- Joined
- Nov 11, 2015
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Hey, everyone!
So, just recently, my game used to take the path of the common skill system which is having each character learn 5-8 skills with of course different effects as much as possible which requires MP which I called EP or energy points. In addition to this, each of my characters has their ultimate skill which consumes 100 CP or charge points (obviously the TP). I believe that this is commonly done to many RPGs out there, but I'm somewhat concerned about having basic attack useless at some point. My game also have a lot of characters (around 30+) since it will have a guild system and as I started to create skills, the effects of different skills became a bit redundant and it went to the point wherein I think as a player, it's no fun building and strengthening different characters at all. Building every characters is what I aim to do since there will be like a free roaming around my game with additional challenges once the game is done.
As I started to think of a way around this, I came up with an idea. First is my concern about the standard basic attack. Now each of my characters has its own unique basic attack. Like the first 4 characters introduced in the game. The first one deals damage twice, one deals damage with nature element, one with mental element and the last one deal physical damage but a bit stronger compared to the other three. I came up with this idea believing that this will give flexibility and uniqueness to every characters because as I've stated, there's a lot of characters in my game.
Second thing is the skills. From 5-8 skills, I came up with each characters being limited to three skills. However, these skills can be upgraded twice. I know this one's been done a lot too, but upgrading them usually doesn't just increase the skill's damage. One great example is the skill I came up with which I called "Electric Kill". I'll leave the skill description here as an exaimple.
Electric Kill I - deals damage equal to 150% of the user's attack. If target is affected by Shock, deals 50% more damage. Cooldown: 1
Electric Kill II - Skill will have additional 10% chance to critically hit. If the hit is critical, resets the skill cooldown.
Electric Kill III - Killing an enemy with this skill will inflict Shock to the remaining enemies.
With this kind of skill upgrades, I think I gave more potential to one skill while battling strategically. Also, this will make each characters unique as well and will give players the idea of like, "Oh, the area I'm going to is filled with blah blah monsters, so I guess bringing this with me will be nice." And personally, I'm loving the idea. All their skills will have different kinds of upgrade of course.
Now my new concern is, is this actually a good idea? Won't this overwhelm players? Like many characters with different assets and liabilities? And with this kind of skill upgrades, will it still be a good idea to give each characters a nuke skill or an ultimate skill? 'Cause, you know, overpowered? Any ideas and feedbacks will be appreciated.
So, just recently, my game used to take the path of the common skill system which is having each character learn 5-8 skills with of course different effects as much as possible which requires MP which I called EP or energy points. In addition to this, each of my characters has their ultimate skill which consumes 100 CP or charge points (obviously the TP). I believe that this is commonly done to many RPGs out there, but I'm somewhat concerned about having basic attack useless at some point. My game also have a lot of characters (around 30+) since it will have a guild system and as I started to create skills, the effects of different skills became a bit redundant and it went to the point wherein I think as a player, it's no fun building and strengthening different characters at all. Building every characters is what I aim to do since there will be like a free roaming around my game with additional challenges once the game is done.
As I started to think of a way around this, I came up with an idea. First is my concern about the standard basic attack. Now each of my characters has its own unique basic attack. Like the first 4 characters introduced in the game. The first one deals damage twice, one deals damage with nature element, one with mental element and the last one deal physical damage but a bit stronger compared to the other three. I came up with this idea believing that this will give flexibility and uniqueness to every characters because as I've stated, there's a lot of characters in my game.
Second thing is the skills. From 5-8 skills, I came up with each characters being limited to three skills. However, these skills can be upgraded twice. I know this one's been done a lot too, but upgrading them usually doesn't just increase the skill's damage. One great example is the skill I came up with which I called "Electric Kill". I'll leave the skill description here as an exaimple.
Electric Kill I - deals damage equal to 150% of the user's attack. If target is affected by Shock, deals 50% more damage. Cooldown: 1
Electric Kill II - Skill will have additional 10% chance to critically hit. If the hit is critical, resets the skill cooldown.
Electric Kill III - Killing an enemy with this skill will inflict Shock to the remaining enemies.
With this kind of skill upgrades, I think I gave more potential to one skill while battling strategically. Also, this will make each characters unique as well and will give players the idea of like, "Oh, the area I'm going to is filled with blah blah monsters, so I guess bringing this with me will be nice." And personally, I'm loving the idea. All their skills will have different kinds of upgrade of course.
Now my new concern is, is this actually a good idea? Won't this overwhelm players? Like many characters with different assets and liabilities? And with this kind of skill upgrades, will it still be a good idea to give each characters a nuke skill or an ultimate skill? 'Cause, you know, overpowered? Any ideas and feedbacks will be appreciated.
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