Post by Pepa on Oct 13, 2018 8:54:58 GMT -5
So, I mentioned in my feedback that there were some areas I felt could use some extra content/support for niche playstyles. Since it isn't fair to provide that kind of feedback without providing some examples, I've thrown together a few options I think would be fun to see in the game.
Trait Suggestions
RHYTHM
Prerequisite. None
Activate. At-Will
Effect. As an at-will action you may restore 2 ki for every attack which failed to exceed your defence this round.
Limit. Max of 30 ki restored via this trait.
(Reasoning - at the moment, ways to restore ki within battle seem mostly aimed at tanks - there's two ways to restore ki based on taking damage. Whilst those should still be more effective than dodging, because you are actually losing a resource, I feel like a trait to help people who want to dodge tank is not unreasonable)
GADGETEER
Prerequisite. None
Activate. At-Will
Effect As an at-will action you may sacrifice an equipped piece of gear to either reduce incoming damage from an attack by 4 OR add an extra damage die to one attack you make this round.
Limit. Once per round.
(Reasoning - Item-based traits don't have a huge amount of support. There's some! But this would help people get use out of their items after they've used up the primary use, without being a total game-changer.)
HERO
Prerequisite. Must not have the ‘Tyrant’ trait.
Activate. Bonus Action
Effect As a bonus action on a round after an ally has been reduced to 0 Health you regain half of your expended health and ki.
Limit. Once per thread.
(Reasoning - I like teamwork-based traits! This provides a moment of dramatic comeback if your team is taking a pounding.)
TEAM PLAYER
Prerequisite. None
Activate. None
Effect When you use the Distract Team Technique the ally you transfer a standard action to also enjoys +1 damage tier, +10 Accuracy OR +10 Defence on that turn. You choose which effect they enjoy.
Limit. None.
(Reasoning - A nice little buff and incentive to play the Krillin to someone else's Goku - it is unlikely to massively change the tide of battle, but you can help your buddy out a bit more)
TYRANT
Prerequisite. Must not have the ‘Hero’ trait.
Activate. Bonus Action
Effect. As a bonus action, on the round following reducing an opponent to 0 Health, you regain half of your expended health and ki.
Limit. Once per thread.
(Reasoning - The inverse of 'Hero'. This is a boost to characters who will be engaging in a lot of threads where it is them against multiple opponents. Get back some of the resources you spent taking out the little guy!)
Super Attack Suggestions
Minor Effect: Combo. If this attack hits the opponent, gain +10 to your next attack roll against that target.
Minor Effect: Defensive. If this attack hits the opponent, you take 1 less damage from that target's attacks next round.
(Reasoning - I like the status effects, but I feel it'd be nice to have some options which do other things to encourage more single attacks which have a less random element to them.)
Legendary Technique Suggestion
HELLZONE GRENADE
Firing dozens, or even hundreds, of small energy blasts, you direct them all towards your opponent in a single calculated burst!
Type Legendary Super Attack attack.
Activate Standard Action
Prerequisite Must have at least Fighting 30.
Base Damage As a standard action you make an attack that rolls three damage dice.
Major Effect Charging
Special For every ten points your attack roll exceeds the opponent’s defence you may add an extra damage die to a maximum of 3 extra damage die.
Cost 20 Ki.
Limit Twice per battle.
Ranks Rank 2 increases the maximum extra damage die to 4. Rank 3 increases the maximum extra damage die to 5.
(Reasoning: Whilst resilience-, energy control-, and reflexes-focused builds have some good support, I feel like there's not a huge amount of 'capstone' available for fighting-focused builds. This technique would open up an option where you could reliably transfer your 'wasted' to-hit investment (the amount by which you over-hit your opponent) into damage.)
Trait Suggestions
RHYTHM
Prerequisite. None
Activate. At-Will
Effect. As an at-will action you may restore 2 ki for every attack which failed to exceed your defence this round.
Limit. Max of 30 ki restored via this trait.
(Reasoning - at the moment, ways to restore ki within battle seem mostly aimed at tanks - there's two ways to restore ki based on taking damage. Whilst those should still be more effective than dodging, because you are actually losing a resource, I feel like a trait to help people who want to dodge tank is not unreasonable)
GADGETEER
Prerequisite. None
Activate. At-Will
Effect As an at-will action you may sacrifice an equipped piece of gear to either reduce incoming damage from an attack by 4 OR add an extra damage die to one attack you make this round.
Limit. Once per round.
(Reasoning - Item-based traits don't have a huge amount of support. There's some! But this would help people get use out of their items after they've used up the primary use, without being a total game-changer.)
HERO
Prerequisite. Must not have the ‘Tyrant’ trait.
Activate. Bonus Action
Effect As a bonus action on a round after an ally has been reduced to 0 Health you regain half of your expended health and ki.
Limit. Once per thread.
(Reasoning - I like teamwork-based traits! This provides a moment of dramatic comeback if your team is taking a pounding.)
TEAM PLAYER
Prerequisite. None
Activate. None
Effect When you use the Distract Team Technique the ally you transfer a standard action to also enjoys +1 damage tier, +10 Accuracy OR +10 Defence on that turn. You choose which effect they enjoy.
Limit. None.
(Reasoning - A nice little buff and incentive to play the Krillin to someone else's Goku - it is unlikely to massively change the tide of battle, but you can help your buddy out a bit more)
TYRANT
Prerequisite. Must not have the ‘Hero’ trait.
Activate. Bonus Action
Effect. As a bonus action, on the round following reducing an opponent to 0 Health, you regain half of your expended health and ki.
Limit. Once per thread.
(Reasoning - The inverse of 'Hero'. This is a boost to characters who will be engaging in a lot of threads where it is them against multiple opponents. Get back some of the resources you spent taking out the little guy!)
Super Attack Suggestions
Minor Effect: Combo. If this attack hits the opponent, gain +10 to your next attack roll against that target.
Minor Effect: Defensive. If this attack hits the opponent, you take 1 less damage from that target's attacks next round.
(Reasoning - I like the status effects, but I feel it'd be nice to have some options which do other things to encourage more single attacks which have a less random element to them.)
Legendary Technique Suggestion
HELLZONE GRENADE
Firing dozens, or even hundreds, of small energy blasts, you direct them all towards your opponent in a single calculated burst!
Type Legendary Super Attack attack.
Activate Standard Action
Prerequisite Must have at least Fighting 30.
Base Damage As a standard action you make an attack that rolls three damage dice.
Major Effect Charging
Special For every ten points your attack roll exceeds the opponent’s defence you may add an extra damage die to a maximum of 3 extra damage die.
Cost 20 Ki.
Limit Twice per battle.
Ranks Rank 2 increases the maximum extra damage die to 4. Rank 3 increases the maximum extra damage die to 5.
(Reasoning: Whilst resilience-, energy control-, and reflexes-focused builds have some good support, I feel like there's not a huge amount of 'capstone' available for fighting-focused builds. This technique would open up an option where you could reliably transfer your 'wasted' to-hit investment (the amount by which you over-hit your opponent) into damage.)