Hey i kinda ran out of ideas with augments for abilities so want some help with it.
The system of ability development looks as folowing: Player learn one of 4 base abilities and can choose one from 2 available augments for further development or spend points only for base ability improvement. (1st screen)
So it sounds stupid but i kinda want some unique effect for abil from 2nd screenshot. It is simple launch-missile-deal-damage kind of ability. As you can see i made one augment which gives a chance for -100% cooldown time on cast, but now i struggle with what to implement in second augment. Note that only one augment can be choosed.
The effects i already have across other abils and thus want to avoid duplication:
AOE damage, +%Attackspeed, + Weapon DMG, + Energy Regen, Slow, Knockback, Vulnerability %, + Life Leech %.
I scale everything to minimalistic style, so i'm using buffs like +3 or +10 damage and they matters a lot, so i want to avoid DOT effect augment on top of Direct Damage abil, so it will be too good. Any ideas guys :X?
In terms of basic, you have covered all bases, except maybe damage reflect?
As I have a similar system , but is much more complex (players pick 5 of ~60 skills with ~12 augments each) I often overlap on how skills can be customized, and I think it allows for broader gameplay. Just because you can pick skill A, and have it leach life as a special augmentation, doesnt mean that skill B cannot also allow you to leach life; assuming skill A and B are different enough that you wouldnt be using 2 of the same skills.
You could also venture into negative modifiers, to make larger positive modifiers. "Causes a unit to take 3 damage when it attacks, but deals 6 bonus damage" The further you go though, the more you are just adding a 2nd ability into the first one. If simplistic is your goal, then you are really limited to the things you have already made above, and overlapping is your only choice.
y its pretty annoying, can't finish this stupid skill set to fully test it in environment because almost all my other augments are build-centric. I want player to choose mostly 2 abilities at start which got great synergy. Already worked out some cool stuff but stuck with this one for 1 day :<
Chance to turn hostile kind of cool but the augment should be worth developing by itself (it should provide high gameplay impact in different battlefield conditions) and since there will be powerful single targets (boss like units) this augment might be worthless compared to other options.
I'm doing next data - based (autocast abils) boss now. I decided to use new defiler model for it (the textured one).
Kinda need ideas for it's abilities too (planned 4 abils max). Thought of something classic/borring like poison nova, etc. Mb something like burrow strike.
Mostly interesting in ideas with cool ability interactions and something that will add unique behavior to this boss. Example: 1st abil summon baneling like units that explode on death dealing damage, 2nd abil cast frenzy buff that force units in area to attack each other randomly. So basicaly want some synergy to make player suffer hard enought. The player character is ranged fyi.
i'm using 2-3 stages for my boss units which activate new abils when boss life drops to 2/3 or 1/3 usualy (sometimes another values)
Any input with ideas will be helpful feel free to put something below.
- Drop pod wave
- Noxious Burn:for a brief every time the boss takes damage, it has a 75% chance to launch a projectile at the attacker)
- Creep burst: shoots a line of creep that entangles everything it touches, and leaves the creep till it dies)
- Blight seed: shoots a missile to infect a player, everytime the player takes damage a broodling spawns (1 second between broodlings)
- Tentacle maw: creates a marker on the ground, everything on the marker is teleported to the boss after 3 seconds (wild mutation impact model)
- Devour: Loads the player into the boss, player takes damage per second while inside the boss, regurgitated out after x seconds, or x% chancce to get out faster if the boss takes damage.
infectious fungal - target is infected for 9 seconds. Does not alter target unit in any way but gives a visual effect during the infection. After 3 seconds the infected target start bursting fungal disease every 2 seconds in a total of 3 times before the infection wears out (3+2x3=9seconds). The burts spreads a debuff to nearby friendly units that slow them 33% and last 3 seconds, original infected target is not affected. If the nearby friendly unit is infected again the duration is refreshed. Stacks up to 3 times (100% movement decrease).
A sloppy player would have his units slowed by a total of 9 seconds while an attentive player would move away the infected unit before it start spreading.
this is cool idea for WoW raid boss but in my map it is single player with relatively low hp character and the bosses hp are 600 - 800. character hero is 300 hp / 15-20 dmg. So the fights are pretty fast it's either you can beat enemy or die, so probably won't work in my case.