 per skill point)
Scales with: Support
Deals on-hit physical damage equal to 150% the damage dealt by your auxiliary basic attack (does not fire aux or affect its cooldown in any way). Undeflectable. Afflicts the target with hemoplague for the next 3 turns. While afflicted with hemoplague, the target takes energy bleed damage each turn equal to 1/3 auxiliary basic attack damage (This is calculated based off of how much damage your aux would do after defenses have been calculated, then dividing that by 3. Thus, the afflicted target takes an aux attack's worth of damage over 3 turns factoring in defenses). After 3 turns, hemoplague detonates, dealing true damage equal to a percentage of the target's lost HP and drained energy over the 3 turns. This detonation damage factors in the bleed damage per turn, but not the on-hit damage.
1. 25% of damage dealt/energy drained
+4% per skill point after

This has some really interesting applications. Optimally, applying energy parasite right after applying hemoplague would give you the best results. However, after this numerous different strategies could come into play. You could now viably run support builds and proceed to blow out a nuke auxiliary attack and stack it with the crazy support-based damage scaling. You could run poison bot since its cumulative damage is very high. Glass cannon is also very viable, but you'd need the energy to pull off higher levels of this skill and the on-hit/bleed damage does not benefit strength builds that much. As a caster/focus build, you could use this as a skill to apply pressure, especially with the posing threat of an IA + plasma cannon combo. The risk to this skill is it can be very easily countered by a couple specific checks, the energy cost is high, and if used incorrectly it can be pretty useless. If you're behind this skill will not help you much unless you have the burst and the energy to reverse the fight with a mark of blood combo to heal a ton of health, but in general this skill is more of a tool for pressuring or establishing a lead when you're either already ahead or are matching very equally with your opponent. Using this right before you have rage also sets up some very heavy-hitting combos. Overall, the versatility and multiple uses of this skill makes it very flexible to work with almost any build or strategy.

These might be a bit overpowered, a bit underpowered, or just unbalanced, but their purpose is for concept. I'm really hoping to see overlapping skills worked with soon, since they were promised since the beginning of omega and almost nothing has been done about them.




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