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sweetamy
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Re: [Developer Post] Active and Passive Skill Suggestion

Wed Nov 16, 2016 9:47 am



Player ID: fxsgdk

Before that, i'll introduce some new Status Effect.


'Cursed' : When target used skills Deal xx% damage to it. (may add Status Effect to target if used by Boss Monster or something in Legendary Mode.)
'Bleeding' : When target Attack or Move, Deal xxxx damage to it. (can take indefinitely times in 1 turn, This will counter Trigger team so hard.)
'Nightmare' : Same as sleep effect, but target takes xxx% more damage when waking by attacks.

Skills/Aura

Shadow Class

(Skill)Deep Wicked : Always Critical, Stealth this Hero's and add Bleeding attacks for x Turns. each time Enemy damaged by this Hero's will cause 'Bleed' to targets for x Turns.
(Aura)Smoke Bomb : When others in Aura gets Defeated, Everyone in aura Stealth for x Turns.
(Aura)Death Breath : When Hero attacks, there is xx% chance to Trigger others in aura to Bleed enemies with xx% less health with xx% of their ATK for x Turns.

Archer Class

(Skill)Purify Arrow : Deals damage equal to xx% each buff that target have, Then removes it all.
(Aura)Hunting Experience : Everyone in aura Deals xx% more damage to Stun/Root/Sleep targets.
(Aura)Backup Plan : When others in Aura using Skill, decrease it's Cooldown by 2 Turns. But not less than 4.

Healer Class

(Skill)Mirror of Lies : Chose an Enemy, Disable their Aura for x Turns. Heal Party for XX% of Hero's MAG for x Turns
(Aura)Dream Catcher : When others in Aura gets defeated, Restore xx% HP and set both Hero 'Nightmare' for x Turns.(Can active once per wave)
(Aura)Corspe Explode : When others in Aura defeats an Enemy, Explode it 3x3 and deal xx% of target HP.

Guardian Class

(Skill)Defensive Ground : Immobilize and Decrease xx% DEF of This Hero's for x Turns, Reduce xx% Damage to All allies in 3x3 Area for x Turns. Unit Moves,Attack will cancel the Effects.
(Aura)Protector's Will : When others in Aura takes damage while below xx% Health, Taunt a random Enemy.
(Aura)Light's Out : Everyone in Aura get's xx% Resistant to Negative Effect. When others in Aura gets defeated, permanently Incresase xxx ATK to this Hero's.

Mystic Class

(Skill)Dead Haunt : Chose an Enemy, Cursed it for x Turns and Create Immune Dead Spirit in front of them. Dead Spirit can moves freely and have '+' Aura that Decrese enemy ATK,DEF,MAG by xx% of Hero's MAG
(Aura)Witches Wish : When others in Aura using Skills, Random Status Effect to 1 Enemy for x Turns.
(Aura)Alchemist Load : Everyone in Aura gets xx% more Item Effective(Potion,Root,Egg) and x% ATK&DEF for each item used for x Turns, Stacking up 5 Times. 

Champion Class

(Skill)Earth Shatter : Chose an Enemy, Deals xxx% Damage and spread target Status Effect in '+' Area.
(Aura)Furious Execution : When others in Aura attacks Enemy below xx% Health, Trigger This Hero's to deal xxx% damage to target.
(Aura)Charge Forward : Everyone in Aura Move Forward when This Hero's kills 2 or more Enemy in one strike.


And i've some new idea about Mystic skills that may make them more great and Useful Class.

Old Mystic Skills
-they do low Normal Attacks, useless...waiting for 6-7 turns long for skill that's not worth it.

Kiera Elementalist
Cooldown 7 Turns :
Deals magic damage to 155% of Hero's MAG to Enemy.
Burns ground for 2 turn(s),dealing magic damage equal to 35% of Hero's MAG to anyone on it.

Kiera Rune Magus
Cooldown 6 Turns :
Knockbacks All enemies,pushing affected back 1 tile away from caster.
Summons Wall with HP equal to 300% of Hero's MAG for 3 turn(s)
Deals magic damage equal to 80% of Hero's MAG to All enemies.

New Mystic Skills
-Three step charges skill cooldown, make them more useful and good at many situation.

Kiera Elementalist
Cooldown 3 Turns : 
Deals magic damage to 90% of Hero's MAG to Enemy.
Cooldown 5 Turns :
Deals magic damage to 135% of Hero's MAG to Enemy.
Cooldown 7 Turns :
Deals magic damage to 155% of Hero's MAG to Enemy.
Burns ground for 2 turn(s),dealing magic damage equal to 35% of Hero's MAG to anyone on it.

Kiera Rune Magus
Cooldown 2 Turns :
Deals magic damage equal to 50% of Hero's MAG to All enemies.
Cooldown 4 Turns :
Knockbacks All enemies,pushing affected back 1 tile away from caster.
Deals magic damage equal to 80% of Hero's MAG to All enemies.
Cooldown 6 Turns :
Knockbacks All enemies,pushing affected back 1 tile away from caster.
Summons Wall with HP equal to 300% of Hero's MAG for 3 turn(s)
Deals magic damage equal to 80% of Hero's MAG to All enemies.


at last, i have many and more Idea/Fun strategies for VF. hire me.
i want to be part of your great team and great game!
Last edited by sweetamy on Tue Nov 29, 2016 12:08 pm, edited 1 time in total.
 
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Nightingale
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Re: [Developer Post] Active and Passive Skill Suggestion

Wed Nov 16, 2016 10:24 am


New Mystic Skills
-Three step charges skill cooldown, make them more useful and good at many situation.

Kiera Elementalist
Cooldown 3 Turns : 
Deals magic damage to 90% of Hero's MAG to Enemy.
Cooldown 5 Turns :
Deals magic damage to 135% of Hero's MAG to Enemy.
Cooldown 7 Turns :
Deals magic damage to 155% of Hero's MAG to Enemy.
Burns ground for 2 turn(s),dealing magic damage equal to 35% of Hero's MAG to anyone on it.

Kiera Rune Magus
Cooldown 2 Turns :
Deals magic damage equal to 50% of Hero's MAG to All enemies.
Cooldown 4 Turns :
Knockbacks All enemies,pushing affected back 1 tile away from caster.
Deals magic damage equal to 80% of Hero's MAG to All enemies.
Cooldown 6 Turns :
Knockbacks All enemies,pushing affected back 1 tile away from caster.
Summons Wall with HP equal to 300% of Hero's MAG for 3 turn(s)
Deals magic damage equal to 80% of Hero's MAG to All enemies.
I love this idea of skills that grow in damage and effect as turns go by. The Developers should definitely consider this!
 
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Klifter
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Re: [Developer Post] Active and Passive Skill Suggestion

Wed Nov 16, 2016 2:52 pm


New Mystic Skills
-Three step charges skill cooldown, make them more useful and good at many situation.

Kiera Elementalist
Cooldown 3 Turns : 
Deals magic damage to 90% of Hero's MAG to Enemy.
Cooldown 5 Turns :
Deals magic damage to 135% of Hero's MAG to Enemy.
Cooldown 7 Turns :
Deals magic damage to 155% of Hero's MAG to Enemy.
Burns ground for 2 turn(s),dealing magic damage equal to 35% of Hero's MAG to anyone on it.

Kiera Rune Magus
Cooldown 2 Turns :
Deals magic damage equal to 50% of Hero's MAG to All enemies.
Cooldown 4 Turns :
Knockbacks All enemies,pushing affected back 1 tile away from caster.
Deals magic damage equal to 80% of Hero's MAG to All enemies.
Cooldown 6 Turns :
Knockbacks All enemies,pushing affected back 1 tile away from caster.
Summons Wall with HP equal to 300% of Hero's MAG for 3 turn(s)
Deals magic damage equal to 80% of Hero's MAG to All enemies.


at last, i have many and more Idea/Fun strategies for VF. hire me.
i want to be part of your great team and great game!
Indeed a good concept but I would say balanced it abit. Not that i dont agree, the concept can do better.

For elemantalist. Lower the % damage to like 70% at 3turn cd instead of 90%. If not, people will just spam the 3 turn cd because of the advantage of doing more damage than the 7cd in a shorter amout of turn. Enemies can always move away from the burn plot and 5turn cd does 115% damage instead of 135%.

For rune magus. The knockback should comes last in 6 turn cd and the wall will comes 1st at 4 turn cd with lower health of 200% or lower.

Same reason, people will just spam the 4turn cd to get the knockback n damage. There is no need for wall when u can always knockback all enemies on every reset turn and snipe them from afar with ranged heroes.

Your last paragraph..well......goodluck i guess.
 
sweetamy
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Re: [Developer Post] Active and Passive Skill Suggestion

Wed Nov 16, 2016 7:39 pm

About balance, yes..there need to adjust a bit. all up to Dev.

And i really enjoy this game, but there's much i say WTF! to their Hero's Skills that most the same way.

like :
oh damn...Poison again!? (in first im laughing so hard when Kai samurai use Poison LOL; that's the way of Assassin dude. good they changed it)
ah crap, i don't need Standard Heroes..i can make Valiants team that most powerfull in the game...they're the same skill but Valiants better(except Freya berserker LOL)
I see, Arena Hero looks cool! anddd...WTF! all of them just copy a Standard and Valiant pool skills...Stealth/Heal/NukewithFire, NO WAY I'M TRADING MY PRECIOUS ARENA BLOOD TO THIS!
oh Wow, New Event Hero's... Winry she's cute. Well, another Sleep and Stun skills. (be4 that is Aaria.. also copy of Guardian pool)

time passed today, i always expect the really 'New Skills' in this game. (I know Dev need 5* Standard Hero to be useful by copy Skills from Valiant, all because small pool Hero's)

and when i see this post, i really happy to create new StatusEffecet&Skills&Aura...just for In-Game item this time. or it's free if they didn't use it.
but no more if i don't get what it's worth my time to do so.


PS.The last things this game surprise me is Event Combat that's not on the same way. keep it up.
 
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MoonEdge
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Re: [Developer Post] Active and Passive Skill Suggestion

Thu Nov 17, 2016 6:59 pm



Before that, i'll introduce some new Status Effect.


'Cursed' : When target used skills Deal xx% damage to it. (may add Status Effect to target if used by Boss Monster or something in Legendary Mode.) - A bit lost here. Is this supposed to mean damage based on skills? or just plain % HP damage? eg, legendary boss has  100,000HP, using skill with 5000 atk. Let's say cursed deals 10%. Does that mean boss gets 10,000 damage or damage based on 500 atk power?
'Bleeding' : When target Attack or Move, Deal xxxx damage to it. (can take indefinitely times in 1 turn, This will counter Trigger team so hard.) - I like this, really like this. This is like the skill specially designed for shadow-rogue classes!
'Nightmare' : Same as sleep effect, but target takes xxx% more damage when waking by attacks.- More damage when hit awake by atks, so its good to time champions/archers for that waking hit ^^

Skills/Aura

Shadow Class

(Skill)Deep Wicked : Always Critical, Stealth this Hero's and add Bleeding attacks for x Turns. each time Enemy damaged by this Hero's will cause 'Bleed' to targets for x Turns. - IMO, this makes the shadow class TOO OP for current build. Maybe something to consider when the game moves forward.
(Aura)Smoke Bomb : When others in Aura gets Defeated, Everyone in aura Stealth for x Turns. - If it includes the hero, then it will be useful. Otherwise, effect is limited.
(Aura)Death Breath : When Hero attacks, there is xx% chance to Trigger others in aura to Bleed enemies with xx% less health with xx% of their ATK for x Turns. - Nice!

Archer Class

(Skill)Purify Arrow : Deals damage equal to xx% each buff that target have, Then removes it all. - Skill buff ok, but aura buff? I would suggest to removing the buff just until end of turn, but arena...
(Aura)Hunting Experience : Everyone in aura Deals xx% more damage to Stun/Root/Sleep targets. - Too OP. If it has a % chance, then it should be fine.
(Aura)Backup Plan : When others in Aura using Skill, decrease it's Cooldown by 2 Turns. But not less than 4. - Useful for mystic classes.

Healer Class

(Skill)Mirror of Lies : Chose an Enemy, Disable their Aura for x Turns. Heal Party for XX% of Hero's MAG for x Turns - This is gonna be good in the arena :)
(Aura)Dream Catcher : When others in Aura gets defeated, Restore xx% HP and set both Hero 'Nightmare' for x Turns.(Can active once per wave) - Not useful imo
(Aura)Corspe Explode : When others in Aura defeats an Enemy, Explode it 3x3 and deal xx% of target HP. - Tough to use well.

Guardian Class

(Skill)Defensive Ground : Immobilize and Decrease xx% DEF of This Hero's for x Turns, Reduce xx% Damage to All allies in 3x3 Area for x Turns. Unit Moves,Attack will cancel the Effects. - Tank to Fortress. Good idea, but for those running on auto...
(Aura)Protector's Will : When others in Aura takes damage while below xx% Health, Taunt a random Enemy. - This is a very good and useful skill for a guardian class. Seconded!
(Aura)Light's Out : Everyone in Aura get's xx% Resistant to Negative Effect. When others in Aura gets defeated, permanently Incresase xxx ATK to this Hero's. - This looks like some sort of last will... Though, I would suggest not permanently, but something like until hero kills an enemy or maybe x turns... Otherwise, a 'sacrifice' team build might result... and valiant force is a strategy game, not a sacrifice game  :mrgreen:

Mystic Class

(Skill)Dead Haunt : Chose an Enemy, Cursed it for x Turns and Create Immune Dead Spirit in front of them. Dead Spirit can moves freely and have '+' Aura that Decrese enemy ATK,DEF,MAG by xx% of Hero's MAG - New class, Necromancer!
(Aura)Witches Wish : When others in Aura using Skills, Random Status Effect to 1 Enemy for x Turns. - I would suggest both negative and positive status effects, just because.
(Aura)Alchemist Load : Everyone in Aura gets xx% more Item Effective(Potion,Root,Egg) and x% ATK&DEF for each item used for x Turns, Stacking up 5 Times. - Very very nice! Now all those 1*, 2*, 3* consummables would be more useful!

Champion Class

(Skill)Earth Shatter : Chose an Enemy, Deals xxx% Damage and spread target Status Effect in '+' Area. - ok, i guess. Just that given the other skills, this sounds rather underwhelming.
(Aura)Furious Execution : When others in Aura attacks Enemy below xx% Health, Trigger This Hero's to deal xxx% damage to target. - I suggest not using this skill, because it might end up champions next to ranged units killing enemies from far away. Maybe force a stun, or even better, a pull!
(Aura)Charge Forward : Everyone in Aura Move Forward when This Hero's kills 2 or more Enemy in one strike. - OMG, its a cavalry charge!


And i've some new idea about Mystic skills that may make them more great and Useful Class.

Old Mystic Skills
-they do low Normal Attacks, useless...waiting for 6-7 turns long for skill that's not worth it.

Kiera Elementalist
Cooldown 7 Turns :
Deals magic damage to 155% of Hero's MAG to Enemy.
Burns ground for 2 turn(s),dealing magic damage equal to 35% of Hero's MAG to anyone on it.

Kiera Rune Magus
Cooldown 6 Turns :
Knockbacks All enemies,pushing affected back 1 tile away from caster.
Summons Wall with HP equal to 300% of Hero's MAG for 3 turn(s)
Deals magic damage equal to 80% of Hero's MAG to All enemies.

New Mystic Skills
-Three step charges skill cooldown, make them more useful and good at many situation. - Let me get this straight, skills become more powerful with higher level charges? Maybe should make them kill charges (limited to mystic last hit) instead of turn charges

Kiera Elementalist
Cooldown 3 Turns : 
Deals magic damage to 90% of Hero's MAG to Enemy.
Cooldown 5 Turns :
Deals magic damage to 135% of Hero's MAG to Enemy.
Cooldown 7 Turns :
Deals magic damage to 155% of Hero's MAG to Enemy. - 90% x 2 = 180% Potentially, why should anyone wait for 7 turns when there is no bonus?
Burns ground for 2 turn(s),dealing magic damage equal to 35% of Hero's MAG to anyone on it.

Kiera Rune Magus
Cooldown 2 Turns :
Deals magic damage equal to 50% of Hero's MAG to All enemies.
Cooldown 4 Turns :
Knockbacks All enemies,pushing affected back 1 tile away from caster.
Deals magic damage equal to 80% of Hero's MAG to All enemies.
Cooldown 6 Turns :
Knockbacks All enemies,pushing affected back 1 tile away from caster.
Summons Wall with HP equal to 300% of Hero's MAG for 3 turn(s) - Wall is currently only really useful in the arena, so the 4 turn version would likely be used.
Deals magic damage equal to 80% of Hero's MAG to All enemies.


at last, i have many and more Idea/Fun strategies for VF. hire me.
i want to be part of your great team and great game!
You've got some good suggestions, but for some of them... I've added my comments in red above. Just my 2 cents ^^
 
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MoonEdge
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Re: [Developer Post] Active and Passive Skill Suggestion

Thu Nov 17, 2016 7:52 pm

After the lengthy comment post, here are some suggestions for active skills

Archer active skill: Piercing shot - All those in my path... Shall be blown away!
Hero shoots in 1 direction, damaging all enemies in the arrow's path. (Damage should range from 150% to 80%)
This will make positioning of the archer VERY important.

Archer active skill: Restock my Quiver/Quiver of Arrows - You should fear an Archer
For <x> turns, archer can attack twice. (number of turns should be at least 2 or 3, because the turn the archer uses the skill is a turn wasted not attacking.)
Now fear the critical! But please note that the skill should not allow the archer to move twice, only attack twice.

Shadow active skill: Shadow skill - Fear the shadows
For <x> turns, subsequent chain attacks gain <y> multiplier. (number of turns should be at least 2 or 3, because the turn the shadow uses the skill is a turn wasted not attacking.)
Increases chain damage. Might be fun to just increase damage after the chain starts, eg, from 100% -> 80% -> 60% -> 40% to 100% -> 110% -> 120% -130%.

Shadow active skill: Assassination target - Target sighted
Deal damage based on <x>% of attack> to target. For 2 turns (this turn inclusive), target will receive additional <y>% of any damage received.
Time to kill bosses easily.

Healer active skill: Light of Life - Always return... to the Light that surrounds us.
Protects 1 hero from death for <x> turns. If hero is slain when Light of Life is active, hero comes back to life at full health, all debuffs removed.
Hehe, first revive skill suggested?

Healer active skill: Avenging Light - All I have left... is LIGHT!
Deals <x>% damage to every enemy for each ally dead.
Possible game changer move, so I'd maybe set it to 15% per ally dead, which makes it 60% at max. Game changing if played well, but unlikely for anyone to achieve instant victory with this most of the time. Deals damaged based on % of enemy's HP. Maybe bosses should be immune to this skill.

Guardian active skill: The Final Pillar - I am the final pillar... I shall not FALL!
Deals 99% damage to self. Taunts all enemies for 5 turns, and hero gains extreme defence and resistance.
Essentially, a final solution sort of thing, where the guardian tanks EVERYTHING for 5 turns, becomes immune to status effects, and all damage received is set to 1. AoEs will still damage other units, so...

Guardian active skill: The Stalwart Guard - No more. NO MORE! None shall fall while I still live!
Hero absorbs all damage received by allies for 2 turns.
Unlike taunting all enemies, where AoE can still affect your allies, this skill is designed to redivert all damage to the guardian for 2 turns. Doesn't add defence or anything, so its much weaker than lucille's invincibility shield, and if the hero dies, the effect is lost early. Still, given a guardian's normal tanking power, 

Champion active skill: Blood Cull - I shall become the root of all evil... to protect all that is good!
Instantly slays an enemy and adds their attack to hero's attack for 2 turns.
Bosses should be immune to this. Picking choices wisely will make this skill scary, but leaving it on auto... hehe.

Champion active skill: Striking Spear - Who needs luck... when you have skill?
Jump type skill that powers all enemy parameters by 50% in a + shape for 2 turns.
Sorry, I stole this from Fate Stay Night's Cú Chulainn... Still, lowering enemy parameters for 2 turns makes it easier to survive, but no guarantees.

Mystic active skill: Unmake Reality - You know, reality is such a fragile thing...
Damage all enemies by 50% of the hero's magic, and randomly arranges the board. All units (including enemy, except skill user) are unable to act for 1 turn
This is really depending on luck. Maybe you'll get an easy kill swapping out a backline archer or mystic, or you've just sent your squishiest archer deep into enemy lines... alone! Bosses need to be immune to the 1 turn no action.

Mystic active skill: Grand Magic - I'll show you the true might of Magic!
Damage all enemies by <x>% of the hero's magic, and receives <y>% damage for <z> turns. Party gains <a>% of damage as health (including the y% for the z turns)
This turns the traditional mystic into a pseudo healer, but probably will need some tweaking so that the skill is not too OP or too useless.
 
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Jenoss
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Re: [Developer Post] Active and Passive Skill Suggestion

Fri Nov 18, 2016 5:03 pm

Player id: Jenoss

Many people see 3-4 stars units only like fodders, but i think is really a shame to not make more usefull this units in a way that people could be happy even if they make a gatcha and don't find a "possible become 5 star unit" even because devs has work a lot even to make this units that may seems usless to many.
I know that in the future some 3-4 stars units may seems upgrade, but i think that it should be nice to see support heroes stay 3-4* but with really unique abilities.

Dev could change them skill and aura in a way to make them really usefull.
We know already that 5 star units have stronger stats, and skills, then why don't make 3-4 star units more like "support" team companions?

I make some example:
3 star unit.
Bad stats, but her passive make drop double money if the hero on her aura kill 50% of the enemy or more.
It could seems op, but in the end you have to make her survive until the end to make her skill work, and it's not a easy work [img=15x17]images/smilies/icon_e_biggrin.gif[/img]

3 star unit.
if the hero kill the last enemy of the fight he have 70% to grab best item of the quest.


4 star unit
Passive aura make take double experience to the hero on near her if the units survive until the end of the fight.

The tactics possibilities in this game are endless, then why don't put more idea on the overall structure of the game?
I know that all Units have a job/work and that it could be strange to see a thief make double money their team on the end of the fight or a mage make double experience, but in my opinion it could be really cool.


Other than that, nice aura and skill ideas could be:


Healer

skills:

"Stay with me"
1 heal and immune for 1 turn 3 heroes in a row (vertical or horizontal) 

"Healing Turnabout"
1 heal buff a hero, next turn it will buff and heal next hero near him with lesser life % (if there is a near hero next to him) it will last for 3 turns

Tank
skills/aura:

"Step on my corpose FIRST!!"
receive the 100% damage that the team would take on this turn, retailate the 30% of the damage back to the enemy

"Rise your shield!"
The 50% of the tank stat armor will be given to all the heroes alive in battle for 3 turns, but he will half the armor.


Trinckster class:
(new class based on luck bet) skill:

"Face my luck"
150% damage skill based on crit stat , if the last number of the skill damage is odd it will make 35% more damage if its even it will make 20% less instead

Ninja
class skill:

"Demoting advantage"
Debuff 1 row (vertical or orizontal) damage. this units will make 70% less damage for 2 turns but will has 30% more armor.

Ninja
class skill:

"I will has my vengeance"
Put a death mark for 2 turns on a target, if this target will be killed when it has the death mark it will explode making an aoe damage to all the near units (aura near units).
The damage made to the near units will be the 80% of total damage that the units has received from the death mark till his death.

Ninja
class Aura:
Caltrop: every enemy on the near ninja aura will be stuck for 2 turns in this position and will have bleeding effect

Put bleeding status in the game, it will work in this way:
Damage output based on crit %, if unit that bleed is not healed, damage received at the end of everyturn will be doubled
Last edited by Jenoss on Mon Nov 28, 2016 7:22 pm, edited 4 times in total.
 
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wongkarhang
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Re: [Developer Post] Active and Passive Skill Suggestion

Mon Nov 28, 2016 1:23 pm

More element Skill add!! 
(all data and figure can adjust) ("X" can be replace by any figure)
Fire
Flame Burst(active, target enemy): deals magic damage equal to x% of hero's mag to enemy
                                                        :deal damage for 1 turn, after one turn, if there is any enemies around the effected enemy, flame burst effect will pass to others(if there is 1hero on left and 1hero on right. both will affected by the spread fire at next round) (if there is no hero around , spread fire will disable)
Flame Guard(aura/active/ target self or ally): deal damage to the enemies nearby the hero or ally (up,down,left,right),
                                                              :shields this hero or ally, reducing magic damage/physical damage/ all damage taken by X% for x turn
Fire rope(active, target enemy): enemy can't move and take damage x turn.
Meteor shower(full map, channeled):{drop x meteor in 6x3 battle field or 7x3 battle field for x round(no ally hero will be damaged by the mateor, meteor may hit an empty space but not repeat the same place)(6x3=18 space, ally hero take 5space, so the meteor may hit the rest of 13space. if only 1ally stand, so the meteor hit the rest of 17space)}
Will-o'-the-wisp/ ghost fire(active,full map): {release x will-o'-the-wisp(in a form of fire ball), the fire ball attack the nearest x enemies, if there is only one enemy, all fire ball will attack the same enemy and the damage can count as 1st ball 100% second 80% third 60% = total 240%damage. and each fire ball will 100% cause 1stack of burns.  }
flame sword: deal magic damage equal to x% of hero atk to enemy
                   : increase atk of hero by x% of hero mag
                   : when hero atk, there is 100% to burns enemy
Burns(effect,active or passive, target enemy)(all fire skill may cause burns)  : burns object will damaged x round  and burns can be Stack(up to x stack)
burns(aura):attack of everyone in aura have x% to burns an enemy.
Severe burns(effect): after x stack of burns, burns will become Severe burns, Severe burns' hero take damaged x round and also reduce armor for x% / certain amount.

electricity
Lighting
chain lightning(active):deal magic damage equal to x% of mag to enemy 
{release a bolt of electricity that leaps x time(if there is only 2 enemies, one of the enemy can be effected twice), enemies have more % to paralysis if damaged by chain lighting more than one time.}
Ball lightning(active, direction): deal magic damage equal to x% of mag to enemy(es)
hero release one ball lightning in front of him, the ball lightning will move forward 1tile every turn, enemy who touch the ball lightning will get damaged(ball lightning stop if the ball lightning touch ally or move out from the field or hit on the wall)
(enemy who touch ball lightning more than 1time will 100% paralysis>> 1st round , ball lightning touch A; secound round, ball lightning move forward, an ally knockback A to touch lightning ball again, so paralysis happen )
lightning web (active): deal magic damage equal to x% of hero mag to enemy
                                         : create a lightning web for xturn, paralysis all enemies stand inside the lightning web.  
lightning field (aura) :when hero gets hit, there is X chance to
                                        :trigger other in aura to release shocking bolt to nearby enemy and deal mag damage
                                       :trigger other in aura to paralysis an enemy for x turn 
paralysis(effect,all lighting skill may cause paralysis):if the target effected by paralysis, he can decide to move or defend, if the target take action like move, attack, cast skill, the effected target take damage because of the paralysis. (that mean, no action than nothing will happen)(if target effect by paralysis, remove stun, poison, sleep effect)

Water/ ice
(water/ice)Ice rain(active,channeled, full map): deals magic damage equal to x% of hero mag to enemy every turn (can be stop by sleep/ stun/ knockbacks and so on)(If effected by paralysis, damaged the caster every round)
(water)Hydro Pump(target 1 enemy or all enemy): knockbacks enemies (if the enemy can't be knockback, stun the enemy for x round,For example, the enemies at the last row will stunned because of can't knockback)
                                                                               : deals magic damage equal to x% of hero mag to enemy
(ice)Ice Spear (target enemies): Shot xx ice spear to random enemies(example,1spear deal 80% damage shot 5spear to enemies, 5spear may hit the same enemy, so that enemy take 400%damage in 1shot ) deal xx% damage
ice arrow(aura)ice: when hero lands a critical attack, there is x%chance to:
                                                             trigger others in aura to freeze an enemy.
Sheer Cold(active)ice: freeze all the enemy by x round
Frostbite(active)ice: reduce enemy attack by x%
                            : deals magic damage equal to x% of hero mag to enemy                                        
holy rain(active)water: ·heal party by xx%
                                    ·wet all enemies
                                    ·remove all (bad)fire effect(spread fire) from ally and remove all (good)fire effect(fire shield) from enemies 
Wet(effect, all water skill can cause wet): ·lighting skill damage increase by 150%, 
                                                                  ·fire skill damage reduce to 50%, 
                                                                   ·other element of skill damage increase to 120%
freeze(effect,active, target enemies, all ice skill can cause freeze) : freeze target x round and take magic damage, during freeze, Physical damage taken reduce by xx%, but magic damage increase x%

HOLLY
sacrifice(active)     : deal magic damage equal to 100% of hero's mag to enemy
                                  : sacrifice x% of hp, deal magic damage equal to the same amount of sacrifice hp to enemy
TRUE Purification(active):heal this hero and ally for X% of hero mag
                                  :damages all nearby enemies units
Call (active)               :teleport an ally to empty tile in front of caster.
                                  :shields ally, reducing all damage taken by x% for x turn(s).
                                  :increase atk of ally by X% of caster mag's for x turn(s).
Scale (active)                   : deal magic damage equal to the  difference between the affected hero's mag and caster's mag  + 1000 magic damage  
                                :the lower mag's hero silents for x turn. (can be caster or enemy)
god bless (active)     : shield hero or ally for x turn
                             : shielded hero can't be target by enemy normal atk or skill
                              : heal hero or ally x% for x turn
Reflect(active)          : return all damage and bad effect  to enemy
time lapse  (active): heal party for x% 
                                   : decrease party skill cool down by x
Optical camouflage(active) :hide party for x turn, (all ally invisible for x turn)  

Darkness
Wormhole(active) : teleport an ally or enemy to a selected empty tile 
               :shields ally, reducing all damage taken by x% for x turn(s).
               :deal magic damage of x% of hero mag to enemy
black hole (active): pull all enemy forward to the caster
                 : deal magic damage of x% of hero mag to enemy
void  (active)  : deal magic damage of x% of hero mag/agi/str to enemy
                   : confuse enemy for x turn 
sinner(aura)::persistent /for each ally in aura
                        :bear 50% of damage deal to everyone in aura
                        : for each ally in aura, increase this hero's hp by x% of this hero def
hex (active)    : Transforms an enemy unit into a Creature(same hp, 1armo, same mag, 0atk )
Hidden dangers(active):enemy ignore all damage in x turn, after few turn, deal damage equal to all damage enemy ignore multiply by 150%  
drain(aura)   : persistent
                      :allow everyone in aura to  heal himself for a percentage of enemy current health.

*confuse(effect/aura/active): hero will random action,(cast skill on random unit, attack random unit, move to random tile)(hero may attack ally, heal enemy, cast damage skill to ally and so on)

Aura
evasion(aura)::when hero in aura gets hit, there is X chance to
                       :trigger other in aura to dodge the atk
charge(aura):persistent
                           : increase atk of everyone in aura by 150~200% of hero critical if ally take defend last turn.
steal(aura)      : for everyone in aura 
                      : get extra gold equal to x% of hero critical/atk/hp/def
                      : xx% drop item
disable(aura)   : when hero atk, there is x chance to 
                      : trigger other in aura to attack with xx% of their atk
                      : disable enemy Equipment /accessories/ weapon effect for x turn
assault(aura)(only for melee): when hero atk, there is x chance to
                      : trigger other in aura to knockback an enemy
                     : trigger other to move to the tile where the enemy knockback of
                     : after knockback stun enemy for 1 turn
concentrate(aura): for everyone in aura
                            : For each empty aura, increase hero critical by 8% of this hero crit
                            : if there is no unit in aura(both ally and enemy), no damage reduce if the selected enemy at the back row.
 Accurate(aura): for everyone in aura
                             : For each empty aura, increase hero critical by 8% of this hero crit
                             : never miss the atk if there is no unit in aura(both ally and enemy)
                             :do normal damage even enemy is shielding 
penetrate(aura) :when hero atk, there is x chance to 
                           : trigger other hero to decrease enemy defend by X %
wake(aura)    : when hero get hit,there is a x% chance to
                           : refreshers turn of everyone in aura
battle hungry(aura): if hero defeats an enemy, there is x% to 
                               : increase all status (hp atk def cti mag) by x% of defeated enemy status(hp atk def cri mag) for x turn . (status can be stack)
weak aura(aura) : persistent, enemy hero in aura
                           : decrease enemy atk, def , mag by x% of hero's mag
death pulse(aura): persistent, enemy hero in aura
                            : deal damage to enemy by x% of hero's mag
                            :heal hero by the damage deal to enemy.
time reiver(aura)          :if hero defeats an enemy, there isX% to
                           :decrease hero skill cooldown
weapon Failure/ armor failure/ and so on:  persistent, enemy hero in aura
    (aura)                                                   : banish the effect of enemy weapon/ armor/ and so on (lose the weapon status bonus but set bonus remain)

                           


                           
 
User avatar
Ryozanki
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Posts: 369
Joined: Tue Aug 23, 2016 5:07 pm

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

Mon Nov 28, 2016 6:50 pm

Edited the first post's content and the topic title. 

Start suggesting now!
 
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Celty
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Posts: 210
Joined: Wed Oct 12, 2016 9:29 pm

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

Mon Nov 28, 2016 8:05 pm

Let me try! Not very creative but here goes~
-----------------------
Player ID
pub5bh

Number 1
Playable job
Chaos Knight
Active skill
Reality Warp (4 turns)
  • - Taunts Enemy, forcing affected to target Hero for 2 turn(s). (Does not work in Arena)
    - Swaps position between Hero and Enemy.
    - Deals magic damage equal to 100% of Hero's DEF to Enemy.
Passive skill (aura)
Overwhelming Odds
  • For each enemy in aura:
    For each enemy in aura, increase this Hero's ATK and DEF by 10% of this Hero's DEF.
Number 2
Playable Job
Spirit Walker
Active skill
Banish (6 turns)
  • - Heals Party for 500 HP.
    - Temporarily removes Enemy (1x1) from battle for 2 turn(s).
    - Heals Party for 30% (50% maxed) of Hero's MAG for 2 turn(s).
Passive skill (aura)
Disarm
  • When Others in Aura gets Healed, there is a 30% chance to trigger:
    - Trigger this Hero to attack with 70% of their ATK
    - Trigger this Hero to Disarm (stop them from using normal attacks but skills are still usable) an enemy for 1 turn(s).
Number 3
Playable Job
Warlock
Active skill
Corruption (7 turns)
  • - Deals magic damage equal to 120% (140% maxed) of MAG to Enemy (6x6) and heals for 150% of damage dealt.
    - Decrease all enemies' maximum HP by 20% (non-fatal) for 2 turns.
Passive skill (aura)
Poison Touch
  • When Others in Aura attack, there is a 40% chance to:
    - Trigger this Hero to inflict 55% of this Hero's MAG as poison damage for 2 turns.
Last edited by Celty on Sat Dec 10, 2016 9:13 pm, edited 1 time in total.
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