Jetxtreme Move Suggestions

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Jetxtreme Move Suggestions

Post by jetxtreme on Thu Sep 12, 2013 4:08 am

Hello guyz I'm just thinking if it is possible to create the following type of moves


  1. a move that plants a trap covering 1 or perhaps 3 squares invisible to the enemy who once come in contact with the trap can either damage the enemy while on the trap or restrict the movement of the enemy to the location of the trap for a number of turns or some other effects you can think of
  2. a move that siphons either spirit energy or stamina
  3. a move like in starcraft that puts the enemy to a crystalized state restricting movement and action but is invulnerable to any attack
  4. a move that transfer stamina to spirit energy or vice versa over time
  5. an aoe move that does not damage rather affecting some stat such as damage, defense, movement, range, etc. while on the reach of the aoe. for it to be different on the normal effect inflicting moves, they of course should last longer though the enemy is only affected while inside the aoe.
  6. an effect move that blinds the opponent restricting the range of all his abilities to 1 square for a number of turns
  7. an effect move that debuffs either heal negative buffs inflicted on the user or remove positive buffs of the enemy
  8. combo moves that gives bonus effects when executed consecutively
  9. a move that charges up energy and gives damage depending on how long it stored energy before released (there should be a maximum number of turns for energy storage of course and the move would automatically release itself after the limit or you can put it that the move would just disappear if it reaches the limit)


all I can think of for now Smile
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Re: Jetxtreme Move Suggestions

Post by orosan on Thu Sep 12, 2013 5:22 am

1- what is the range?
2- im no sure thats good
3- for how long?
4- explain a bit more.
5- sounds like a buff and debuff move, we already have that.
6- thats too OP, we already have a range nerf and bind anyway
7- interesting
8- we already got this o_O
9- interesting.
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Re: Jetxtreme Move Suggestions

Post by jetxtreme on Thu Sep 12, 2013 5:52 am

o we already have the combo moves that have extra effect when done consecutively wow. hmmm might as well research on that

1- hmm a range of 1 might be fine
2-well if you say so. just find it a bit interesting to have here in the game like some anti-mage skill hehe
3-the usual 2 turns would do
4-o when you activate the skill a portion of your stamina transfers to spirit energy or vise versa. it can be over time let's say for two turns or can be just one time.
5-no i mean like an AOE Effect which only works when the enemy is on it's range and it stays for a bit longer.
6-hmmm yeah might be too hax and i'd research for that range nerf as well
7-thanks
8-what are the combo moves that we have?
9-thanks.
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Re: Jetxtreme Move Suggestions

Post by jetxtreme on Mon Sep 16, 2013 5:42 am

1. Hmmm anyway if the siphoning of mana/energy is not allowed would it be possible if the move would only destroy part of the mana. if someone here play warcraft III, the ability of the Demon Hunter hero named mana burn

2. Can there be a move whose effect is the reverse of the knockback. A move that pulls the enemy closer and deal damage on the process

3. A sacrifice move that consumes percentage health aside from sp/stamina and would deal damage depending on the health consumed multiplied by whatever multiplier is fine. (in relation to this can there be a feature similar to TNR's operation which increases HP)

4. An aura type skill that when activated encircles the user in a 3.3 range (can be increased by range bonus) and moves along the user for 3 turns. enemy that is inside the aura is damaged while in it.

5. A self effect move that when activated uses spirit energy/stamina as shield wherein within 2 turns spirit energy/stamina is damaged instead of the user's health.
Doesn't have to absorb all the damage it can be made that part of the damage dealt destroys se/stamina and the remaining still destroys health

6. A self effect move that is active until an offensive skill is absorbed by the user (skill still does normal damage to user). Once the offensive skill is absorbed, the skill is temporarily recorded on the user's arsenal and the user can use the skill during the duration of the battle and automatically disappears after the battle.

7. Self effect skill which makes the user invisible within 2 turns but is cancelled when the user cast any skill.

8. A move that is executed in a diagonal direction. range is 5.1

9. Self Effect skill which reduces the se/stamina cost of moving and cancels the pile up of move cost for 3 turns.

10. A move effect that has a chance to destroy the enemy's equipment one at a time. Once destroyed the equipment's bonus loses it's effect during the fight but is automatically restored after the fight. The skill targets random equipment worn by the enemy and the chance rate depends on whatever is acceptable.

---All i can think of again.
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