This thread is all about thinking up things for the game that are really powerful but also come at a cost. It is ok if the weapon or ability is over powered as long as the risk of using it can counterbalance it out.
I think it would be easier to show 3 examples of abilities I love in games that match my play style to give you better idea of what this tread is about. Rather then trying to make a wall of text about the guidelines for such at topic. Remember even death is an option when balancing out things.
So what are some ideas can you come up with for this thread? Remember there is no such thing as OP as long as the cost of doing such a thing is high enough. Even if it means you have to kill yourself to save your friends.
I think it would be easier to show 3 examples of abilities I love in games that match my play style to give you better idea of what this tread is about. Rather then trying to make a wall of text about the guidelines for such at topic. Remember even death is an option when balancing out things.
- Super charging or redlining my weapon
- This when I have the ability to hold and charge up an attack past 100% of normal. The basic attack is always 100% but when I hold the charge of the weapon and let the energy build up it goes over 100% with the longer I let the charge build the more damage it does when I let it go. Going by the type of weapon it is and the type of game I'm in the risk of using such an attack comes at a cost besides the charging time (because they extra charging time can be really short).
- In some games it is at the cost of the durability of the weapon, meaning that after the attack it is more likely to be damaged itself and/or break, so I have use more time and resources repairing my weapon than other people.
- In some games the cost is my energy and/or life force. Meaning that more I let the energy build in the weapon the more of my stamina and/or health it drains to power the attack. In this types of games as soon as your stamina hits zero or you HP gets down to one the attack goes off automictically to stop you from killing yourself. But in some game they will let you kill yourself doing the attack just to do some near godly amounts of damage. Although that tactic is best used in teams so someone else can revive you or if you can revive yourself you'll be debuffed for awhile. Given that such ability can be used to kill bosses in one hit that means that even after you are revived you are still tired and/or hungry going by the game.
- This when I have the ability to hold and charge up an attack past 100% of normal. The basic attack is always 100% but when I hold the charge of the weapon and let the energy build up it goes over 100% with the longer I let the charge build the more damage it does when I let it go. Going by the type of weapon it is and the type of game I'm in the risk of using such an attack comes at a cost besides the charging time (because they extra charging time can be really short).
- Berserker style abilities
- This are the style of abilities where you get more powerful as you give up things like defense and health or let you grow more powerful as your rage builds or as you health drops.
- For example of passive berserker abilities are things like. As your HP goes down your attack power and speed goes up by a #%. Meaning that as you get closer to death you become more powerful. in some games because of this extra attack power it worth the risk of dying for. Some player (myself included) has gotten really good at playing the game while always in a low health state (about 20% or lower of max HP) and fun of knowing that you can kill almost anything in one attack while also knowing the added risk that they can do the same to you helps to keep your reflexes up. This works best in games where you have lots of options to avoid and negate damage.
- For example of active berserker abilities they are skills that often force you give up your defense or your health to give you more attack power. In some games you give up both defense and health to do ungodly amounts of damage within the time frame of the ability or until your HP goes down to one. Because of this often times players who use such abilities tend to glow and/or have fire-like aura around them showing that they burning through all their energy and lifeforce. For example...
- Final Hit is a powerful skill effective for close-range combat. It envelopes your body in a battle aura that pushes the limits of physical capacity. Attack an enemy while the skill is active to teleport to their location and unleash a near-limitless flow of attacks, even when you're attacked back. While Final Hit is active, the durability of your melee weapons will not be consumed, and your attacks will knock down enemies less than usual, allowing you to squeeze in more hits. This effect is maximized when you wield twin swords, making it so that enemies don't get knocked down at all. Just remember that even though you may feel powerful launching so many attacks, you're still vulnerable to danger. Be careful not to get yourself knocked out when facing enemies who possess powerful attacks.
- in Phantasy Star Online 2 the Fighter class was introduced. Fighter class specializes in gaining buffs when its conditions worsen, such as having low HP or PP. This idea is embodied by their Limit Break active skill. It reduces maximum HP to 1/4 to boost Striking damage temporarily. Triggers Halfline and Deadline Skills and counts as a status for Crazy Heart and Crazy Beat. Limit Break Photon Charge will instantly restore PP to maximum when Limit Break ends.
- This are the style of abilities where you get more powerful as you give up things like defense and health or let you grow more powerful as your rage builds or as you health drops.
- Counterattacks and deflections.
- As some of you know I hit blocking. I would much rather do a counterattack to keep the damage going out rather than absorbing the damage coming in. Because of this I love it when games let me counterattack to throw the damage back at the enemy. There are lots of examples of this many different games. But the ones that make me the most happy are the ones that make like the Full Counter ability in the 7 Deadly Sins. To get the most of out this in games you have to get the timing just right. It is a different take on the perfect parry system that some games have, but with the added effect that your parry throws the damage of the attack back at the enemy often times with more force that was used on your because you added some of your own energy to the attack while reflecting it back at them.
- As some of you know I hit blocking. I would much rather do a counterattack to keep the damage going out rather than absorbing the damage coming in. Because of this I love it when games let me counterattack to throw the damage back at the enemy. There are lots of examples of this many different games. But the ones that make me the most happy are the ones that make like the Full Counter ability in the 7 Deadly Sins. To get the most of out this in games you have to get the timing just right. It is a different take on the perfect parry system that some games have, but with the added effect that your parry throws the damage of the attack back at the enemy often times with more force that was used on your because you added some of your own energy to the attack while reflecting it back at them.
So what are some ideas can you come up with for this thread? Remember there is no such thing as OP as long as the cost of doing such a thing is high enough. Even if it means you have to kill yourself to save your friends.
Likes:
farias and Pandagnome