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7/7/2025, 1:48:13 PM
>>530284828
Consider system in which each class and weapon type has its own, strong characteristic that is applied to every toll of that class and weapon type. For example:
>bulwark
Base stability index increased by 50%/guaranteed counterattacks and reduces taken stability damage by half. Maybe even rounded up so biggest trash could barely scratch them. Imagine enemies who normally do like 3 SI damage and expose and kill your doll within 3-4 hits. Now you can take around 15 of such attacks meaning your tank can actually tank when not debuffed.
>sentinel
Pierces 20-30% of eney Def or has built-in extra 20% crit rate.
>scout
Gets extra movement after action, like half of base distance or something.
>support
Gives passive buff to every team member within distance. Be it -1 or 2 SI damage taken, or 20-30% Atk/crit/def/HP/heal/elemental dmg, or +1 movement buff at the start of turn.
And then weapon types:
>SMG
+1 to 3 support actions passive, class base stats make them have high mobility, mediocre damage and range, access to some AoEs in form of small AoE grenades
>SG
High cover damage and low stability self-regen on turn basis as passive. Class in general has medium mobility, okay damage, short range and high Def/HP pools, maybe some access to small AoEgrenades
>AR
Self-buff each turn, maybe 1 extra support as passive. Good damage, everything else medium, access to bigger AoE grenades.
>RF
50% Def pierce or 30% crit rate as passive. Low mobility, high damage and far range.
>MG
Small AoE or line of sight damage on basic attacks and/or 20% Def pierce as passive. Class in general would have high damage and rest medium.
>Blades
Camouflage passive if not attacking anything for 1 turn and completely bypasses cover and 50-100% of Def. High damage and mobility.
>HG
Another layer of strong passive AoE buffs, like supports, or ability to call support drones like Mayling one in first chapter. Low damage, good mobility, meh range.
2/3
Consider system in which each class and weapon type has its own, strong characteristic that is applied to every toll of that class and weapon type. For example:
>bulwark
Base stability index increased by 50%/guaranteed counterattacks and reduces taken stability damage by half. Maybe even rounded up so biggest trash could barely scratch them. Imagine enemies who normally do like 3 SI damage and expose and kill your doll within 3-4 hits. Now you can take around 15 of such attacks meaning your tank can actually tank when not debuffed.
>sentinel
Pierces 20-30% of eney Def or has built-in extra 20% crit rate.
>scout
Gets extra movement after action, like half of base distance or something.
>support
Gives passive buff to every team member within distance. Be it -1 or 2 SI damage taken, or 20-30% Atk/crit/def/HP/heal/elemental dmg, or +1 movement buff at the start of turn.
And then weapon types:
>SMG
+1 to 3 support actions passive, class base stats make them have high mobility, mediocre damage and range, access to some AoEs in form of small AoE grenades
>SG
High cover damage and low stability self-regen on turn basis as passive. Class in general has medium mobility, okay damage, short range and high Def/HP pools, maybe some access to small AoEgrenades
>AR
Self-buff each turn, maybe 1 extra support as passive. Good damage, everything else medium, access to bigger AoE grenades.
>RF
50% Def pierce or 30% crit rate as passive. Low mobility, high damage and far range.
>MG
Small AoE or line of sight damage on basic attacks and/or 20% Def pierce as passive. Class in general would have high damage and rest medium.
>Blades
Camouflage passive if not attacking anything for 1 turn and completely bypasses cover and 50-100% of Def. High damage and mobility.
>HG
Another layer of strong passive AoE buffs, like supports, or ability to call support drones like Mayling one in first chapter. Low damage, good mobility, meh range.
2/3
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