Difference between revisions of "Technique design space"
Sanglorian (talk | contribs) (Created page with "Possible changes to Techniques, if we went with the 13-element system. ''Very'' tentative, would not make any changes without checking with the designer(s) of the techniques. A monster might get a basic or animal technique and a condition imposer to start, then every few levels pick up a few simple techniques, the occasional exotic technique, and eventually more and more powerful techniques. Splash moves should all have low accuracy. == Animal techniques == Low...") |
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'''Work in progress by [[Sanglorian]].''' | |||
Possible changes to [[Techniques]], if we went with the 13-element system. ''Very'' tentative, would not make any changes without checking with the designer(s) of the techniques. | Possible changes to [[Techniques]], if we went with the 13-element system. ''Very'' tentative, would not make any changes without checking with the designer(s) of the techniques. | ||
A monster might get a basic or animal technique and a condition imposer to start, then every few levels pick up a few simple techniques, the occasional exotic technique, and eventually more and more powerful techniques. | A monster might get a basic or animal technique and a condition imposer to start, then every few levels pick up a few simple techniques, the occasional exotic technique, and eventually more and more powerful techniques. | ||
Splash moves should all have low accuracy. | New ideas in ''italics''. | ||
== Initial thoughts == | |||
* Splash moves should all have low accuracy. | |||
* We don't need symmetry. It's nice if different elements have different qualities. | |||
* I am wondering if we should make touch, reach and reliable techniques quite rare - almost treating belonging to one of these ranges as a special feature of the technique. | |||
== Animal techniques == | == Animal techniques == | ||
Low damage, decent accuracy, typically Normal, within the abilities of | Low damage, decent accuracy, typically Normal, within the abilities of an ordinary animal. | ||
* Headbutt (melee Normal) | * Headbutt (melee Normal) | ||
* Strike (reliable Normal) | * Strike (reliable Normal) | ||
* Ram (melee Normal) | * Ram (melee Normal) | ||
* Shadow Boxing (touch Heroic) | |||
* Hawk (melee Sky) | |||
== Basic techniques == | == Basic techniques == | ||
Low damage (0.75-1.5), decent accuracy (90-100%), no recharge, no other effects. | Low damage (0.75-1.5), decent accuracy (90-100%), no recharge, no other effects. | ||
==== Magic ==== | |||
* Crystal (ranged Magic) | * Crystal (ranged Magic) | ||
==== Heroic ==== | |||
* Lantern (ranged Heroic) | * Lantern (ranged Heroic) | ||
==== Lightning ==== | |||
* Lightning Spheres (ranged Lightning) | * Lightning Spheres (ranged Lightning) | ||
==== Metal ==== | |||
* Sword (melee Metal) | * Sword (melee Metal) | ||
==== Frost ==== | |||
* Ice Claw (melee Frost) | * Ice Claw (melee Frost) | ||
* | |||
==== Sky ==== | |||
* Gust (ranged Sky) | |||
==== Earth ==== | |||
* Rock (ranged Earth) | * Rock (ranged Earth) | ||
==== Fire ==== | |||
* Sunburst (touch Fire) | * Sunburst (touch Fire) | ||
* Fire Ball (ranged Fire) (lower damage than on wiki) | |||
==== Shadow ==== | |||
* Phantasmal Force (ranged Shadow) | * Phantasmal Force (ranged Shadow) | ||
== Condition imposers == | == Condition imposers == | ||
No damage, high chance to impose a buff on the player or debuff on the enemy (but not both). | No damage, high chance to impose a buff on the player or debuff on the enemy (but not both). Should have 100% accuracy unless it's a particularly powerful buff/debuff or it's fast or has another effect. | ||
* Boulder (hard shell self) | * Boulder (hard shell self) | ||
* Breath (nodding off) | * Breath (nodding off) | ||
* Sleeping Powder ( | * Sleeping Powder (area, nodding off) (change from fast) | ||
* Clock/Conjurer/Insanity/Negation (confusion) | * Clock/Conjurer/Insanity/Negation (confusion) | ||
* Fume (enraged self) | * Fume (enraged self) | ||
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* Poison Courtship (poisoned) | * Poison Courtship (poisoned) | ||
* Rot (fast, poisoned) | * Rot (fast, poisoned) | ||
* Fluff Up (recovering) | |||
* Feint (focused self, tired) | |||
* Stone Rot (fast, poisoned) | |||
* Take Cover (sniping self) | |||
* Wallow (healing user, focused self) | |||
* ''Changeling (recovering self, Magic type switch)'' | |||
* ''Chameleon (hard shell self, Wood type switch)'' | |||
* Arcane Eye (flame shield self) | |||
* Tinder (burn) | |||
(blinded, charging, diehard, exhausted, feedback, festering, flinching, grabbed, harpooned, lifeleech, lockdown, overfeeding, prickly, stuck, wasting) | |||
== Simple techniques == | == Simple techniques == | ||
Some damage, and a condition or other effect (splash, reliable, fast, type change); or lots of damage (1.6-3). | Some damage, and a condition or other effect (splash, reliable, fast, type change); or lots of damage (1.6-3). | ||
==== Normal ==== | |||
* Probiscus (reach Normal, lifeleech) | * Probiscus (reach Normal, lifeleech) | ||
* Tonguespear (melee Normal, lifeleech) | * Tonguespear (melee Normal, lifeleech) | ||
* Stampede (melee Normal, charging self) | |||
* Constrict (reliable Normal, grabbed) | |||
* Goad (melee Normal, fast, enraged) | |||
==== Venom ==== | |||
* Slime (reach Venom, festering) | * Slime (reach Venom, festering) | ||
* Pseudopod (reach Venom, festering) | |||
* Web (melee Venom, grabbed) | |||
* Poison Spray (renamed Spray) (ranged Venom, poisoned) | |||
* Sting (melee Venom, poisoned) | |||
* Venom (ranged Venom, higher damage) | |||
* Battery Acid (ranged Venom, higher damage, poisoned) | |||
==== Metal ==== | |||
* Blade (melee Metal, fast) | * Blade (melee Metal, fast) | ||
* Bullet (ranged Metal, fast) | |||
* Perfect Cut (reliable Metal, higher damage) | |||
* Shuriken (ranged Metal, diehard self) | |||
* Rust Bomb (ranged Metal, splash, poisoned) | |||
* Wall of Steel (melee Metal, fast, hard shell self) | |||
==== Wood ==== | |||
* Blossom (ranged Wood, healing self) | * Blossom (ranged Wood, healing self) | ||
* | * Splinter (reach Wood, blinded) | ||
* Overgrowth (ranged Wood, grabbed) | |||
==== Sky ==== | |||
* Whirlwind (ranged Sky, fast) | * Whirlwind (ranged Sky, fast) | ||
* Wingtip (melee Sky, fast) | * Wingtip (melee Sky, fast) | ||
* Peregrine (melee Sky, fast, higher damage) | |||
* Biting Winds (ranged Sky, softened) | |||
==== Fire ==== | |||
* Magma (reach Fire, area) | * Magma (reach Fire, area) | ||
* Salamander (touch Fire, poisoned) | |||
* Fire Claw (melee Fire, burn target) | |||
* Breathe Fire (touch Fire, higher damage) | |||
* Flamethrower (reach Fire, higher damage, burn target, slow recharge) | |||
==== Frost ==== | |||
* Chill Mist (reach Frost, splash) | * Chill Mist (reach Frost, splash) | ||
* Ice Storm (ranged Frost, area, higher damage) | |||
* Ice Spear (melee Frost, splash, higher damage) | |||
==== Shadow ==== | |||
* Midnight Mantle (ranged Shadow, splash) | * Midnight Mantle (ranged Shadow, splash) | ||
==== Magic ==== | |||
* Muddle (ranged Magic, both focused) | * Muddle (ranged Magic, both focused) | ||
* | * Amnesia (reach Magic, higher damage, both exhausted) | ||
* | * Starfall (ranged Magic, focused self, tired) | ||
==== Earth ==== | |||
* Sand Spray (touch Earth, blinded) | * Sand Spray (touch Earth, blinded) | ||
* | * Thunderball (melee Earth, flinching) | ||
* Mudslide (melee Earth, softened, higher damage) | |||
* Quicksand (touch Earth, stuck, higher damage) | |||
==== Water ==== | |||
* Flood (ranged Water, splash) | * Flood (ranged Water, splash) | ||
* Flow (melee Water, splash) | * Flow (melee Water, splash) | ||
* | * Venomous Tentacle (reach Water, poisoned) | ||
* | * Font (ranged Water, recovering self) | ||
==== Lightning ==== | |||
* Thunderclap (ranged Lightning, exhausted) | * Thunderclap (ranged Lightning, exhausted) | ||
* Battery Discharge (ranged Lightning, healing user) | * Battery Discharge (ranged Lightning, healing user) | ||
* | * Surge (ranged Lightning, charging self) | ||
==== Heroic ==== | |||
* Invictus (touch Heroic, enraged self, grabbed) | * Invictus (touch Heroic, enraged self, grabbed) | ||
* Beam (ranged Heroic, blinded) | * Beam (ranged Heroic, blinded) | ||
* Berserk (melee Heroic, enraged self) | * Berserk (melee Heroic, enraged self) | ||
* One-Two (touch Heroic, higher damage) | |||
== Exotic techniques == | == Exotic techniques == | ||
These do strange things, fitting into a niche rather than being usable often. | These do strange things, fitting into a niche rather than being usable often. | ||
==== Attacks ==== | |||
* Energy Claws (melee Lightning, sniping) (melee attack that makes it harder to make melee attacks in future) | * Energy Claws (melee Lightning, sniping) (melee attack that makes it harder to make melee attacks in future) | ||
* Kindling Flame (ranged Fire, enraged) (ranged attack that makes it harder to make ranged attacks in future) | * Kindling Flame (ranged Fire, enraged) (ranged attack that makes it harder to make ranged attacks in future) | ||
* Panjandrum (reliable Normal, fixed damage) | |||
* Sleep Bomb (reach Magic, both nodding off) | |||
* Blood Bond (touch Water, both lifeleech) | |||
* Bubble Trap (reach Magic, both grabbed) | |||
* Fester (reach Venom, both festering) | |||
==== Special ==== | |||
* Ants, Fiery, Gyser, Sylvan, Touch, Ubuntu (switch element) | * Ants, Fiery, Gyser, Sylvan, Touch, Ubuntu (switch element) | ||
* Gold Digger (take money from opponent) | * Gold Digger (take money from opponent) | ||
Line 100: | Line 175: | ||
* Levitate (both sniping) (both monsters now benefit from making ranged attacks) | * Levitate (both sniping) (both monsters now benefit from making ranged attacks) | ||
* Life Surge (heal self, charged up) (heal self but at expense of empowering enemy) | * Life Surge (heal self, charged up) (heal self but at expense of empowering enemy) | ||
* Eyebite (fast, exhausted, slow recharge) | * Eyebite (fast, exhausted, slow recharge) | ||
* Scope (scope) | * Scope (scope) | ||
* | * Clamp On (diehard self, grabbed) | ||
* Sudden Glow (healing user, recovering self, focused) | |||
* Fire Shield (flame shield self, burn) | |||
== Powerful techniques == | == Powerful techniques == | ||
Lots of damage and a condition or other effect, and with shorter recharges than you would expect given their power. | Lots of damage and a condition or other effect, and with shorter recharges than you would expect given their power. | ||
==== Attacks ==== | |||
* Firestorm (reach Fire, area, very high damage) | |||
* Supernova (ranged Fire, charged up, very high damage) | |||
* Lava (ranged Fire, area, burn both, very high damage) | |||
* Avalanche (ranged Earth, higher damage, splash, exhausted) | * Avalanche (ranged Earth, higher damage, splash, exhausted) | ||
* Surf (ranged Water, splash, very high damage) | * Surf (ranged Water, splash, very high damage) | ||
* Tsunami (reach Water, area, very high damage) | * Tsunami (reach Water, area, very high damage) | ||
* Earthquake (ranged Earth, area, very high damage) | * Earthquake (ranged Earth, area, very high damage) | ||
* Viper (reliable Venom, very high damage) | * Viper (reliable Venom, very high damage) | ||
* Electrical Storm (ranged Lightning, splash, very high damage) | * Electrical Storm (ranged Lightning, splash, very high damage) | ||
* Frostbite (reach Frost, poisoned, very high damage) | * Frostbite (reach Frost, poisoned, very high damage) | ||
* Snowstorm (melee Frost, splash, exhausted, very high damage) | * Snowstorm (melee Frost, splash, exhausted, very high damage) | ||
* Shrapnel (ranged Metal, fast, splash, very high damage) | * Shrapnel (ranged Metal, fast, splash, very high damage) | ||
* All In (touch Heroic, recovering self, very high damage) | |||
* Give All (melee Heroic, exhausted self, very high damage) | |||
==== Special ==== | |||
* Refresh (heal self, recovering self) | |||
* Energy Field (fast, charging self, exhausted) | |||
* Static Field (hard shell self, exhausted) |
Revision as of 09:36, 20 May 2023
Work in progress by Sanglorian.
Possible changes to Techniques, if we went with the 13-element system. Very tentative, would not make any changes without checking with the designer(s) of the techniques.
A monster might get a basic or animal technique and a condition imposer to start, then every few levels pick up a few simple techniques, the occasional exotic technique, and eventually more and more powerful techniques.
New ideas in italics.
Initial thoughts
- Splash moves should all have low accuracy.
- We don't need symmetry. It's nice if different elements have different qualities.
- I am wondering if we should make touch, reach and reliable techniques quite rare - almost treating belonging to one of these ranges as a special feature of the technique.
Animal techniques
Low damage, decent accuracy, typically Normal, within the abilities of an ordinary animal.
- Headbutt (melee Normal)
- Strike (reliable Normal)
- Ram (melee Normal)
- Shadow Boxing (touch Heroic)
- Hawk (melee Sky)
Basic techniques
Low damage (0.75-1.5), decent accuracy (90-100%), no recharge, no other effects.
Magic
- Crystal (ranged Magic)
Heroic
- Lantern (ranged Heroic)
Lightning
- Lightning Spheres (ranged Lightning)
Metal
- Sword (melee Metal)
Frost
- Ice Claw (melee Frost)
Sky
- Gust (ranged Sky)
Earth
- Rock (ranged Earth)
Fire
- Sunburst (touch Fire)
- Fire Ball (ranged Fire) (lower damage than on wiki)
Shadow
- Phantasmal Force (ranged Shadow)
Condition imposers
No damage, high chance to impose a buff on the player or debuff on the enemy (but not both). Should have 100% accuracy unless it's a particularly powerful buff/debuff or it's fast or has another effect.
- Boulder (hard shell self)
- Breath (nodding off)
- Sleeping Powder (area, nodding off) (change from fast)
- Clock/Conjurer/Insanity/Negation (confusion)
- Fume (enraged self)
- Glower (softened)
- Petrify (dozing)
- Poison Courtship (poisoned)
- Rot (fast, poisoned)
- Fluff Up (recovering)
- Feint (focused self, tired)
- Stone Rot (fast, poisoned)
- Take Cover (sniping self)
- Wallow (healing user, focused self)
- Changeling (recovering self, Magic type switch)
- Chameleon (hard shell self, Wood type switch)
- Arcane Eye (flame shield self)
- Tinder (burn)
(blinded, charging, diehard, exhausted, feedback, festering, flinching, grabbed, harpooned, lifeleech, lockdown, overfeeding, prickly, stuck, wasting)
Simple techniques
Some damage, and a condition or other effect (splash, reliable, fast, type change); or lots of damage (1.6-3).
Normal
- Probiscus (reach Normal, lifeleech)
- Tonguespear (melee Normal, lifeleech)
- Stampede (melee Normal, charging self)
- Constrict (reliable Normal, grabbed)
- Goad (melee Normal, fast, enraged)
Venom
- Slime (reach Venom, festering)
- Pseudopod (reach Venom, festering)
- Web (melee Venom, grabbed)
- Poison Spray (renamed Spray) (ranged Venom, poisoned)
- Sting (melee Venom, poisoned)
- Venom (ranged Venom, higher damage)
- Battery Acid (ranged Venom, higher damage, poisoned)
Metal
- Blade (melee Metal, fast)
- Bullet (ranged Metal, fast)
- Perfect Cut (reliable Metal, higher damage)
- Shuriken (ranged Metal, diehard self)
- Rust Bomb (ranged Metal, splash, poisoned)
- Wall of Steel (melee Metal, fast, hard shell self)
Wood
- Blossom (ranged Wood, healing self)
- Splinter (reach Wood, blinded)
- Overgrowth (ranged Wood, grabbed)
Sky
- Whirlwind (ranged Sky, fast)
- Wingtip (melee Sky, fast)
- Peregrine (melee Sky, fast, higher damage)
- Biting Winds (ranged Sky, softened)
Fire
- Magma (reach Fire, area)
- Salamander (touch Fire, poisoned)
- Fire Claw (melee Fire, burn target)
- Breathe Fire (touch Fire, higher damage)
- Flamethrower (reach Fire, higher damage, burn target, slow recharge)
Frost
- Chill Mist (reach Frost, splash)
- Ice Storm (ranged Frost, area, higher damage)
- Ice Spear (melee Frost, splash, higher damage)
Shadow
- Midnight Mantle (ranged Shadow, splash)
Magic
- Muddle (ranged Magic, both focused)
- Amnesia (reach Magic, higher damage, both exhausted)
- Starfall (ranged Magic, focused self, tired)
Earth
- Sand Spray (touch Earth, blinded)
- Thunderball (melee Earth, flinching)
- Mudslide (melee Earth, softened, higher damage)
- Quicksand (touch Earth, stuck, higher damage)
Water
- Flood (ranged Water, splash)
- Flow (melee Water, splash)
- Venomous Tentacle (reach Water, poisoned)
- Font (ranged Water, recovering self)
Lightning
- Thunderclap (ranged Lightning, exhausted)
- Battery Discharge (ranged Lightning, healing user)
- Surge (ranged Lightning, charging self)
Heroic
- Invictus (touch Heroic, enraged self, grabbed)
- Beam (ranged Heroic, blinded)
- Berserk (melee Heroic, enraged self)
- One-Two (touch Heroic, higher damage)
Exotic techniques
These do strange things, fitting into a niche rather than being usable often.
Attacks
- Energy Claws (melee Lightning, sniping) (melee attack that makes it harder to make melee attacks in future)
- Kindling Flame (ranged Fire, enraged) (ranged attack that makes it harder to make ranged attacks in future)
- Panjandrum (reliable Normal, fixed damage)
- Sleep Bomb (reach Magic, both nodding off)
- Blood Bond (touch Water, both lifeleech)
- Bubble Trap (reach Magic, both grabbed)
- Fester (reach Venom, both festering)
Special
- Ants, Fiery, Gyser, Sylvan, Touch, Ubuntu (switch element)
- Gold Digger (take money from opponent)
- Hibernate (heal, nodding off self)
- Levitate (both sniping) (both monsters now benefit from making ranged attacks)
- Life Surge (heal self, charged up) (heal self but at expense of empowering enemy)
- Eyebite (fast, exhausted, slow recharge)
- Scope (scope)
- Clamp On (diehard self, grabbed)
- Sudden Glow (healing user, recovering self, focused)
- Fire Shield (flame shield self, burn)
Powerful techniques
Lots of damage and a condition or other effect, and with shorter recharges than you would expect given their power.
Attacks
- Firestorm (reach Fire, area, very high damage)
- Supernova (ranged Fire, charged up, very high damage)
- Lava (ranged Fire, area, burn both, very high damage)
- Avalanche (ranged Earth, higher damage, splash, exhausted)
- Surf (ranged Water, splash, very high damage)
- Tsunami (reach Water, area, very high damage)
- Earthquake (ranged Earth, area, very high damage)
- Viper (reliable Venom, very high damage)
- Electrical Storm (ranged Lightning, splash, very high damage)
- Frostbite (reach Frost, poisoned, very high damage)
- Snowstorm (melee Frost, splash, exhausted, very high damage)
- Shrapnel (ranged Metal, fast, splash, very high damage)
- All In (touch Heroic, recovering self, very high damage)
- Give All (melee Heroic, exhausted self, very high damage)
Special
- Refresh (heal self, recovering self)
- Energy Field (fast, charging self, exhausted)
- Static Field (hard shell self, exhausted)