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As for the low tier passives that noone ever uses, I think they should be entirely reworked to very niche uses but aren't intrinsically worse than a gold or diamond skill passive. Like an attack or defense buff on low hp (think red and blue tearstone rings from dark souls)
Or a Cool Down reduction for specific element skills at say a 20% rate or so
Increases damage dealt to Alpha bosses, Tower bosses and raid bosses by 50%
As for passive skills:
I also agree that there is woud be nice to have passive for HP.
Or, perhaps, for HP regeneration speed (at least when pal in the sphere).
Recalling various other passives from different games, I think, for variety, an option like "the last stand" would be interesting, which, upon receiving fatal damage, would allow a pal to stay alive with 1 HP for about 5-10 more seconds before falling. Or something like that.
Passives for the cooldown/efficiency of partner skills would also be interesting. For example, with the name "loyal partner".
Passives like "draught horse", to increase the player's weight limit (a good alternative for purely support pals, and also make pals with this partner skill even more effective).
My little twink can carry 2000 units, but a giant dinosaur can carry like 200? seems silly.
Broncherry and Kingpacca should give like 1000 carry weight IMO, make them actually useful for more than a few levels in the early/mid game.
15->25% via juicing (stacks to 100%)
or 40->80% via juicing (doesn't stack)
So to make Kikit actually viable? The passive will be changed to, "Nose For Oil." This new passive makes it so that, when assigned to a base, the output from Oil Extractors in that base is increased. For example, at LVL1, Oil Extractors would produce 2 units of Oil per cycle, with the amount increasing by one each level for a max output of up to 6 units of Oil. Much like my idea for the Shroomer Noct rework, I don't think this should be allowed to stack to avoid completely breaking things. Or if it does stack, it can only stack based on how many Oil Extractors the base currently has. Or, barring that, it only being able to stack up to a maximum of say, three times.
This would make the Oil grind a lot easier, and make yet another Pal viable for use.
I like that idea for a Last Stand ability though I'd make it slightly stronger by making it so when the ability activates, the Pal has a massive damage boost until the timer eventually runs out and it is forcibly KO'd.
Heck, to add on to that? Why not a Parting Gift trait? When the Pal falls in battle, it provides an AoE heal to all nearby friendly units alongside increased health regeneration for a small amount of time. How to make the heal strong enough where it's actually viable to be considered for use is the question. Perhaps the strength of the heal is based on the fallen Pal's current Attack?
It for sure is guaranteed. I bet that I don't even have to explain why.
Or you can also make Kikit able to be tossed as a bowling ball; dealing massive ground damage to targets.
Maybe so. Since many skills require more than 30 seconds to cooldawn, then perhaps some other boost is needed for the last seconds. Or at least attracting enemy threat.
And speaking of attracting enemy threats, I suddenly thought that maybe a bodyguard pal would be also a good idea. Either a passive or a partner skill. Which would redirect some of the damage players take to the pal. I think in combination with defensive passive traits (the same potential HP boost trait), this could help make a really good defensive pal.
There are a few pals with healing, like Petallia or Lyleen. Considering that you lose a pal (and possibly their other support passives like Vanguard) in the case you described. Which means you're already sacrificing for the ability to only trigger once. And you also need to have other pals already damaged to plan for effecient mass healing. Which means you need planning. I think a little less than Petallia or Lyleen amount would be plenty. And also, so as not to make them less relevant in this aspect.