So I've been playing multiplayer a lot recently, and I started thinking about how often I default to one or two builds for each character. Some abilities, though great in concept, just don't seem worth it too me (which I'm sure is subjective). I thought of something that might help to increase build diversity among player characters: Skill Modifiers.
These modifiers change the behavior of a skill, and can offer players new opportunities in how to use their characters. This could potentially make skills that would often be overlooked, more palatable for someone looking for a new playstyle or experience. Modifiers can be considered as secondary upgrades to a particular skill, and could potentially alter each skills base characteristic. These modifiers would be represented similarly to weapons runes, but would instead be specific to a single ability, as well as being slotted into armor (rather than a weapon). These modifiers would also be unique.
To give some examples of what this would look like, I pulled together a list of potential modifiers.
Skill -> Modifier: Description
Warrior
Earthshattering Strike -> Fractured Ground: Shortens the abilities AoE, but spreads multiple ruptures across a cone-like pattern.
Whirlwind -> Violent Gales: You rotate slower, and use very powerful swings in front of you instead of all around. Base damage is increased, and enemies have a chance to be staggered when struck.
Mighty Blow -> Shockwave: Using Mighty Blow now provides a stagger AoE, and does higher damage to a single target.
Shield Wall -> Sweet Spot: Successfully timing a block gives double Guard.
Walking Fortress -> Together We Stand: You trade your immunity for increased armor and guard generation for all nearby teammates.
Lunge and Slash -> Unstoppable: Weaker enemies in front of you while lunging are knocked down
Shield Bash -> Blunt Retaliation: Shield Bash can now be sustained, returning enemy damage with a shield bash but at reduced damage.
Blessed Blades -> Divine Heir : Allies no longer benefit from Blessed Blade, but you instead deal more damage and Demon enemies are now panicked when struck.
Mage
Fire Mine -> Scattered Flames: You now deploy three mines that do less damage.
Ice Mine -> Frozen Splinters: When Ice Mine detonates, nearby enemies are hit with frozen sickles that do damage.
Energy Barrage -> Density: You fire fewer projectiles, but the base damage is increased and projectiles now do AoE damage.
Static Cage -> Polarity: While standing within Static Cage, you repel enemies away from you and have increased attack speed.
Blizzard -> Frigid Rain: Enemies caught within Blizzard take increased lightning damage, and are slowed even further.
Stone Fist -> Rooted: An enemy hit by Stone Fist is rooted to the ground, and take increased damage for several seconds (does not work on larger enemies.
Fade Step -> Fiery Finish: You now release a fiery explosion when leaving Fade Step
Lightning Bolt -> Hot Flash: Lightning Bolt no longer paralyzes, but now does high burning damage and leaves a small area in flames.
Rogue
Mark of Death -> You release three marks instead of one, with each enemy struck taking additional damage.
Elemental Mines -> Seeking Mines: You deploy fewer mines, but they now move towards nearby enemies and deal higher damage.
Caltrops -> Covered in Splinters: Enemies that walk into Caltrops now take Bleed DoT damage for several seconds, and are more susceptible to poison damage.
Twin Fangs -> Go for the Eyes: Using Twin Fangs at an enemies front now blinds them for several seconds.
Hidden Blades -> Killing Field: If an enemy dies before all blades hit, and enemy nearby takes the remaining hits. Lasts for several seconds.
Full Draw -> Never Too Many: Full Draw does reduced damage, but fires multiple arrows in a cone-like spread.
Toxic Cloud -> Pestilence: Toxic Cloud can now be thrown at a single target, with the affected target emitting poison that can also damage nearby enemies.
Hook and Tackle -> A Present for You: Grappled targets have a grenade attached to them that detonates after a few seconds.
Any criticism or suggestions are welcome here, as I'm sure some of the modifiers I provided are probably in need of tuning. I'm not sure if a single ability would have more than one modifier, though it's a possibility.





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