New skills!

After playing this epic game for over a year, gameplay has become somewhat repetitive in the fighting department. To counter this, I think a new skill for each class would do, especially for melee, as you only get 4 and a buff. So here’s a new skill for each class and element! (Feel free to change the names though)

One handed: - sacred strike - one handed attacks are very close ranged, with the pericing dash as the only (and debatable) exception. The sacred strike fixes that with a low damage projectile

No charge: acts as a normal attack, with more damage and knockback
Bronze: the attack sends a small projectile of light, which Deals low damage.
Silver: shoots a larger projectile with limited pericing
Gold: makes three strikes, the first two are silver charge projectiles. Followed by an explosive third projectile.

Two handed: - crush quake - the slow swing speed of two handed weapons gives enemies a chance to attack or escape between attack. Crush quake resolves the issue but (hopefully) isn’t over powered.

No charge: sends out a small cone shaped shockwave that slows enemies in from of you (like the mimic does). Does no damage.
Bronze: the shockwave includes a small ring around the player, again no damage
Silver: the cone grows considerably and the ring grows slightly, deals light damage to those who are close
Gold: mass increase in size and damage, good chance to stun enemies as well as slow them, down the center of the cone the ground splits and a stalagmite at the end. Enemies along the crack take 2x damage the the stalagmite deals 3x with guaranteed stun, still relatively light damage though.

Fire: - hotspot - considering how much fire burns things, the ground tends to make it out unscorched. Also, Secrets of Grindea is lacking in long lasting attacks. As a remedy, I purpose hotspot, which works great for kiting, and that’s what armorless sorcerers are all about

No charge: hotspot is aimed like the meteor or the stone fist, but has a shorter range. When casted, a small area turns to flame, dealing good damage to whatever is in the area and sets them on fire too. Staying in the area deals damage for as long as it lasts.
Bronze: slight increases to damage, size and time
Silver: all the heat results in a fire tornado, pulling enemies in if they’re too slow
Gold: you continue to cast the spell and can aim it where you please, effectively drawing with fire for a second or two. Deals more damage on areas that it is continually casted on.

Ice: - stalactIce - also aimed like meteor, but with much less range, stalactIce gives a high damage precision weapon, but with a twist so we don’t have another meteor

No charge: drops a high damage icicle onto a very small target, with range 1.5x the size of spirit slash
Bronze: better damage
Silver: upon impact, the icicle shatters dealing secondary damage, this however is light and is intended to chill enemies thatcher than damage
Gold: the icicle is much larger, and leaves a pile of debris in its wake. The pile acts as a wall that enemies must manuver around or break through. Charge is quick for this attack, as it can be used to distance yourself from mobs.

Earth - ridged - earth magic, being made of stone, is often portrayed as defensive or armor building. But secrets of grindea is too cool to follow the cliche’s. So how about offensive defence? Ridged (bad name, I know) holds true to the classics while keeping in the unique Grindea style.

No charge: two ridges, one after the other, come out of the ground and push the enemy back while hurting them
Bronze: adds a third ridge
Silver: two ridges on either side push back enemies attampting to flank you while a larger fifth ridge pops up in front of you that huts much harder.
Gold: a multitude of ridges big and small arise and knock enemies back out of a large area, some larger ones stay and act as temporary walls.

Wind - air scythe - despite the name of ‘wind’ all attacks in this element are electricity based. The air scythe can fix that and also give long range to the element. It also brings back a forgotten item for nostalgic bonus points.

No charge: an instantly castable spell shoots a fast yet weak projectile shaped like a spinning C for only 5 ep. think the bow with a cooler projectile. But to avoid spamming, every shot without a pause costs 1 more (1st costs 5, 2nd 6, 3rd 7 and so on), allowing a few quick shots but cannot be abused.
Bronze: takes a moment longer than average to cast, sends 3 scythes for 10 ep.
Silver: sends a flurry of scythes along with a larger, piercing scythe for 30 ep
Gold: a swarm of large scythes decimate a wide area like a long range flamethrower. Costs 55 ep. you may notice that just like spamming, using more gets expensive.

Well there you go! I hope you enjoy the input I brought and feel free to tweak them as you see fit (I mean you’re the designer here), but I hope to see these make the cut. Thanks for taking the time to read this!
 

KoBeWi

Jumpkin
After playing this epic game for over a year, gameplay has become somewhat repetitive in the fighting department.
You forget one thing. When the game is finished, people are unlike to play it for a year. Most of them will likely finish story a couple of times, try arcade and that's it. You are only playing it for so long, because it's early access and we keep getting regular updates, which gives a feeling of repetitiveness due to how long the game is developed.
 
You forget one thing. When the game is finished, people are unlike to play it for a year. Most of them will likely finish story a couple of times, try arcade and that's it.
That is a fair point, but on the other hand, this game is intended to be a fair amount longer (hint: arcade mode is intended to be twice as long) and with a big game verity is essential
 

KoBeWi

Jumpkin
Well, Arcade mode offers more than just skills. There are town upgrades that affect gameplay and will keep you busy for a while. Also, current Arcade Mode has like 2/3 planned floors (it's supposed to have 24 IIRC).

If new skills would ever be added, I think it would be cool if they were secret skills. Nothing could be more rewarding than finding a scroll with completely new skill, maybe from some new elemental. Or an upgrade to existing skills, something like Super Skillpoint, that adds a new charge level increasing skill's power drastically. Of course if these were to be added, there should be choice on what new skill you want to unlock or what skill to upgrade, because scrolls with fixed skills force a particular gameplay.
 
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