1. The game wait until the whole skill sequence is over before resuming other things. Can be really egregious if this happen in between attack triggers. (this problem also apply to your second idea of skill activate when others attack)
You can currently skip skill sequences by tapping on the screen, so this should not be a problem. I do it all the time even now.
2. That kind of aura, during pre-skillcast, render the mystic even more useless than already is because they don't offer anything else.
You have a point that Mystics will be vulnerable until they cast their skill, however many mystic auras currently implemented already are pretty useless most of the time, The ones I mentioned which Kiera has, which require her to get hit before they activate. Mystics are not meant to get hit and will likely die before the aura can produce a lot of value compared to ranger or SDD triggers. Your criticism can also be applied to Archers, which are useless if they don't crit. Its not a problem of the aura itself, but a characteristic of the set up.
3. What will happen once the skill is auto-casted via aura trigger? Entering cooldown period, or not? If it's the latter, then forget it.
It is to be triggered regardless of cooldown. When Archer or SDD triggers does it does not consume the hero's turn either. I don't see what's the point of the aura otherwise.
4. If the skill enter cooldown once triggered by this aura, what do the mystic do once their turn is up? Normal attacking?
See above. The spell triggers should be completely independent of the Mystic's own skill cooldown. So they should be able to cast their skills as per normal on top of skill triggers.
5. It may cause some problem with skill like that affect positioning like Ninja/CK swap, Dragoon's leap and any other skills that target empty tile, Pet positioning for summoners, as well as some other skill that might require timing in order to be useful. Unless, the aura only exclusively trigger Mystics.
I've already mentioned that this will only affect skills that target an enemy. So yes ninja/chaos knight swaps, no summonner summon, yes guardian taunt, no healer heals.
6. If it does only trigger mystic, that particular aura will require certain squad build like SDD. Which in turn limits their use.
See above, and yes the whole point is to build a new meta similar to SDD and Archers, but built with Mystics instead. Please consider the directions I've laid out for Mystic development and tell me if you agree. Of course you could have a combination of both.
A) The creation of a "Mystic Trigger" meta that matches SDD and Archer teams of the same development level in terms of damage and utility
B) The addition of auras and skills that make Mystics useful in a SDD or Archer team
For the second idea (chance to trigger hero to cast skill with 80% magic when others in aura attack)
2. When can the skill be triggered for autocast? When the skill is off cooldown? If yes, the aura will be useless unless it offers something else aside from that.
Regardless of cooldown.
3. If it doesn't need to be off cooldown to be casted via aura, then forget it. Unless it's the unstackable or indirect damage like poidon or bleed (they don't stack if came from the same source), it will be too OP since Mystic's skill tend to have the largest AoE. Not to mention that it's available from turn 1.
I think you can look to Grand Ranger Kane, who causes stun on crit with 200% damage. It's very easy to say that Kane is OP because he can cause perma stun in an Archer team, and sometimes he does do that. However in practice he is not that OP.
To say that spell trigger is OP, you must also consider the kind of encounter. Will it be OP in Raid? Currently snake boss has only two targets. If your Kiera casts her spell once per turn while your Kane attacks five times per turn, I think it should be quite even. You can use probability computations to figure out what's a good skill trigger rate for the Mystic Aura, so this concern seems like a tweaking issue to me, which is not unsolvable.
4 Even at 80% MAG, since the skill has it's own damage modifier that is usually over 100%, those 80% will not be a drawback. Especially considering the wide AoE. Too OP for arena.
See above
5. Game RNG is weird. A 95% chance can still fail to proc from time to time. Sven zerker 35% chance to trigger his wyvern to attack seems to proc like as if it's 50% or higher chance instead. Even as low as 25% chance of refresh from Matilda Witch Doctor's can trigger consecutively.
You can balance this if you have knowledge of statistics and probability, which I am pretty certain 12B has.
I've also noted your ideas on lowering cooldown on defending. The question you need to ask is whether or not it will make the mystic competitive with SDD and Archer teams. Will you ever replace your Freya or Double strike Drake with a Mystic? if no, then how?
1a. That's exactly what I mean. You need to manually skip it. Even then skills like Ronan's also took a while to finish even if we skip the animation.
2a. Let's note that as big weakness of the first idea.
3a. If the skill doesn't even need to be off cooldown to be trigger-auto-casted, I believe the dev won't EVER allow something like this. Look at Sven pre-nerf. He's
single target. He start dealing huge damage at second turn on PVE. Look at what he has become now.
4a. Have you ever thought about the possibility of a team with 2-3 mystics chain-casted their
AoE nukes after they survive round 1 of arena? Talk about overkill. (although maybe it'll be indeed feel satisfying)
5a. What you asked for will require extensive coding and testing. Yet you want the dev to do all that quickly?
6a. While the idea is indeed interesting, it requires a lot of things to do in the dev' part. Would you be willing to wait for that?
2b. If the dev in fact does not allow something like Sven berserker (
fast,
single target, high damage, chainable) to exist without some crippling drawback, what do you think they will do to your idea (
even faster than Sven,
AoE, high damage, chainable)? Talk about RAID, yes snake boss only has 2 body parts. What about the OTHERS? They have more than 2, boss 2 and 3 has minions that might need to be killed (only an archer team with equal good crit among the members can afford to do this), the last boss even has 6! Drake at most can only hit 2 parts at the same time. Talk about ARENA, if Sven with his single target chainable high damage is already deemed OP, what about chainable AoE high damage that ignore row damage penalty?
3b. No. I'm not talking about the utility effect of the said skill. What I'm talking about is how much the direct damage will be + how often it will trigger. Once again look at 2b. Even if it's not that useful vs 1 tile bosses, it can be game-breaker in others. This is why I said that if the dev allow something like this to occur, it will be only at most the indirect damage type. Unless they really want to make OP something... (only to nerf it sometime later)
4b. see above
5b. The only way they can balance it is by modifying how the game engine generate the random number. Which, again, will require extensive coding etc.
Once again, let me ask you. Do you want a quick coming fix for this problem, or do you willing to wait for the dev to come up with it in the unknown future?
They already came up with the way to limit insane attack trigger count with the stun counter of recent Eliza and Dark Dragon boss. Unless they are working toward limiting the aura from activating too much, I have a feeling that they will keep this counter-stun feature for future bosses. It's a quick and lazy fix by itself, but really work wonder. I just hope they can be more creative with it..
Let's face it. The dev loves doing quick and lazy but effective fix. Adding to that, most of the community always seems to want a quick fix to everything anyway.
This is why I came up with the idea to make defending reduce cooldown (only for mystic and maybe healer). If defending reduce skill cd by 1, plus natural turn end cd reduce of 1, without talent the said mystic will reduce his/her cd by 2 per turn. Assuming the skill cd is 6 turn, their skill will be ready at the beginning of turn 4. If talent improve the cd reduction by 1 per level, they'll reduce 5 cd per turn just by defending. By turn 3 (like pre-nerf Sven) the mystic will be able to cast his/her skill. This won't do anything to Arena (as defending takes turn, and unless refreshed, everyone only have 1 turn in each round), but will be of immense help on PVE, especially if that counter-stun will remain there indefinitely. Most other Mystics will become a good crowd killer, while Ronan can be decent boss killer.
I also came up with similar idea to address Guardian's problem of not being able to aggro enemies properly on higher difficulty. That is applying Misdirection on self when defending. Tank type guardian will be able aggro enemies from the beginning of the game, being of use rather than dealing pitiful damage while watching his/her allies get slaughtered. DPS type guardian can use this as diversion when required, as this kind of guardian tend to have only single target taunt. On arena, once again, it does nothing to the balance. Misdirection simply won't work on arena.