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.