Just a quick thread on ideas for what could be changed for certain special attacks that are pretty bland and 'too' situational.
Quote:Cross Slash (Sword) - Attacks an enemy twice in a row, using the new 'rounds' system. This has a bonus to Hit and Damage equal to (Character Level/2).
2 round cooldown.
Quote:Flank Attack (Dagger) - Attacks an enemy with your dagger, and depending on the direction it has different effects. This will not trigger Twin Dance.
- Front and Sides: The attack's damage is reduced by 90% (45% if sides), but you gain 2M per ally flanking the target.
- Back: If the attack is a critical hit, deals bonus damage equal to the target's missing HP, based on their armor type. (Heavy = 0%, Light = 10%, Unarmored = 20%)
3 round cooldown.
Quote:Spray and Pray (Handgun-type) - Target an enemy in the range of your gun. The gun's rounds will be doubled, while ignoring Armor and Glancing Blows.
3 round cooldown
Quote:Buckshot (Shotgun-type) - Targets a 3-range crescent cone (similar to Hyattr) and attacks with a penalty to critical (-10% beyond the tile directly in front of you).
If the attack is a critical hit, they're inflicted with Wear Out LV30 until your next round, and knocked back for 2 tiles. If they are wearing Heavy Armor, they are also knocked down.
3 round cooldown.
Quote:Headshot (Rifle-type) - No changes. Just here to say that's where the actual Headshot would stay at.
Quote:Reckless Jump (Launcher-type) - Costs 1M. Similar to Rabbit Leap, with a maximum range of 10. You can target a tile or an enemy to 'jump' towards it.
- On use, you deal (Character Level*2) mixed damage (Blunt/Fire) in 3 range around you to enemies, and (15% max HP) mixed damage (Blunt/Fire) to yourself.
- If you land on an enemy, both you and the enemy are knocked down and take (Battle Weight * 3) blunt damage. (Similar to Body Fling)
- The damage done by the explosion cannot be evaded or absorbed.
2 round cooldown
Quote:Windhawk Snipe (Bow) - Costs 6M, has 20 range. Upon selecting a target, consumes all your Evade buffs. For each buff it increases the damage by 20%. It also deals an additional 10% damage to Flying enemies.
If 2+ buffs have been consumed, the attack gains +10 Power/Hit/Critical (per buff) and ignores protection.
5 round cooldown.
Quote:Turnabout (Polearm) - Targets an enemy infront of you (and the enemy behind you too, if applicable). On use, you stab them and spin around, damaging enemies around you for half the original damage, and knocking them back by 1 tile.
On the end of the spin, your original target(s) are knocked back for 3 tiles and inflicted with Flatfoot for 2 rounds.
5 round cooldown.
Quote:Blitz (Fist) - Targets a 3 range line and dashes along. Upon meeting the first enemy, perform a basic attack with a +4 bonus to its 'strikes' (total of 6), that ignores on-hit retaliation effects, Armor and Glancing Blows.
If all attacks are Critical Hits, the enemy may be inflicted with Clumsy and Spelldaze for 2 rounds. (Each with different infliction checks)
3 round cooldown