The G-Meister
Giga Slime
Seen as the support skills section is fairly empty, I thought I'd contribute a few ideas. Also, I didn't see any section for creating completely new skills, so I thought I'd just make a new thread. Anyway, here goes.
A few initial notes
Currently, the only two support skills we have are in the defensive section, although they act more like passive skills. If you think about it, they simply give you a passive buff for a short duration no matter what you do, until the time runs out, rather than most of the things I'm gonna suggest here.
Instead of all the support skills acting like this, we could have some more AOE type support skills, which instead put a static "ring" on the ground, in which you or your enemies need to stand to receive the effect.
I won't be delving into EP costs, as that's a little too far for my balancing knowledge.
Defensive
[Hyper gravity]:
This works like the effect described above. At base charge, it puts a small ring on the ground in which enemy movement speed is slowed. Has a quick charge time.
Base charge: Goes about 2 steps in each direction, and reduces movement speed by 40%, +1% per skill point. Lasts 30 seconds.
Bronze charge: Reduces movement speed by 45%, +1% per skill point. Lasts 30 seconds
Silver charge: Goes 3 steps in each direction, reduces movement speed by 65%, +1% per skill point. Lasts 35 seconds.
Gold charge: Goes 3.5 steps in each direction, reduces movement speed by 80%. Lasts 40 seconds. Upon creation, it knocks all enemies around you back ~2 steps, and stuns them for ~2 seconds.
Only reason I started this at 40% is because the Ice Nova gives the chilling effect, which is an instant 50% anyway. We could also have this decrease attack speed, making it a little more useful, and easier to implement. If wanted we could have it chill enemies instead. I just wanted a little more variety ^-^
[Decoy]:
Having tried and failed for an idea involving an orb which sucks up nearby projectiles, as it wouldn't be useful anywhere apart from the FF, and would be incredibly overpowered there too, I decided to have something which acts on normal enemies. For most smaller enemies (so we forget bosses, as then it'd be too OP (our excuse here could be that larger enemies are more advanced in knowing what to attack)) you can throw out this decoy, which, if enemies are closer to it than you are, they will attack in preference. Perhaps it takes on the appearance of a ghost chicken, as arcade enemies seem to have a fun time attacking them. It has a set amount of health, and when killed, makes the same sort of poofing animation you get when you kill a bloomo. Has quite a slow charge time.
Base charge: Chicken fired out infront of you about 2 steps. Has 300 health, +5 per skill level, and doesn't run away. Disappears after 30 seconds if not already killed.
Bronze charge: Chicken fired out 2 steps. Has 350 health, +5 per skill level.
Silver charge: Fired out 3 steps infront of you. It is slightly bigger in size and now has 500 health, +5 per skill level, and a small amount of DEF, eg. 5. The chicken can slowly run away from any attackers that hit it, and wanders around slowly as chickens do. When it dies, it implodes into a cloud of feathers, leaving all enemies in a 2 step radius stunned for two or three seconds.
Gold charge: Fired out 3 steps infront of you. Is now slightly bigger still, almost the height of the player. Has 700 base health, and now has 10 DEF. Its clucks now alert nearby enemies, it runs away at its normal speed, and upon death, it explodes, dealing a small amount of damage to all nearby enemies, as well as a 4-5 second stun.
Now, I have a few more ideas, but I'd like to get something done this morning, so I'll pop those down later. Hope these get considered, and seen as I'm no expert on balancing, please point out weaknesses in these ideas that I may have overlooked, that make them all too OP.
A few initial notes
Currently, the only two support skills we have are in the defensive section, although they act more like passive skills. If you think about it, they simply give you a passive buff for a short duration no matter what you do, until the time runs out, rather than most of the things I'm gonna suggest here.
Instead of all the support skills acting like this, we could have some more AOE type support skills, which instead put a static "ring" on the ground, in which you or your enemies need to stand to receive the effect.
I won't be delving into EP costs, as that's a little too far for my balancing knowledge.
Defensive
[Hyper gravity]:
This works like the effect described above. At base charge, it puts a small ring on the ground in which enemy movement speed is slowed. Has a quick charge time.
Base charge: Goes about 2 steps in each direction, and reduces movement speed by 40%, +1% per skill point. Lasts 30 seconds.
Bronze charge: Reduces movement speed by 45%, +1% per skill point. Lasts 30 seconds
Silver charge: Goes 3 steps in each direction, reduces movement speed by 65%, +1% per skill point. Lasts 35 seconds.
Gold charge: Goes 3.5 steps in each direction, reduces movement speed by 80%. Lasts 40 seconds. Upon creation, it knocks all enemies around you back ~2 steps, and stuns them for ~2 seconds.
Only reason I started this at 40% is because the Ice Nova gives the chilling effect, which is an instant 50% anyway. We could also have this decrease attack speed, making it a little more useful, and easier to implement. If wanted we could have it chill enemies instead. I just wanted a little more variety ^-^
[Decoy]:
Having tried and failed for an idea involving an orb which sucks up nearby projectiles, as it wouldn't be useful anywhere apart from the FF, and would be incredibly overpowered there too, I decided to have something which acts on normal enemies. For most smaller enemies (so we forget bosses, as then it'd be too OP (our excuse here could be that larger enemies are more advanced in knowing what to attack)) you can throw out this decoy, which, if enemies are closer to it than you are, they will attack in preference. Perhaps it takes on the appearance of a ghost chicken, as arcade enemies seem to have a fun time attacking them. It has a set amount of health, and when killed, makes the same sort of poofing animation you get when you kill a bloomo. Has quite a slow charge time.
Base charge: Chicken fired out infront of you about 2 steps. Has 300 health, +5 per skill level, and doesn't run away. Disappears after 30 seconds if not already killed.
Bronze charge: Chicken fired out 2 steps. Has 350 health, +5 per skill level.
Silver charge: Fired out 3 steps infront of you. It is slightly bigger in size and now has 500 health, +5 per skill level, and a small amount of DEF, eg. 5. The chicken can slowly run away from any attackers that hit it, and wanders around slowly as chickens do. When it dies, it implodes into a cloud of feathers, leaving all enemies in a 2 step radius stunned for two or three seconds.
Gold charge: Fired out 3 steps infront of you. Is now slightly bigger still, almost the height of the player. Has 700 base health, and now has 10 DEF. Its clucks now alert nearby enemies, it runs away at its normal speed, and upon death, it explodes, dealing a small amount of damage to all nearby enemies, as well as a 4-5 second stun.
Now, I have a few more ideas, but I'd like to get something done this morning, so I'll pop those down later. Hope these get considered, and seen as I'm no expert on balancing, please point out weaknesses in these ideas that I may have overlooked, that make them all too OP.