Difference between revisions of "Technique design space"
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* Blood Nets (lifeleech) | * Blood Nets (lifeleech) | ||
* Canine (wild) | * Canine (wild) | ||
* Feline | * Feline ('''fast,''' wild) | ||
* Clairaudience (feedback self) | * Clairaudience (feedback self) | ||
* Terror (lockdown) | * Terror (lockdown) |
Revision as of 00:36, 21 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/Cat Calling (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)
- Blood Nets (lifeleech)
- Canine (wild)
- Feline (fast, wild)
- Clairaudience (feedback self)
- Terror (lockdown)
- Undertaker (prickly)
- Overfeed (overfeeding)
- Barking (flinching)
(blinded, charging, diehard, exhausted, festering, grabbed, harpooned, overfeeding, 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)
- Breathe Fire (touch Fire, higher damage)
- Flamethrower (reach Fire, higher damage, burn, 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)
- Orbs (ranged Aether, change user type to a random element)
Special
- Ants, Fiery, Gyser, Sylvan, Touch, Ubuntu (switch target 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)
- Cloud Aether (switch user and target elements, new elements chosen randomly)
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)