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[CN] Minstuk

[Insipiration] What about giving us more options on passives?

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It seems you ran out of the ideas of passives(or maybe not :D).

I got some ideas, just some ideas:


[Squire]

  [Damage Dealer Type]

- x%(3~5%) chance when hit by enemies, the next squire skill will cause x%(3~5%) more damage than usual.

- x%(3~5%) chance when hit by enemies, the next squire skill will have a 100% chance to cause critical damage.

  [Support Type]

- x%(1~3%) chance when hit by enemies, the nearby heroes will cause x(150~250) additional physical damage on their attacks in x(3~5) seconds.

- Building during Combat Phase will inspire the nearby defenses, defenses will have x%(3~5%) damage resistance in the next x second. But if the defense building cancelled or built defense is destroyed, nearby defenses will undertake x%(1~3%) more damage than usual in this wave.


[Huntress]

  [Damage Dealer Type]

- x%(3~5%) chance on one primary attack, the next primary hit will have a 0% chance to cause critical, but cause x%(120~200%) Hero Damage pure damage.

- x%(3~5%) chance on one primary attack, the next primary attack will have a 100% chance to cause critical damage.

  [Support Type]

- x%(1~3%) chance on one primary attack, the nearby heroes will double their weapon speed for x(1~3) second.

- Building during Combat Phase will inspire the nearby defenses, defenses will have x(10~30) speed boost in the next x second. But if the defense building is cancelled or built defense is destroyed, nearby defenses will slow down its tower speed by x(20~50) in this wave.


[Apprentice]

  [Damage Dealer Type]

- x%(5~10%) chance on one skill, the next skill will have a 0% chance to cause critical, but cause x%(100~150%) Hero Ability Damage pure damage.

- x%(1~3%) chance on one skill, the next apprentice skill will have a 100% chance to cause critical damage.

  [Support Type]

- x%(3~5%) chance on one skill attack, the nearby heroes will cause x(250~500) additional magic damage on their attacks in x(3~5) seconds.

- Building during Combat Phase will inspire the nearby defenses, defenses will have x%(3~5%) chance to cause x(100~200) additional physical damage in the next x(10~20) second. But if the defense cannot cover at least x(5~8) other defenses, nearby defenses will reduce its defense power by x(50~100) in this wave.


[Monk]

  [Damage Dealer Type]

- x%(5~10%) chance on one secondary attack, the next monk skill will have a 0% chance to cause critical, but cause x%(100~150%) Hero Ability Damage pure damage.

- x%(1~3%) chance on one secondary attack, the next monk skill will freeze the enemies for x(1~2) second.

  [Support Type]

- x%(3~5%) chance on one secondary attack, the nearby heroes will have a x%(10~15%) chance to stun enemies for x(0.5~1) second.

- Building during Combat Phase will inspire the nearby defenses, defenses will have x%(3~5%) speed boost in the next x second. But if the defense building is cancelled or built defense is destroyed, nearby defenses will slow down its tower speed by x(10~50) in this wave.


It's just something like this. Hope we can see some more passives.

Good luck for coding in this new year.

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And something about how we put the heroes.

You just set the hero types into 2, defense builder and damage dealer.

So the game gets boring once we have gears for this 2 types.


What about separate the hero types a little bit more, like:

[Defense Builder]

  [Support Builder] - Offer additional damage to the defenses

  [Main Builder] - We have this already

  [Emergency Builder] - Always need a seat for them for dealing with emergencies

[Non Defense Builder]

  [Support Type] - Assist the Damage Dealer

  [FPS Type] - Reward them for aiming

  [AP Type] - Don't leave those who don't want to aim or cannot aim like playing FPS


Then we will have 3x3 selections for everyone now.

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