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Experimental Balance Fu Ideas
#11
We should have more traits for combat maneuvers, like idk dude... I'll add more as I come up with funnier ideas. Honk.


Quote:- Attack of Opportunity:
Passive trait

Enemies who move out of your weapon's melee reach take a free basic hit that cannot be avoided. (This is treated as a Riposte action)


Quote:- Jump:
Active skill trait
4M

Jumps for 1 (+2 per 10 STR, to a maximum of your Move) tiles, this will not trigger field effects to reach your destination.
- Upon landing, if eligible, you will trigger any field effects in that area, but reduce the tile's duration by 1.

Quote:- Sprint:
Active skill trait
4M

Doubles your movement, while ignoring any armor-related cap.


Quote:- Disengage:
Active skill trait
4M

Jump backwards from potential melee range in a 3-5 line, while denying Attacks of Opportunity.
- If you are enhanced with Northern/Southern/Eastern/Western Winds, the momentum cost is reduced by 1 per active buff.

Quote:- Action Surge:
Active skill trait
0M, 15% max. FP, 3 round cooldown.

Grants 3M, but removes 3M on your next turn.
- While under Action Surge, you cannot cast spells.

Quote:- Swift Cast:
Active skill trait
0M, 15% max. FP, 3 round cooldown.

Reduces momentum cost of your next non-Invocation spell to 1M.

Quote:- Evasive Action:
Active skill trait
0M, 4 round cooldown.

Scaled Weapon Attack and Critical is halved, but damage coming from enemies you are facing can be reduced (by CEL%) until your next round. Success is based on your Evade and the enemy's Hit.
- Does not work if you are Knocked Down or Blinded.

Quote:- Berserk:
Active skill trait
1M, 15% max. FP, 3 round cooldown.

Increases the chance of inflicting wounds by 75% and Critical by 25. Critical Hits become Vorpal Strikes for Swords, Axes and Spears, but your Evade and Physical Damage Reduction is lowered to 0%. Lasts for 1 round.
- For Axes, Armor is increased by 40 and duration is increased by one extra round per health threshold missing.

Quote:- Vault Strike:
Active skill trait, Requires Jump action
0M, 4 round cooldown.

Enhances your next Jump maneuver to, on use, propel yourself out of battle for one round before landing in the destination. If you land in a position with nearby enemies, you will perform a basic hit on all your cardinals, then all enemies in 2 range (and you, but halved) will take STR blunt physical damage that ignores protection.
- Can only be used if you have a Polearm on your main hand.


Quote:- Defensive Stance:
Active skill trait
1M, 2 round cooldown.

Permanent duration until toggled off, or removed by Guard Break effects. Reduces your SWA, Critical, Status Infliction and Evade by 40%, and sets Move to 1. Increases healing received by 20% and doubles HP/FP recovery.
- If you have a Shield equipped, you also gain bonus Armor and Magic Armor equal to its UL.
- If you have Heavy Armor equipped, your Critical Evade is increased by 40 against non-Player enemies.
- If you have a Helmet equipped, bonus effects that reduce DEF or RES are ignored.
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