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:
- Immune Sleep or Stun
- When allies in aura are afflicted with any negative status (poison, etc), Hero gains additional turn. (Very useful for healers.)
- Boost the skill damage of hero and each ally in aura by "x" for each ally in aura.
- 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!