Passive Spells/Techniques

Passive Spells/Techniques
effort 4.0 3 quality 4.0 3 reasonability 3.5 4

Proposal: Passive spells and their implications for the combat of the game.

I would like to propose the concept of a new type of Spell/Technique, that would be passives, these passives would basically be weak additions and random actions that can help you during combat, they are all chance based and are something that would rarely happen but when they do would be beneficial, these would take up a spell slot or technique slot.

Passive Spell Concept

Magic Halo:
Requirement: 480
Description: The player manifests a halo either behind their back or above their head, this halo offers 3 options for a passive action to happen based on a % chance The halo would only manifest for a short duration while the passive action is happening. You can only equip this passive once and it takes up a Spell slot.

Passive Action Options:
The halo of Grace:
An additional air dash, and increases perfect dash window by 5%.

The halo of Protection:
Grants a small chance(15%) to partially nullify an incoming attack, when triggered the halo moves in front of the player and the damage is reduced by 15%

Halo of Fury:
every 15 attacks, release an automatic spell(random spell within the users spellslots), this automatic attack does 15% of what the basic spell would do.

Passive Technique Concept

Overflowing appendage:
requirement: 380
Description: This Passive Technique Allows the user to choose 1 of 3 passive actions, the player cannot choose more than 1 and you can only equip this passive once and it takes up a Technique slot.

Passive Action Options:
Appendage Burst:
Every technique the player uses, there is a 10% chance for a burst of aoe extra dmg to hit the opponent, this damage is around the same amount of dmg as 1 m1.

Appendage Accuracy:
M1s can track and be charged, the longer the player charges the m1 the stronger and more accurate the tracking will be.

Drawn in:
The player’s knockback attacks are reverted, instead of knocking opponents back, you draw them in closer to get hit. this affect is weak and can only last for 0.2 seconds as it’s meant to be antiknockback but not pinning opponents down.

Reason this should be added:
I think one of the reasons i want these added is because it adds more to the luck form of pvp, also allows more funny stuff to happen during combat. Obviously I’m no balancer so some of these options within the passives might be a bit broad, but the concept of a passive ability is the main focus here, not the specific ability within the passive.

This would also help with spam during combat, alot of fights i’ve been in or fights ive seen are just jumping and spamming ability slots, i think this would allow for more options during combat while also helping reduce the repititon within the combat.

Questions i might get:

”wouldnt this make close range builds OP if players can’t run from them”
the pull strength of the draw in passive would be minor, would be enough to reduce knockback but not keep them pinned down.

”why couldnt these just be seperate traits of magics/fighting styles”
it adds player choice, what if i want to keep the fighting style or magic i have but i want a new trait? this works out perfectly.

If you have anymore questions i will answer them., if you have any changes you want me to add i can add those too, i simply want to see reactions to the concept of passive spells/techniques rather than the concept of the abilities.

3 Likes

I’d rather see both activate after n amount of x than have it be random chance

2 Likes

yeah thats fair, i sort of didnt want it to have the same conditions for each action but it makes more sense for it to be that way, i was scared if i made it like that some of these options would be too overpowered.

i think the spell one is soooo situational that it becomes useless

1 Like

no

3 characters

Honestly passives sound fun and would add to build/playstyle variety quite a bit, anything that spices up the ability pool is fun to have. Even though you mentioned that the example passives aren’t the main priority of the suggestion, i would still like to mention the following:

The halo spell is a bit similar to the warding burst that used to exist, That function can be reused for the spell so it takes less dev time.

Halo of protection should scale off of hits taken or every X seconds for Y seconds.

Halo of Fury feels like it would be too spammy ( 2 high size pulsars at once would be cluttering), maybe have every 15th move be empowered instead? (supercharged like how high level npcs do usually)

Appendage burst should scale off X amount of techniques used.

Appendage Accuracy should be reworked completely into something else, dont really know what you mean with tracking but m1s in general are really situational (only time i see it is m1 cheese)

1 Like

I know this is rich coming from me but I’m not too sure if RNG should have a place in the game’s combat, especially in PvP

Semi-unrelated but also NPCs getting to randomly block and parry is dumb

2 Likes

Selectable combat passives like these are definitely an interesting concept, but part of me would rather relegate these to equipables, since then you wouldn’t need to worry about making versions for Weapons and Vitality.

As for the effects themselves, I do feel these specific examples vary a bit in usefulness. Take for example an EXTRA AIR DODGE for FREE vs. a small random chance for an attack to be reduced by 15%.

Halo of Fury is definetely an interesting ability, though I imagine it can be pretty frustrating for both players in a match due to its RNG nature. Either it casts a spell that combos insanely well with the other move you were using or casts something stupid like Leap. Definitely think a dual-casting ability has potential, though.

I know screen-space could be a concern, but maybe instead of a percent chance, these passives reactivate in battle after a certain amount of time passes, represented by a meter?

Hell, you could make the way the meter is filled selectable; time passed, damage dealt, damage taken, damage blocked, time w/o damage taken, energy consumed, something like that.

Also the name “overflowing appendage” gives me bad thoughts.

1 Like

ok, I’ve read all your guys feedback, and i agree with pretty much all of it, ill probably edit it to be what you all propose later.

I suggest you make a new suggestion entirely if it ends up being substantially different. Chances are people might not pay attention if it’s just an edit

While I do like the idea of passive abilities bringing some interesting changes to gameplay I’m not a fan of a single spell or technique having so many different effects as it just doesn’t make sense both from a game design perspective since each ability can be strong in its own right while maintaining an identity, nor lore perspective as no technique or spell is that flexible in its properties. So yes to passives, no to these particular ones. Also halos are a catholicism/christianity thing, doesn’t make much sense for Greek mythology. I’ll still vote for the idea of passive abilities for all builds, not just strength and magic.

This suggestion is kinda good

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