Exploding Penguin
Moderator
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quote:
If you can think of more ways to counter this style of consecutively attacking then I would definitely consider adding them. You could make the melee attack/strike steroids have easy ways of getting them disrupted via stun skills or forcing heals if they stack consecutively but the stacks can wear off, or I guess you could make the damage scale off of support and otherwise be ridiculously weak if the user has no support. Merc: -Thick Armor: All strikes and skills which "strike" (including debuffs, assimilation, energy parasite. Does not include skills which do not play the strike animation such as cheap shot or dobule strike) deal a set amount less damage. This value increases with level. TM: -Rewire: Rewires all strikes and skills which "strike," DOUBLING reroute's effectiveness when receiving damage from them. BH: -Dense Smoke: The block chance increase for yourself and the block chance reduction of the opponent which comes from the dexterity debuff are doubled (a smokescreened enemy has a higher chance of being blocked by you. This passive takes that boosted block chance granted from smokescreen and doubles it). -Counter Strike: Blocking an attack returns a % of the damage that would have been dealt back to the attacker. -Parry: Sword only. Blocking an attack negates 100% damage instead of 85%, and returns a % of the damage that would have been dealt back to the attacker. This stacks additively with counter strike. Also, parrying an enemy melee attack will disrupt any self-buffed stacks from melee-based passives (for example, parrying a melee attack will reset repeated blows' stacks). Note that parry will NOT reset debuff-based stacks on yourself. TLM: -Rapid Regeneration: Being hit by a melee attack triggers rapid regeneration. Rapid regeneration doubles the passive heal-per-turn effect mentioned in a previous post for the next 2 turns. Rapid regeneration cannot trigger more than once every 4 turns. -Thorned Armor: Reflects a % of damage received from melee attacks back to the attacker. This % is calculated before calculating damage mitigation caused by defense/resistance and other buffs on the holder of this passive BM: -Harden Veins: Hardens your blood before being hit by melee attacks. Reduces a large amount of damage taken from bleeding sources (but not poison). Halves the speed at which melee-based debuffs are applied to the holder of this passive. -Cripple: Intimidate or other debuffs provided via skill cores consume all rend stacks and cripple the opponent as well, PERMANENTLY reducing their melee damage by 1% per stack of rend. These stacks cap at a total of 25. Using field medic will cure stacks of cripple equal to the amount of skill points put into field medic (meaning a level 1 field medic heals 1 stack of cripple, a maxed field medic heals 10). Additionally, each stack of cripple lowers the opponent's block, critical hit, and deflection chances by 0.5%. CH: -Static Field: Causes a static field to emanate from the holder of this passive. Static field causes any attackers to take damage when they use melee attacks. Static field's damage scales with technology. -Field Charge: Using static charge empowers static field. Every time static charge is used, static field's damage is increased by a small %. These stacks do not cap. -Drain Anger: Static charge now removes a % of the enemy's max rage from their current rage. quote:
Perhaps it would be simpler, if it simply switched the rage from being an attack to being a automatic heal. I did not specify, but I meant that you lose your ability to attack with rage, and as soon as you reach max rage it automatically triggers the heal no matter who's turn it is. quote:
I'm not sure how I feel about stacking primary damage style bonus passives, perhaps my bias for being anti strength and attack spamming is kicking in. I actually thought of many of those as ways to let people use melee attacks or strike without needing strength to get some desired effects out of it. Most passives that I suggest which stack infinitely are geared towards a playstyle where people try and prolong matches a bit so that after a certain point they become godly, like how IA is.
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