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[Forum Event] Win 100 gems by suggesting new skills!

Posted: Thu Nov 10, 2016 2:13 pm
by Satsuki
Good day to all Valiants,

For this forum event, the team would like to have the community suggest a set of active and passive skills for a certain class and job of choosing.

Players only need to fill in these details:

1. Your Player ID (How to find your Player ID)
2. Playable Job (Assassin, Elementalist, Samurai, etc)
3. Suggested active skill (name and effects)
4. Suggested passive skill/ aura (name and effects)

Information which the team require includes the aura triggers and skill % damage, similar to the skill descriptions for our current heroes.

Entries with missing details (the 4 points mentioned above) will not be considered. 

Entries with multiple suggestions (within one post) is allowed, but each user may only win once.

Judging will only begin once the event ends, so participants can edit their posts before that.

The event ends on 15th December 2016, and the winners will be announced within 1 week.

There is no limit to the number of winners, and those with the best suggestions will each receive 100 gems.

In summary,

Start date: Now
End date: 19th December 2016, when maintenance begins
Reward: 100 gems
No. of winners: No specific number
Sending out of rewards: Within 1 week of event ending

Good luck and have fun!

Q&A

Q: What if a forum user creates different forum accounts and tries to win several times?
A: The codes from this event can only be claimed once per game account. Hence, users with extra codes will have to give to someone else.

Re: [Developer Post] Active and Passive Skill Suggestion

Posted: Thu Nov 10, 2016 2:48 pm
by exi
Some suggestions if you want to consider stat gain: 

X being a variable
  • Increase atk by x% for each enemies kill (maybe PvE only?)
  • Increase stat by x% for each ally with certain role
  • Increase stat by x% if the enemy team has certain role (counter team?)
  • Increase stat of adjacent female/male ally units by x% (gender team)
  • Stat increase by x% if hero is x space away from enemies (sniper)
  • Increase stat for each ally below certain hp threshold (more of a passive than an aura)
  • Increase stat for each damage ally/self receive
  • Increase stat if last one alive.
I think you shouldn't add immunity aura because then immunity rune wouldn't be good anymore.

Re: [Developer Post] Active and Passive Skill Suggestion

Posted: Thu Nov 10, 2016 8:24 pm
by Klifter
Interesting topic. So I will start with mine:

My player ID : ckxprk

GUARDIAN 5* HOLY DEFENDER: 

#1 Active Skill:
   - Holy Judgment :- Deals magic damage equal to 150% of hero's DEF to enemy.
                                 - Disable skill usage for 3 turns on the target enemy. (similar to silence)
#1 Aura Skill:
  - Parry & Counter :- When Others in aura gets hit, there is a 95% chance to:
                                   Trigger this hero to attack with 50% of hero's ATK regardless of enemy DEF.

CHAMPION 5* GLADIATOR:

#2 Active Skill:
 - Shockwave :- Deals magic damage equal to 150% of hero's ATK to enemy.
                         - Stun the Closes enemy to the hero, knockbacks other enemy in the back collumn to the side.
#2 Aura Skill:
 - Focus :- For each ally in aura, increase this hero's ATK by 8% of this hero's ATK.

SHADOW 5* ASSASSIN:

#3 Active Skill:
 - Kage Bunshi :- Teleport onto an empty tile, dealing damage around it equal to 160% of hero's CRIT.
                           - Stealth this hero, affected cannot be targeted for 2 turns
#3 Aura Skill:
 - Counterpath :- Increase CRIT of Ally in aura by 15% of hero's CRIT.
                          - Decrease DEF of Enemy in aura by 20% of hero's CRIT.

MYSTIC 5* WARLOCK:

#4 Active Skill:
 - Ember Spirit :- Summon a Fire Spirit that deals 150% of MAG damage to random enemy. 
                          - Spirit alive for 3 turns. may die if attack by enemy. range attacker.
                         - Burns the ground for 2 turn. dealing magic damage equal to 35% of hero's MAG to anyone on it.
#4 Aura Skill:
 - Blood-stained semblence :- Attacks of everyone in aura will heal for 30% of damage dealt.

well, thats for now at the moment. some are new and some are the old one, but it complement with each others for active and auras.

Re: [Developer Post] Active and Passive Skill Suggestion

Posted: Thu Nov 10, 2016 8:34 pm
by half23
- when ally in aura dies, increase "what stat you want" by "how much"%
- when ally in aura kills opponent decrease skill waiting time by "how many" turns
- when enemy enter aura afflict "status effect"
- when ally in aura got hit by active skills from the enemy, afflict "status effect" on the caster
- when there are allies in aura, get chain attacks per allies
- when killed by the enemy, allies in aura area gets increase "what stat you want"
- when the hero got allies in all of his/her aura, enemy can't target him/her

Re: [Developer Post] Active and Passive Skill Suggestion

Posted: Thu Nov 10, 2016 10:15 pm
by MoonEdge
Good Day Valiants!

For a start I would like officially welcome all new players who have downloaded Valiant Force. I hope you have enjoyed Valiant Force thus far, and together let us grow the community!

As the thread title says, we will be discussing about Active and Passive skills. We came across an interesting post about Aura Trigger Suggestion and we think it may be a great idea if everyone can inspire the team about with creative, yet practical skills that you would like to be in Valiant Force.

To kickstart things off,  we decided to make a forum post for this and all players are welcomed to type out your suggestion about the Active and Passive skills you would like to add in Valiant Force! That’s not all, players with interesting concepts which are possible to be implemented in the game will be credited with… a small token of appreciate in-game :)

These are some of the better recommendations from previous posts:
  1. Immune Sleep or Stun
  2. When allies in aura are afflicted with any negative status (poison, etc), Hero gains additional turn. (Very useful for healers.)
  3. Boost the skill damage of hero and each ally in aura by "x" for each ally in aura.
  4. When there are no units in aura, Hero gains bonus (stat). (Interesting build as this kind of forces the unit to essentially be alone. Very useful to place on archers, but also fun to put on hero classes like dragoons)
Do fill us in on what you are suggesting to improve Valiant Force and we will read through everything!Let us hear more of your voices and together, let’s make Valiant Force even greater than great!
Glad to see my post read by the admin!!!
Here a few more ideas:
 
Aura suggestion 1: Master mage Wisdom
For every skill used in battle, hero and units in aura gain <x> stat
This aura is good for a boss fights, long matches, and most importantly, arena!
 
Aura suggestion 2: Inspiring Leader
For every unit alive, hero and ally in aura gains <x> stats.
This aura makes the team start out strong, but the more losses there are, the weaker the team. So arena fights and events will need a lot of planning on team survival! After all, having 5 guardians to make use of the aura is fine and all, but you'll likely not be able to sustain once even member starts dying!
 
Aura suggestion 3: Valiant Leader
For every ally in aura, hero gains 1 bonus attack.
Meaning, 1 ally in aura, hero attacks twice, 3 heroes in aura, hero attacks 4 times! Effectively another shadow! But please limit this aura to melee units, thanks!
 
Aura suggestion 4: Master tactician
For every enemy in battle, hero and allies in aura gain <x> stat
I came up with this aura due to the Halloween event. The fact that Winry gains bonus stats means that she will likely be used... BUT, due to the increased usefulness of Shadows (multi-kill), Mystics (multi target with deadly aoe) and Champions (wave wipers), teams seem to be build more around units other than Winry. If we have units with this kind of aura, he/she will be very very useful, and players will likely be more willing to pull for them, especially during horde events.
 
Aura suggestion 5: Aura cloning
Hero clones the aura of all units within the aura. (50% penalty)
This aura is basically an extender of sorts, allowing aura combination. For example, 3 units, A, B, C, and hero. A has aura increasing crit 10%, B has aura increasing attack 10%, C has 10% life drain aura. Surrounding the hero with all 3 of them will give all of them 15% crit, 15% attack, 15% life drain. The effectiveness of this aura drops drastically when more and more people fall out of the aura zone, so might be fun to have it linked to dragoons with the maneuver capability, or even just healers, who get swapped out by ninjas often.
 
Aura suggestion 6: Valiant Force! (I've got 2 suggestions for this)
(v1) If the player team is made up of 5 different types of units, hero and all allies in aura gain <x> stat, and all attacks will have <y> chance of causing awe. (Awe reduces enemy attacks and defence by a certain percentage)
(v2) If the player team is made up of 6 different types of units, hero and all allies in aura gain <x> stat, and all attacks will have <y> chance of causing awe. (Awe reduces enemy attacks and defence by a certain percentage)
v1 just takes into consideration all the units in the field. v2 takes into consideration even the ally chosen by the player.
Both version will require that the player field at least 5 of all the class, Guardian, Champion, Shadow, Archer, Mystic and Healer.
 
 
That is all for now, hope to hear some comments!

Re: [Developer Post] Active and Passive Skill Suggestion

Posted: Thu Nov 10, 2016 10:48 pm
by meriod
This is not exactly an aura skill per se, but it would be great to have a skipping aura. May be denoted with multiple arrows wherein the aura effect would not be the tile next to the hero, but the xth tile from the hero, where x is the number of arrows.

Just thinking that this might improve team dynamics in terms of formation and long-range/short-range coordination.

Re: [Developer Post] Active and Passive Skill Suggestion

Posted: Sat Nov 12, 2016 1:45 pm
by Sonatta
Most passive skills boost up allies but I wonder how game changing it would be if the passives do a little bit against enemies in their aura.  

- Mystics with at least 2 enemies in their aura would have a chance to cast burn on the ground in the aura where the enemies stand
- Warriors with at least 2 enemies in their aura would have a chance to terrify enemies cause their def to be lowered or be scared and flee one tile away.
- Guardians with at least 2 enemies in their aura would have a chance to make a last stand and root the enemies in place
- Shadows with at least 2 enemies in their aura would have a chance to stealth and/or root enemies in place
- Healers with at least 2 enemies in their aura would have a chance to charm an enemy to either move away 1 tile or make them fall asleep for 1 turn.
- Rangers with at least 2 enemies in their aura would have a chance to root enemies in place or become trigger happy and have a chance to knockback enemies 1 tile away.

Re: [Developer Post] Active and Passive Skill Suggestion

Posted: Sat Nov 12, 2016 7:31 pm
by MoonEdge
Most passive skills boost up allies but I wonder how game changing it would be if the passives do a little bit against enemies in their aura.  

- Mystics with at least 2 enemies in their aura would have a chance to cast burn on the ground in the aura where the enemies stand
- Warriors with at least 2 enemies in their aura would have a chance to terrify enemies cause their def to be lowered or be scared and flee one tile away.
- Guardians with at least 2 enemies in their aura would have a chance to make a last stand and root the enemies in place
- Shadows with at least 2 enemies in their aura would have a chance to stealth and/or root enemies in place
- Healers with at least 2 enemies in their aura would have a chance to charm an enemy to either move away 1 tile or make them fall asleep for 1 turn.
- Rangers with at least 2 enemies in their aura would have a chance to root enemies in place or become trigger happy and have a chance to knockback enemies 1 tile away.
While I personally like this suggestion, this means that the aura is only applicable to 4* and above heroes.
Why don't we just make it something like this <x> chance to cause <effect> per enemy in aura? Simpler and makes it available to 3* heroes too!

Re: [Developer Post] Active and Passive Skill Suggestion

Posted: Sun Nov 13, 2016 12:22 am
by Sonatta
Most passive skills boost up allies but I wonder how game changing it would be if the passives do a little bit against enemies in their aura.  

- Mystics with at least 2 enemies in their aura would have a chance to cast burn on the ground in the aura where the enemies stand
- Warriors with at least 2 enemies in their aura would have a chance to terrify enemies cause their def to be lowered or be scared and flee one tile away.
- Guardians with at least 2 enemies in their aura would have a chance to make a last stand and root the enemies in place
- Shadows with at least 2 enemies in their aura would have a chance to stealth and/or root enemies in place
- Healers with at least 2 enemies in their aura would have a chance to charm an enemy to either move away 1 tile or make them fall asleep for 1 turn.
- Rangers with at least 2 enemies in their aura would have a chance to root enemies in place or become trigger happy and have a chance to knockback enemies 1 tile away.
While I personally like this suggestion, this means that the aura is only applicable to 4* and above heroes.
Why don't we just make it something like this <x> chance to cause <effect> per enemy in aura? Simpler and makes it available to 3* heroes too!
Most players are keen to just straight rush level up their heroes to 4* or above.  3* and below heroes are commonly used as fodder.  But that 1 enemy in aura triggers a passive might be better just to accommodate all heroes just in case a strong 3* comes out and someone out there wants to do a fun squad.  :D  

Re: [Developer Post] Active and Passive Skill Suggestion

Posted: Tue Nov 15, 2016 12:20 pm
by Razk
Aura 1: VIP
- Every ally in the aura has a xx% chance to take damage in place of this unit.
(Could work well on a dps class just like how hard carry work)

Aura 2: Loan Shark
- Increase gold drop amount by xx% for each ally in the aura.
(Put this on 3*/4* unit to increase their values and see more usage of 3*/4*)

Aura 3: Plunderer
- Increase item drop rate by xx% for each ally in the aura.
(Put this on 3*/4* unit to increase their values and see more usage of 3*/4*)

Aura 4: I will never let you go.
- Give every ally in the aura xx% chance to resist displacement/swap skill.
- Increase HP of everyone in the aura by xx% of this hero's HP.
(There is no counter to displacement/swap skill atm, this could be one.)

Active 1: Divine protection
- Heal party for xx% of hero's magic.
- Shields party, gaining status immunity shield for 3 turns.
(Another handy skill for a 5* healer)

Active 2: Daylight roberry
- Deal damage equal to xx% of hero's CRIT
- Gain gold equal to xx% of damage dealt
(Put this on 3*/4* unit to increase their values and see more usage of 3*/4*)

Active 3: Spirit guidance
- Heals Party for 30% of Hero's MAG for 3 turns.
- Grants party all stats increase by 10% of hero's MAG for 3 turns.