New hero mechanics

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  • #16
    Possible new mechanic: Barrier
    Effect: Hero resists first 1,000 damage per fallen ally.
    The effect of this would allow a character to gain defense as the battle turns against them. This could lead to longer battles with a more relevant holdout character who stands a fighting chance. I think that 1,000 is a good number for a 1 or 2* leg, though it could be more for a 3*. But it would stack with Divine Leliana's 5,000 DR, so it might be better for a toon with no affiliation with Leliana.

    This is different than a standard "gains health on ally death" ability because it essentially gives the character an extra ability (DR) that is only triggered on an ally's death. It could also open the door to new attack/defense models, such as, like a single attacker becoming an all attacker when 2 allies have died, or a character gaining priority on an ally's death.

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    • #17
      We have heroes that are less likely to attack certain chars (Daveth, Halla). We have chars that provide penalty to enemies power (e.g., Young Cassandra). What about heroes that make LESS damage vs certain chars? Like Aveline making 10% less damage to Donnic, Shartan - to elves, etc. It's not a revolutionary idea but it could be funny.

      We can also have such a rule in one of the PVPs.
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      • #18
        New mechanic ideas:

        Name: Honor Guard (or Last Resort)
        Ability: If there are no other defenders, character absorbs 50% of damage if attacked also.

        Basically, just as it says, if the character is the only defender (either left alive or only one initially) it will become one, but if there is another on the field they will not absorb damage. This could help extend the length of a battle and allow your team to hold on for a little longer, maybe that last needed push.

        +++++++++++++++++

        Name: Unseen Blade
        Ability: Deals 200% more damage to stunned opponents.

        There are abilities in DA for Rogues and Warriors that deal more damage to opponents who are stunned or knocked down, so this would be a play on that. The bonus damage could be any amount, and could even be stealthed for an extra bit of madness!

        ++++++++++++++++++

        Name: Deep Reserves
        Ability: Deals 200% more damage when cursed.

        This could be an elegant solution to being cursed, aside from curse resist. When a character is cursed (health of power), they deal more damage. It isn't the same as gaining power, so the extra damage itself can't be cursed.

        ++++++++++++++++++

        Name: Final Assault
        Ability: Attacks All. Deals more damage against fewer opponents.

        This is a bit harder to explain. Basically, the character would attack all, but their attack would be divided amongst each opponent. So in its most basic form, a character with 1000 power would deal 200 to each opponent of a five-member team. However, as the number of opponents falls, the amount of damage increases for each, so 250 damage vs 4, 333 damage vs 3, 500 vs 2, and the full 1000 vs 1. This ability would be strongest on a slow hero I think, because it would give the rest of the team time to pick off opponents and make this hero's attack more potent. It also can't be cursed, since their base power never changes--only the way it is distributed changes. This differentiates it from other similar Reaver abilities.

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        • #19
          Name: Isolate
          Ability: Applies an isolate debuff for the rest of the fight. Isolated targets do not trigger or benefit from ally death effects if they or another ally is killed.
          Give to: Mage, Warriors and Large Creatures.

          The idea would be for the target to become separated due to a mage spell or forceful blow. An example would be the Elder One given raising parts of the ground into the sky or a dragon tail swipe.
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          • #20
            Originally posted by Madara

            Hi liesal i'm wondering if there are particular rules about the attack priority into a match. I explain better: between two fast team how does it work? Are there toons that are more faster than others? Stealth is a feature that can influence the match's final result?
            All RNG, unless you are up against an opposing Varric, then he always goes first and kills half your team, unless you're me and then the other team always goes first
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            • #21
              Agree with these new mechanics (changed some of it to make it more balance):
              1. Eagle Eyed
              2. Riposte - Instead of having stealth, limit it with once per turn. So if all 4 single hitter heroes with riposte ability, each hero can only use it once per turn, avoiding infinite loop in the process.
              3. Dispel - removing only stun & slow (Curse can remove/stop power gains and health gains, no point adding it on dispel)
              4. Purify - removing only curse (allowing your heroes to gain health and power again on that turn)
              5. Resurrect/ Revival





              My New Mechanics.
              1. Freeze: Works like stun but unlike stun, there is a CHANCE frozen heroes can be freed when hit. (Only last 1 turn)

              2. Paralyze: Again works like stun but it will only last on 1 speed round. (Only last 1 speed round)
              Ex: If you paralyze a slow speed hero in Normal Round, that hero can still attack in Slow Round since paralyze is gone. This make it situational and balance.

              3. Burn: Percentage Damage based on current hp.(Applies before ending 1 speed round).
              Ex: Quick Round Hero (with small chance of burn) burning his opponent toon/s during Quick Round. Before leaving the Quick Round, Burned heroes will get Burn%Damage first, then enters Normal Round.

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              • #22
                Hi Guys i'm wondering if there are particular rules about the attack priority into a match. I explain better: between two fast team how does it work? Are there toons that are more faster than others? Stealth is a feature that can influence the match's final result?

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                • #23
                  Originally posted by Madara View Post
                  Hi Guys i'm wondering if there are particular rules about the attack priority into a match. I explain better: between two fast team how does it work? Are there toons that are more faster than others? Stealth is a feature that can influence the match's final result?
                  Pretty much random at that point. There are only those three levels of speed, and then it's up to RNG to determine the order You could do the same battle twice with vastly different results!

                  Also, it's been suggested in the past that there be an ability or a gear that like...give one character an edge, so it would make a normal round character attack before all other normal rounders. But because of the way the speed system is in the game, it would require a big reworking of the system, so that's highly unlikely anytime soon (from what I recall--I'm trying to remember a thread from years ago I think!)
                  Last edited by Flerm; 10-29-2017, 04:46 AM.

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                  • #24
                    Originally posted by Flerm View Post

                    Pretty much random at that point. There are only those three levels of speed, and then it's up to RNG to determine the order You could do the same battle twice with vastly different results!

                    Also, it's been suggested in the past that there be an ability or a gear that like...give one character an edge, so it would make a normal round character attack before all other normal rounders. But because of the way the speed system is in the game, it would require a big reworking of the system, so that's highly unlikely anytime soon (from what I recall--I'm trying to remember a thread from years ago I think!)
                    About changing initiatives of heroes?
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                    • #25
                      Third_Monti not changing the initiative, but adding a mechanic that allows some heroes to attack first in their initiative range. So, if speed was weighted (3=fast, 2=normal, 1=slow), there could be a gear or ability that essentially allowed for half-steps (a quick hero with the gear would be 3.5, and would go before all other quick heroes that were still weighted 3; but a normal speed hero with the gear would be weighted 2.5, and would still go after the 3s, but before the 2s)

                      I know that's a bad explanation, but it's pointless because I'm almost positive the mods/devs here said that wouldn't be happening.

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                      • #26
                        Originally posted by Flerm View Post
                        Third_Monti not changing the initiative, but adding a mechanic that allows some heroes to attack first in their initiative range. So, if speed was weighted (3=fast, 2=normal, 1=slow), there could be a gear or ability that essentially allowed for half-steps (a quick hero with the gear would be 3.5, and would go before all other quick heroes that were still weighted 3; but a normal speed hero with the gear would be weighted 2.5, and would still go after the 3s, but before the 2s)

                        I know that's a bad explanation, but it's pointless because I'm almost positive the mods/devs here said that wouldn't be happening.
                        No its fine

                        But imagine if that's a thing

                        Quick (1. Quick quick, normal quick, slow quick)

                        Normal (2. Quick normal, normal normal, slow normal)

                        Slow (3. Quick slow, normal slow, slow slow).

                        It would be awful (even though, i was convinced for a while that Varric was one of those quick quicks *shakes fist in anger at the varrics*)
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                        • #27
                          Oh, I know, it would be a crazy overhaul that could completely destroy a number of players' strategically crafted teams. I think that a gear with VERY limiting parameters that raises or lowers initiative could be interesting, I think that with the current way gear works it's not possible

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