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Varying base stats/abilities - Playstyle changers

7 replies [Last post]
Tue, 02/14/2017 - 04:43
Strayed-Faris's picture
Strayed-Faris

Just passing by here and had a thought for two playable character types, or classes, to play with alongside knights. They're Gremlins and Spiral Wardens as we know them in game. So, I thought that all three of the characters would have varying base stats to make them stand out from each other. In short, Knights would be all-around, Spiral Wardens would be more on the defensive and Gremlins would focus on speed. In more details, this would be as follows:

=Knight=

Summary: Nothing outstanding.

Base stats~

HP: 5
Attack power: 100% of weapon's damage
Attack speed: Normal
Moving speed: Normal
Status resistance: None.
Defense: Normal
Other properties: None.

=Gremlin=

Summary: Agile but weak.

Base stats~

HP: 2

Attack power: 90% of weapon's damage

Attack speed: Above average (universal ASI: medium + Bomb CTR: medium)

Moving speed: slightly above average (MSI: low)

Status resistance: +2 resistance to Fire and Shock, -3 penalty to Poison, Stun and Curse.
>In tier 1 & 2: +1 to resistances, -1 to penalties

Defense: Takes more damage from all damage sources (by 10%-15%?)

Other properties:

+ Dash's cooldown time is 5 seconds.

- Can't use any trinkets

=Spiral Warden=

Summary: Focuses on defense stats and has less speed.

Base stats~

HP: 10

Attack power: 85% of weapon's damage

Attack speed: Below average (universal attack speed reduced: medium + Bomb charge time increased: medium)

Moving speed: Slightly below average (Movement speed decreased: low)

Status resistance: +2 resistance to Shock, Freeze, Curse and Poison, -4 penalty to Fire and Stun.
>In tier 1 & 2: +1 to resistances, -2 to penalties

Defense: Takes less damage from all damage sources (by 15%?)

Other properties:

+ Shield bash only takes a quarter of shield's health.

- Can only use 1 trinket.

Tue, 02/14/2017 - 12:39
#1
Fangel's picture
Fangel
ehh

I feel as if the way the game is set up we determine our class on what gear we wear, not by a specific "type" of anything else.

Playable gremlins and wardens is sort of iffy, especially when we already have costumes to make us resemble both of them.

However, the playstyles you list do sound interesting. It would be nice if we could have similar things but in gear/trinket form.

Wed, 02/15/2017 - 12:57
#2
Strayed-Faris's picture
Strayed-Faris
woof

Oah, that's true. I agree.

[edit]

Well, I guess we could just turn them to trinkets or "Stats Modifiers", but I'm not completely sure how that would work out. So, stats modifiers could have their own slot, but effect how knights work and give them base stats. Using everything here, I would make the following changes: "Swift Modifier" would replace gremlins and "Bulk-Up Modifier" would replace wardens.

Wed, 02/15/2017 - 16:23
#3
Fangel's picture
Fangel
that could work

Playstyle modifiers of some sort may be neat. I would even recommend them being something that takes up the slot of a battle sprite, or a unique battle sprite that is a passive changer rather than an active one. This allows players to switch playstyles at arsenal stations, and also doesn't do anything to hurt the lockdown portion of the game since battle sprites are inactive there.

Thu, 02/16/2017 - 00:32
#4
Strayed-Faris's picture
Strayed-Faris
← all wolvers to the left

So, Battle Sprites with passive skills? That sounds great. Deffo want.

I can see these working out. An "Agility" Sprite would be something like this:

Skill 1= Gives universal ASI and bomb CTR, but reduces damage and disables trinket slots

Skill 2= Gives MSI: low, but also gives some penalties to status

Skill 3= Reduces Dash's cooldown time, but reduces health and defenses

And a "Defense" Sprite could be:

Skill 1= Increases all defenses, but reduces damage

Skill 2= Increases HP and gives some status resistances, but reduces attack speed and gives movement speed decrease: low

Skill 3= Reduces Shield health requirement for Shield Bash, but gives some status penalties and disables a trinket slot

If we could have somethings like that, we could use Valestones and Moonstones as these sprites' food. Seems nice.

Thu, 02/16/2017 - 01:56
#5
Fangel's picture
Fangel
essentially!

Alternatively, we could have them be "toggle sprites". That is, you can enable and disable each skill (with an appropriate cooldown) throughout the level, but each time you use it it turns the skill on or off!

I will say that disabling trinket slots may get a bit wonky, but it would be interesting to be able to enable and disable skills like that! Would make which slot you put your trinkets in suddenly matter.

Thu, 02/16/2017 - 03:00
#6
Strayed-Faris's picture
Strayed-Faris
woof

I like that. It would open up a lot of space for equipment/abilities combination in the clockworks.

Alright, changed thread title to better suit the line of discussion here. :3

Fri, 03/10/2017 - 21:41
#7
Flash-Flire's picture
Flash-Flire
OMG.

I just realized.

Agility Sprite = Valestone
Defense Sprite = Moonstone

...

...

I think we found our solution.

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