1) It was really hard to come up with 4 distinct evolutions for each power and try to make them all useful and balanced. I still do not think I have it right. For the most part, I could come up with 2 or 3 good evolutions, but the 4th was the hardest. You can tell I was really stretching it for some powers.
2) I am basing enemy health/protections on the following numbers:
Health/Protections
------------------
Basic - Elite - Super Elite
Easy: 150/0 - 300/300 - 900/900
Normal: 300/300 - 900/900 - 1800/1800
Hard: 600/600 - 1800/1800 - 3600/3600
3) I want armor to give +25%/-25% bonuses. So through armor, you can get another +25% bonus to one statistic but at the cost of -25% to another statistic. Choose from: Power Damage, Health, Shields, Shield Recharge Rate.
Okay, here is my Adept. Critique away!
Warp:
Rank 1: Warp
- Base Damage: 200
- Base cooldown: 8 seconds
- Cast type: Instant
- Multipliers: Shields 300%, Barriers 300%, Armor 0%
- Can detonate lifted enemies for 250 damage, 500 force in a 3m radius
- Combo multipliers: Shields 300%, Barriers 300%, Armor 100%
Rank 2: Recharge Speed
- Recharge speed -25%
Rank 3: Vulnerability
- Surrounds the enemy in a warp field.
- Enemy takes +50% damage and force from all sources.
- Warp field duration: 4 seconds.
Rank 4: Choose evolution:
a. Explosive Warp:
- +50% combo damage
- +50% combo force
- +50% combo radius
b. Heavy Warp:
- +100% damage
c. Area Warp
- 3m radius
- -50% damage
- -50% combo damage
- -50% combo force
- -50% Vulnerability duration
d. Damaging Warp
- Deals 25 damage/s during Vulnerability duration
- Enemy now take 100% damage and force from all sources
Singularity:
Rank 1: Singularity
- Base Duration: 6 seconds
- Base Cooldown: 6 seconds
- Base Radius: 2 meters
- Cast type: Instant
- Damage to protections: 25 damage/second
- Multipliers: Shields 300%, Barriers 300%, Armor 0%
- Will disapate if detonated by Warp
Rank 2: Recharge Speed
- Recharge speed -25%
Rank 3: Duration
- +25% duration
Rank 4: Choose evolution:
a. Wide Singularity
- +150% radius
b. Heavy Singularity
- +100% damage
- +50% duration
- -50% radius
c. Explosive Singularity
- Singularity explodes after its duration ends for 250 damage, 500 force in a 3m radius
- Explosion can detonate enemies affected by other biotics
d. Damaging Singularity
- Singularity now damages health
- +50% damage
- +50% combo damage
- +50% combo force
Pull:
Rank 1: Pull
- Base duration: 4 seconds
- Base cooldown: 4 seconds
- Base Force: 500N
- Cast type: Homing Projectile
- Can only pull unprotected enemies. Will stagger protected enemies.
- Multipliers: Shields 300%, Barriers 300%, Armor 0%
Rank 2: Recharge Speed
- Recharge speed -25%
Rank 3: Force
- +100% force
Rank 4: Choose evolution:
a. Area Pull
- 3 meter radius
- -50% force
- -50% duration
b. Heavy Pull
- Can now pull protected enemies, but at -50% force, -75% duration
c. Expose Pull
- Enemies take +50% damage and force from all sources
d. Damaging Pull
- Enemies take 100 damage/second
Throw:
Rank 1: Throw
- Base cooldown: 4 seconds
- Base Force: 500N
- +100% force on lifted or frozen targets
- Cast type: Homing Projectile
- Multipliers: Shields 300%, Barriers 300%, Armor 100%
Rank 2: Recharge Speed
- Recharge speed -25%
Rank 3: Damage and Force
- 100 damage on impact
- +100% force
Rank 4: Choose evolution
a. Heavy Throw
- +50% damage
- +100% force
b. Area Throw
- 3 meter radius
- -50% damage
- -50% force
- -50% combo force
c. Detonation Throw
- Can detonate enemies affected by Warp for a Warp explosion
- Can detonate lifted enemies with a force explosion. Radius 3m, Force 1000N
d. Instant Throw
- Throw changes from a projectile to an instant-cast power
- -50% damage
- -50% force
Stasis:
Rank 1: Stasis
- Base cooldown: 8 seconds
- Base Duration: 6 seconds
- Cast type: Instant
- Leaves a lasting biotic effect on an enemy that prevents catching the enemy in Stasis again
- Cannot damage an enemy that is in Stasis
Rank 2: Recharge Speed
- Recharge speed -25%
Rank 3: Vulnerability
- Enemy takes +25% more damage and force from all sources after Stasis ends
Rank 4: Choose evolution:
a. Improved Stasis
- +100% duration
b. Damaging Stasis:
- Stasis deals 25 damage/second to health
c. Enhanced Stasis:
- Can cast Stasis a second time on an enemy
- Enemy no longer takes extra damage after Stasis wears off
d. Vulnerability Stasis
- Can now damage an enemy in Stasis, but at -50% damage
- Can detonate Stasis, but at -50% combo damage and force
- Enemy now takes -50% damage after Stasis wears off
Biotic Mastery:
Rank 1: Power Recharge Speed
- Recharge speed -25% for all powers
Rank 2: Power Duration
- +25% duration for all powers
Rank 3: Weight Capacity
- undefined weapon carrying capacity increase here
Rank 4: Choose evolution:
a. Nemesis
- Unlocks the Nemesis passive tree. Nemesis provides bonuses to powers.
b. Bastion
- Unlocks the Bastion passive tree. Bastion provides bonuses to health and shields
Nemesis:
Rank 1: Power Damage
- +25% power damage to all powers
Rank 2: Power Duration
- +25% duration to all powers
Rank 3: Power Force
- +50% Force to all powers
Rank 4: Choose evolution:
a. Power Nemesis
- +50% Power Damage
- +50% Force
b. Combo Nemesis
- +50% Combo Damage
- +50% Combo Force
Bastion:
Rank 1: Extra Health
- +25% health
Rank 2: Extra Shields
- +25% shields
Rank 3: Shield Recharge
- +25% shield recharge rate
Rank 4: Choose evolution:
a. Shielded Nemesis
- Shields take -25% less damage
b. Medical Nemesis
- +100% medigel capacity
- Unity now restores shields to 100% when used.
NOTE: I may try again, but next time with Soja57's concept.
Throw was probably the hardest, followed by Pull. I tried really hard to make the radius evolutions less attractive, but still make them useful. Radius bonuses are really hard to balance against other evolutions, particularly on Pull.
Modifié par RedCaesar97, 29 janvier 2014 - 02:50 .





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