Psychic Damage Type (includes flee and conversion changes)
Flee, and Conversion have been in the game for a while and there interesting. But I think they can be designed better.
Psychic Damage --------------------------------------- So the idea is instead of having the some enemies are immune and others aren't system, every enemy and player has a meter like health or mana but for Psyche. Psychic damage is a damage type that effects this bar specifically. Like other damage types you can gain Psychic Resistance making it harder to take Psychic damage. But since Psyche is a bar like mana or energy shield you can also gain more Psyche or Psyche Regen in addition to already starting with a little of them. Since Psychic damage can only deplete the Psyche bar. Effectively it doesn't do damage. It is focused entirely on doing ailments. Having a large number of ailments one can inflict with Psychic Damage. These ailments would fall into 2 categories probing ailments and breaking ailments. Probing Ailments -------------------------------------------- Probing ailments are the less powerful ones that have more effectiveness the more psychic damage the attack that inflicted it did. Stuff like: Flee: Instead of running to a random point like it does currently, enemies path away from you for a duration. Confuse: Enemies miss there next attack, with a chance to attack an ally. Sleep: Enemy can't do actions, but taking damage removes this ailment. Hallucinate: Creates a clone of yourself at your position that enemies effected by this ailment will see. Blur: You gain reduced visibility by the effected enemies. Haunt: Enemy takes Psychic damage over time. By default players can only apply 1 Probing Ailment from a psychic attack, picking whichever ailment has the greatest % chance to work. ------------------------------------------------------ Breaking Ailments ------------------------------------------------ When a Psychic attack fully depletes the target's psyche it applies a Breaking Ailment, targets under the effect of a Breaking Ailment can't take Psychic damage and are effected for as long as it takes to fully recover there Psyche. Deceive: Enemies effected will not react to your presence. Convert: Works like how it currently works but your converted enemies can't recover health. Conversion Trap now works by applying a big Psychic Damage over time debuff to a target. With this Breaking ailment associated with it. Converted enemies now follow you if there are no enemies to aggro onto. Possess: Effected enemies become resistant to damage from you. Possessed enemies slowly seek out other enemies, emitting Psychic damage pulses around them with the properties of the skill that Possessed them, and a fraction of the damage. Like converted enemies possessed enemies follow you if there are no allies to be around. A skill can only apply 1 Breaking Ailment. If a source of Psychic damage does not have an associated Breaking Ailment the associated Probing Ailment happens for the duration of the target's recovery. ------------------------------------------------------ Feel free to comment suggestions and if your from GGG I hope you consider this idea. Last bumped on Feb 13, 2021, 12:09:06 AM
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