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Element system My way of seen it


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#1 zirothos

zirothos

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Posted 03 February 2018 - 03:55 PM

Element system. Change

I was look and look for a way to balance the element system. But every time I check how the element works at the moment. And With a possible level cap rise and how point work. The more lv above 85 and the more this current system would be unbalance and not unique in how point is place.

One Solution I think off is to put the Element in to a Level system and skill tree.

 

Each lv would Give 1 point or 2 or whatever you want it to be like. And you would select between 4 skill trees. One for each element.

After make the Defense and offence skill  Passive of course.

And the more point you would put in to a element the more useful the effect it would become.

Since we say the element de-buff it could be directly implant in to this skill tree and balance at the same time.

Nature

 Offensive option :  

  • Stone a target ( can’t do any action but have a (damage reduction effect while in stone ( yes take less damage from other element while in this form  except nature damage since the skin is harder)
  •  Root a target  (Lower drastically MS for a short period of time
  •  add Element damage  
  • Offensive Poison ( damage over time in % damage) and lower evade
  • Life Drain

 

Defensive option

  • Reduce incoming damage.
  • Give armor  
  • % chance of Blocking a incoming blow (not a full skill but damage ( if a skill do 7 it the % of block work on every possible hit not a block on block all) (super low)
  • Slow Target after been hit
  • Recover HP/MP after a hit
  • Defense Poison ( Lower as/ms stat/aim for short period of time)
  • element Resistance ( same for all element defense skill tree Give a fix number of element defense like EX : nature / ice  XX point  and on a other element resistance square add other element and make some few like that.  

 

 

 

EX : Nature : skill 1. Cost 1 * Give XX elemental Nature damage.

Skill 2/ 3 possible option / COST 2point  / Give Piercing defense and add poison Lower HP target 0.5% exp per sec for 3 sec.

Skill 2 option 2 / Cost 2 : Stone Guard or skin XX% of activate/ after Taking a damage  / Block XX % income damage

Skill 3 option 2 / improve Stone guard or skin / More chance to activate stone guard and better incoming damage and add hard skin for  XX sec  ( hard skin Rise defense XX point)

And so on. Only passive skill base on how a element could act.

 

Nature more Tanky and but every element would have a defensive mode skill tree possible or offensive. For nature.  You could add ROOT effect / poison / Drain effect stuff like that

Fire

 offensive option

  • Burn ( XX% HP damage during short amount of time) (Lower Evade while in burn)
  • Element damage
  • Fire area ( after a skill have low change of Melting the ground around the character and do fire damage for any target in the area of effect and add Burn. Target inside the Melt down have  MS/AS reduction until they do out of it.
  • Cold flame effect :  Slow the target while doing burn effect and lower target mana.

Defensive option

  • Hot skin  Revitalize the user after getting hit  (Heal a XX% of HP/MP
  • Flame Barrier: Cause burn effect if hit by a melee attack and Rise Over all defense low period of time.
  •  Element Resistance ( same for all element defense skill tree Give a fix number of element defense like EX : dark / fire  XX point  and on a other element resistance square add other element and make some few like that.  

Dark

Offensive option

  • Curse (Do Mana damage over time XX% over XX time)
  • Blind  Reduce drastically Aim and Evade %  for a short period of time
  • Elemental damage
  • Mental Drain  ( steal a XX% of HP/MP from the  target) don’t work on boss xD

Defense option

  • Dark Wall (after taking a hit have XX% of activate (For a short period of time Reduce incoming Damage) and do a dark element counter after any hit during the skill effect
  • Element defense
  • Vanish ( after taking a hit make the character invisible for short period of time (the character don’t have evade boost just put the character insivible until the next attack or after the time limit ( effect on enemy character don’t see the damage done so  over the character head so he can flee ( if have the flag it vanish too until the character is visible again)
  • Nightmare : after getting hit have a XX% chance of activate. Make a the target  scared and Lower is MS/AS/Aim/Evade for a short period of time

Ice

Offensive option

  • Cold touch ( Reduce MS/AS and add ice damage XX% over time short period of time)
  • Frozen ( freeze a target for a short period of time During this effect have a reduction of all other element damage except Ice, But if a fire element hit the target while frozen reduce the frozen time for every hit.
  • Elemental attack
  • Icy floor ( make player Slide to the other side of the ice and unable to do action until  out of it) fire area remove the effect if overlapping.

Defense

  • Ice shell (Reduce incoming damage) activate after getting hit XX%  for a short period of time (Fire damage reduce the time for every hit)
  • Frost bite ( cause frost effect after getting hit XX% of activate
  • Elemental defense
  • Cold heart : during this effect Casting time of skill is reduce by XX%

 

 

Every element would have is counterpart for reducing effect timer Like a rock paper scissor.

Fire>Ice>Nature>dark>Fire

 

Fire melt the ice / Ice freeze plant/ Nature Give life over the dark / Dark turn of the light of the flame xD.

 

That would be possible effect of each element and in the same skill tree for each element there would be defense and offence option and skill would get improve with other passive skill lower the in the skill tree.

 

And yes all the skill would be passive. And would have a Low % chance of activate but would do some special effect when do to make the PVP action more sense and not fire in the hole. And since it a quick action game type it would make perfect sense to add some effect like that and would use quick reflex to fight again upcoming effect and unpredictable when they would appear.

 After the element damage would still there and not in a % change of activate but low element damage and those damage would affect the special effect damage of element offence and defense skill damage.

 

For the card. It could stay at it is now every possible damage bonus could still be added in this small elemental damage base input.


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