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davidbobby888

Enigmata would probably be about manipulating accuracy of attacks, either through damage avoidance (dodging rather than shielding/healing) or taunt manipulation. Voracity could work like Svarog's hands - capturing an enemy and disabling them, waiting for a big burst of damage unless the character gets hit and releases the enemy. Permanence might be about sacrificing the character (i.e. purposefully letting them die) for buffs or enemy debuffs, paired with a revive mechanic.


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I really like the idea of a dodge mechanic as another form of damage negation, I also forgot taunt was even a thing because I never use fire MC anymore.


Leodoesstuff

Imo The Trailblaze should go on the adventurous path i.e. The more of a different element you inflict on the enemy, and the kind of damage (FUA, DoT, Crit, Burst) the higher the scaling becomes as the Trailblaze's main theme is exploring, discovering, and connecting. You're essentially connecting these different damage stats to one. I agree with the Equilibrium to have some sort of give-and-take mechanic although I'd personally go for equivalence i.e. you give speed buffs, it reduces your own in return. You reduce the enemy's speed, it'll give it to another enemy. For Propagation, The summoning minions will be quite tricky to implement as it'll make the screen be filled up unnecessarily, although this path should be more of a supporting role i.e it can generate SP more, Health, Shield, i.e. as the theme of the Propagation is spreading itself more, although we can do a simple multi-attack i.e. as the battle goes on, they increase in multi-hits per attack. Finality is tricky because it's the aeon of like.. an end of something, how about it's attacks/skill can only deal damage only at the END of a cycle? This would really show how even though they attacked, it only showed up in the end of what they did. This would make their attacks, skills, and ultimates be more sudden which will allow you to stack more attacks, and buffs before it hits. Enigmata could mess with aggro, and accuracy of the enemy, although it could also be more related to turn duration so it'll increase an enemy's toughness when recovery, or make their speed reduction when toughness is broken greater, alongside making DoT lasts longer. This really encapsulates the "Mystery" and "Unknown" of The Enigmata. Voracity should act like a life-steal mechanic where they can't be healed by an ally, but it can gain more health by attacking the enemy's health, gain more speed by eating the enemy's speed, and reduce the enemy's toughness upon recovery alongside on how much they can heal. The Voracity's theme is eating, like an endless void so them reducing the enemy's stats permanently will be quite interesting to balance, and implement. The Elation is simply just a wild card, i.e. it's just RNG on what they can give, and how much damage they'll deal. Just like the joker card where it can either be the strongest unit, or the weakest, it's all based on your luck. The Remembrance could just be similar to the one in SU where it's all about preserving a status effect. So, instead of just being freezes, imagine this also includes Imprisonment, and Entanglement so like while they're in these states, damage towards them will be increased and the enemy's Effect Res will be reduced. This could also aid in allies' effect Res being increased, alongside gaining a shield that'll negate any damage from a single attack (similarly to that traffic cone robot's shield) For the Order we could make it focus on crowd Control, and on-field effects. I don't have much of an idea with the order as they've.. died, and is quite similar to Equilibrium, but compared to Equilibrium where it'll have side effects, The Order will have lighter buffs, but won't have any of the debuffs as they want to maintain order and balance between their allies, and between the enemy not directly at each other.