This is just an idea for a way to include in "skills" to the game without breaking the enjoyable game-play that already exists. I am sure we all agree this game would suffer from a "20 million skill icons lining the bottom which I spam the hotkeys for during a fight, most of which do the same thing as the previous, just with slightly more damage" system. Most fights do not last nearly long enough to warrant using several skills, and giving a wide range of them to players would probably result in team members slowing down the momentum while they try to use multiple ones. Additionally, we do not need any "I hit this and RAGE out, killing things that were already WAY too easy even EASIER FOR THE WIN! Charging LAZORS!!!" skills.
What we do need (or, really, could just benefit from) is a skill system that adds variety and strategy to the fights, without making them drag out unnecessarily or making "I win" buttons. Preferably, it would also be welcome if the skill system added some strategy and "roles" to team play; helping to turn it into something other than the "four people spam-click in an effort to hit SOMETHING, so they can be the first to run ahead and grab those chests!" it is now.
It should also be an "optional" system. One where a player who decides not to delve into the skill system is still a viable fighter even when next to one who does.
My suggestion is thus:
Make another equipment slot similar to the Trinket slots. Yes, one you have to unlock for 30 days with a bit of CE. This is so there is another Energy sink in the game; a benefit for OOO to do such. If the Energy cost is in line with the current cost for Trinkets/Weapon slots, then it will be fine.
In this equipment slot, players can equip an item (which they alchemize, of course) that provides them with a single skill to use.
This skill can be used once per level, so there is strategy to its use; instead of "I am just going to spam this at EVERYTHING!". I would recommend a pick-up (like vials/pills) that can recharge a spent skill, so there is the possibility of being able to use it more than once a level.
The skills should be utilitarian in design, and not "MASSIVE DAMAGE TO ALL!" type skills. Here are a few suggestions to get what I mean.
1. Phase Cloak: This skill turns a player temporarily invisible, allowing them to move around mobs/enemies undetected. As soon as the player either attacks, interacts with something like a button or lever, or the duration timer runs out they revert to being visible again. This skill has many uses such as an "Oh $#*+" maneuver when you need to get out of that tight corner with four lumbers, two ghosts, and a retrode barreling down on you. Also, to help fulfill an assassin role; allowing a player to move into/behind a large mob of enemies easier than usual to take out that gremlin healer or silkwing that is making the battle difficult. I can also think of MANY spots where I would have loved to be able to keep those long lines of dozens of gunpuppies from noticing me while I run past. Even simply to get a one-time chance to get behind that Trojan, or closer to that group of annoying Devilites would make this useful.
2. Sonic Thumper: This skill makes all enemies in a certain radius aggro towards the user for a set duration. This, of course, is to allow a player to play the part of the traditional "tank"; something that is currently not very feasible. There are many ways this could be used to a teams advantage; although, admittedly, not very useful in solo play.
3. Shield Lock: This skill puts up a player's shield and keeps it up until either it breaks, or the skill's duration runs out. It would allow the player to continue to attack, interact with objects, resurrect players, charge an attack, etc even while the shield remains up. The player still moves as slowly as they usually do when holding up a shield, however. The uses for this one should be pretty obvious.
4. Overcharger: This skill will instantly charge a player's selected weapon. This will make setting up chains of bombs easier, or simply tossing out a charged sword attack quickly followed by a second in an effort to quickly kill something. It will probably end up being the default "I don't want to put any strategy or advanced tactics into my play. I just want to deal MORE damage" skill module, but I suppose there needs to be at least one.
5. Repair Aura: This skill should be pretty obvious. I imagine it healing all players within a certain radius by about 2-3 bars. This may not seem like much, but it means one player can restore 3 bars to all four players of a team; something that could make a lot of difference before taking on that next wave of the danger room. Additionally, if all four players take this skill, then that is 12 bars.
6. Restoration Kit: This skill will revive one fallen team member to full health, without taking any of the player's own health to do it. Of course, the 30% energy given to the person doing the reviving is still present; providing a reason for people to actually revive fallen team members.
Things to keep in mind:
1. These are all designed for one-use-per-level. So, even if they may initially seem a bit "over-powered", they really are not. Additionally, the one-use method means players will have to actually think about when is the best time to use their skill; adding the whole "strategy" element to it.
2. These are skill modules; i.e. equipment. This means they can be traded out, so no player is ever locked in to a certain skill (breaking their character, as it were). Before going down or even at Terminals, teams could strategize as to who should bring which skill module down; and even work out team strategies for difficult rooms/bosses.
3. Because they are items, this means yet another Energy/Crown sink as well as a potential way to earn more Energy/Crowns. It is also more growth/expansion room for players who have already gotten several 5* equipment. Something new to work towards.
I know this post is long, and I apologize for that. Let me know what you think. Feel free to suggest alterations, or just to flame it for not being something you think should be added.
this seems to be a well thought out idea that OOO really could implement at some later date. of course, right now what most people on the forums want is better pvp, but i would really enjoy the overcharger, even if i could only use it once (can never charge bombs fast enough lol) anyway +1