Hello! After reading Fehzor's thread, it gave me an idea...
Let's all make suggestions toward this! I hope to eventually cover every armor, though some may miss out because their current, passive bonuses are good enough to warrant lack of ability.
Now, you don't have to do it this way, but I suggest a few guidelines.
- Helmets get active abilities which are cast like Battle Sprite skills.
- These skills would have cool downs attached to them.
- The dash would be replaced by this to keep needed buttons from cropping up too much. (I suggest that Merc or another speedy helmet/s would get a dash functionality.)
- Armors would get passive abilities which would either activate when a certain condition is met, or would enable some other functionality.
- These would get cool downs, too, though probably not such a large one.
- There should be a button to toggle these abilities in case their effect isn't wanted in the current situation.
- These abilities should complement each other, but they shouldn't depend on each other. If I wear a whole set, I want its function to match an intended play style well, but I don't want to have to craft a Dragon Helm in order to use the ability of my Mail in a viable way.
- It's best if armors get abilities at lower star ratings, at least at 3*. This way, the player can try the ability early on and know what their investing in instead of being having to fully upgrade said armor in order to try it. (This is a glaring flaw of Mercurial, because you must upgrade it all the way before you get the MSI at all, and it helps to be able to try it for yourself first. Videos don't suffice for me.)
- Try to keep the mindset that gear doesn't necessarily have to be balanced (though it's a plus), but rather diversified and non-bland.
- Be vague when it comes to numbers. Don't say "Cool down of 17 seconds," but instead "Cool down of around 17 seconds." The devs would be tinkering with numbers, so 17 seconds might not be balanced at all.
- Some armors should probably get a buff or nerf defense-wise. For example, I think Cobalt stuff should be kept as a beginner's armor, and should receive a large defense boost but no abilities.
- As long as you are adding your own idea, you may necro this thread.
- You can make something up for another piece of gear when someone else did it. So that means you can come up with your own Mad Bomber or Skelly abilities even though Spy and I already came up with ideas for 'em.
- Skills for branches may be different. I.e. Dragon Scale and Radiant Silver Mail would be candidates for different skills.
I have reasons for doing a suggestion like this:
- There is no way I can suggest stuff for every armor in the game. That would be massively tedious, biased, and error prone.
- I want the community to have a part in this.
- It makes it easy for me to add more ideas whenever I get them. I'd rather not edit a 3-page long post to shove a small idea in there.
- I like hippos.
Though it is all open-ended, I suggest following a format like this one. It will make things neater.
--Skelly Mask Line--
Name: Black Light
Target: AoE around the user
Effect: Any monsters caught in this area lose ALL agrro and get knocked back slightly. Has a chance of flinching. This fails on most bosses.
Cool down: Roughly 30-40 seconds.
Upgrade's effect: Increases AoE and chance to flinch. Decreases cool down.
--Skelly Armor Line--
Name: Cruel Ambush
Target: User
Trigger: When the user attacks an enemy which has no aggro. (Doesn't include hazes or thrown items.)
Effect: For a short duration, the user's attacks are boosted.
Cool down: Roughly 4-6 seconds.
Upgrade's effect: Decreases cool down slightly and increases attack boost.
--Vitasuit, Vitasuit Plus, and Vitasuit Delux--
Name: Emergency Sacrifice
Target: Ally
Effect: After clicking on a dead party member, you have the option to give them your emergency revive if you still have it.
Upgrade's effect: None (Vitasuit's health boost is okay.)