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Strike Specials

A new specials concept:

Rising Strike Special
Cooldown: 4
Attacks a foe within 4 spaces. Deals (unit’s Atk - foe’s Def/Res) damage to foes in those tiles.

Blazing Strike Special
Cooldown: 4
Attacks a foe within 4 spaces. Deals 1.5 (unit’s Atk - foe’s Def/Res) damage to foe in those tiles.

Growing Strike Special
Cooldown: 4
Attacks a tile and adjacent tiles up and down (like a mini Thunder) within 4 spaces other than foe. Deals (unit’s Atk - foe’s Def/Res) damage to foes in those tiles.

Explanation:
The Strike series of AOE specials is different from normal AOE specials. Like how when you initiate combat, the special hits. When you initiate combat and get into combat position, you aim your special at any foe within 4 spaces. That foe then gets hit by the special. Then combat happens and you attack your original targeted foe, who you didn't necessarily have to hit with your special. Growing Strike is like Rising Strike, except it also hits foes above and below, like a mini Thunder.

Any ideas on how to balance this/make this viable?

Asked by help me5 years 1 month ago
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Answers

It doesn't really seem all too balanced.
With some pulses, this could be easily abused.

If we get something with bigger range, I'd say max 3 and tied to a weapon that has heavy restrictions.

But in general, it might be better to keep things simple.

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