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Destined People should stand out [Small destiny additions]
#1
There goes some ideas I had to make Destiny stand out a little bit, currently, Destiny just 'lol gives some invisible advantage' where you can't difference a destiny person from a normal. So this idea came with some skills (innates, mostly) that could only be picked if you were a destiny of it's specific class. Just little things to make someone know when another is or not a destiny.

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(Martial Artist) Adaptative Zenkai - Every time you get revived, you get a permanent buff (until the end of the battle), that increases all stats by 5. (Except APT, SAN, VIT). Can stack up to 3 times.


(Archer) Ranged Volley - If you score a critical hit on an enemy beyond range 5, your next ranged basic attack will become a 6 range circle AoE. (A Jackhammer's range, works for Bows and Guns. Inspired on the hot-bar bug.)


(Mage) Arcane Shift - If you cast an offensive spell, momentum cost for Movement and Blink is reduced by 1, can stack up to two times.


(Duelist) Disjoncteur - If you parry, Flottement's level increases by 1. If you land a critical hit but get parried, you will teleport to the enemy's back and Flottement's level increases by 1. (Will not teleport if the enemy's back is unreachable, or if you suffer any sort of movement impairment such as immobilize, slow, etc.)


(Summoner) Astral Link - The maximum level of all summons becomes equal to Summoner's level + 25 (LV 75 maximum). If the Summoner dies, all summoned units recover 50% of their summoner's maximum FP as HP. if a summoned unit dies, the Summoner recovers (Unit LV * 2) FP. Ignores interference.


(Soldier) For Honor! - For every attack or skill you perform infront of the enemy, you gain a shield based on the total damage done. Shield's strength level can stack like Narcus. While having the shield on, basic attacks that surpass 100 damage will inflict Guard Break, basic attacks that do not surpass 100 damage will halve the enemy's Guarding LV.


(Rogue) Accel Tempest - For every rogue wind buff active, Evasion's damage reduction is increased by 5%.


(Curate) True Mercalan - For every round beyond the first, if the Curate does not use Graft on their turn. The healing effects of Graft are increased by 50% per round, adding 1 to True Mercalan's LV. (100% if you have Pacifist Boon active.) If the stacks of 'True Mercalan' surpass LV5, it removes Interference before healing. Though 'Graft' cannot be used for LV rounds.

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And here you go. I hope Dev reads this and gives an input. What do y'all think? Keep in mind those are for >destiny< only. People can't omniclass with those and all.

(Edit #1): Fixed my wording on Mage to prevent confusion. It's supposed to be offensive spells only.
(Edit #2): Raigen's input about Astral Link was added to make it more balanced.
(Edit #3): Just checked that multi-shooting with a single shot gun is possible with Moonlight Mercy (the range is absurdly beyond 7), so revamped Archer's innate. (Wed Mar 29, 2017 7:18 pm, Forum time.)
(Edit #4): Spo's input about Disjoncteur, revamped the idea to make it more simple but still discerning in a way. (Wed Mar 29, 2017 11:30 pm, Forum time.)
(Edit #5): Fires' input about Disjoncteur. Hopefully this will be my last edit, I'm terrible at this. (Sun Apr 02, 2017 1:52 am, Forum time.)
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