Difference between revisions of "Technique design space"
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* Boulder (hard shell self) | * Boulder (hard shell self) | ||
* Breath | * Breath (nodding off) | ||
* Cat Calling (''harpooned'') | |||
* Sleeping Powder (''area'', nodding off) ''(change from fast)'' | * Sleeping Powder (''area'', nodding off) ''(change from fast)'' | ||
* Clock/Conjurer/Insanity/Negation (confusion) | * Clock/Conjurer/Insanity/Negation (confusion) |
Revision as of 09:41, 17 December 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. Or perhaps some elements should use reach or touch more often than others.
Animal techniques
Low damage (0.75-1.5), decent accuracy (90-100%), typically Normal, within the abilities of an ordinary animal.
- Headbutt (melee Normal)
- Strike (reliable Normal)
- Ram (melee Normal) (somewhat higher damage, somewhat lower accuracy than Headbutt)
- Punch (melee Heroic)
- Shadow Boxing (touch Heroic)
- Hawk (melee Sky)
Basic techniques
Low damage (0.75-1.5), decent accuracy (90-100%), no recharge, no other effects (except splash).
Magic
- Crystal (ranged Magic)
Heroic
- Lantern (ranged Heroic)
Lightning
- Lightning Spheres (ranged Lightning)
Metal
- Sword (melee Metal)
Frost
- Ice Claw (melee Frost)
- Chill Mist (ranged Frost, splash)
Sky
- Gust (ranged Sky)
Earth
- Rock (touch Earth)
Fire
- Sunburst (ranged Fire)
- Fire Ball (ranged Fire) (lower damage than on wiki)
Shadow
- Phantasmal Force (melee Shadow)
- Midnight Mantle (ranged Shadow, splash)
Water
- Flood (ranged Water, splash)
- Flow (melee Water, splash)
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)
- Cat Calling (harpooned)
- Sleeping Powder (area, nodding off) (change from fast)
- Clock/Conjurer/Insanity/Negation (confusion)
- Fume (enraged self)
- Glower (softened)
- Petrify (dozing)
- Poison Courtship (poisoned)
- Rot (poisoned)
- Stone Rot (fast, poisoned)
- Riposte (fast, retaliate)
- Revenge Stance (revenge)
- Fluff Up (recovering)
- Feint (focused self, tired)
- Take Cover (sniping self)
- Wallow (healing user, focused self)
- Mending (healing user)
- Evasion (focused self, fast)
- Changeling (recovering self, Magic type switch)
- Chameleon (hard shell self, Wood type switch)
- Arcane Eye (elemental shield self)
- Tinder (burn)
- Blood Nets (lifeleech)
- Canine (wild)
- Feline (fast, wild)
- Clairaudience (feedback self)
- Terror (lockdown)
- Undertaker (prickly)
- Overfeed (slow)
- Barking (flinching)
(blinded, charging, diehard, exhausted, festering, grabbed, harpooned, stuck, wasting)
Simple techniques
Some damage, and a condition or other effect (reliable, fast, type change); or lots of damage (1.6-3). Accuracy should be good (80-100%, with 80% and 85% being reserved for the more powerful options).
Normal
- Probiscus (reach Normal, lifeleech)
- Stampede (melee Normal, charging self)
- Constrict (reliable Normal, grabbed)
- Goad (melee Normal, fast, enraged)
- Assault (melee Normal, fast)
Venom
- Slime (reach Venom, festering)
- Pseudopod (reach Venom, festering)
- Web (melee Venom, grabbed)
- Poison Spray (renamed from Spray) (ranged Venom, poisoned)
- Sting (melee Venom, poisoned)
- Venom (ranged Venom, higher damage)
- Battery Acid (ranged Venom, higher damage, poisoned)
- Muck (reach Venom, higher damage)
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)
- Saber (melee Metal, higher damage)
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)
- Air Chain (reach Sky, higher damage)
Fire
- Magma (ranged Fire, area)
- Salamander (reach Fire, poisoned)
- Fire Claw (reach Fire, burn)
- Breathe Fire (ranged Fire, higher damage)
- Flamethrower (ranged Fire, higher damage, burn, slow recharge)
- Torch (reach Fire, flinching)
Frost
- Ice Storm (ranged Frost, area, higher damage)
- Ice Spear (melee Frost, splash, higher damage)
Shadow
- Strangulation (melee Shadow, higher damage)
- Mobbing (melee Shadow, higher damage)
Magic
- Muddle (ranged Magic, both focused)
- Amnesia (reach Magic, higher damage, both exhausted)
- Starfall (ranged Magic, focused self, tired)
- Ruby (reach Magic, higher damage)
- Mind Vise (melee Magic, stuck)
Earth
- Sand Spray (touch Earth, blinded)
- Thunderball (melee Earth, flinching)
- Mudslide (melee Earth, softened, higher damage)
- Quicksand (touch Earth, stuck, higher damage)
- Grinding (melee Earth, higher damage)
Water
- Venomous Tentacle (reach Water, poisoned)
- Font (ranged Water, recovering self)
- Kraken (melee Water, higher damage)
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)
- Radiance (ranged 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, area, 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)
- Mystic Blending (healing user, charging self, switch target element randomly, slow recharge)
- Fire Shield (elemental shield self, burn)
- Cloud Aether (switch user and target elements, new elements chosen randomly)
- Ice Shield (elemental shield self, slow)
- Neutralize (remove type changes and conditions from self and target)
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)
- Surf (ranged Water, splash, very high damage)
- Tsunami (reach Water, area, very high damage)
- Earthquake (touch 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)
- Avalanche (ranged Frost, higher damage, splash, exhausted)
- 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)
- Tonguespear (melee Normal, lifeleech, higher damage)
- Ten Thousand Feathers (ranged Sky, charging self, high damage)
- One Million Talons (melee Sky, flinching, high damage)
Special
- Refresh (heal self, recovering self)
- Energy Field (fast, charging self, exhausted)
- Static Field (hard shell self, exhausted)
Reserved techniques
These techniques are only used by a single monster family, or access to them through other methods is very limited.
- Tux Attack (melee Frost/Heroic, fast) (a rare double-element technique) - for Tux
- Vorpal (melee Metal, revenge, fast, very high damage) - for Bugnin
- Webs Wind (ranged Sky, slow, very high damage) - for Firomenis
- Oedipus (reach Metal, revenge self, confused) - for Miaownolith
- Demiurge (touch Cosmic, recovering self, confused) - for Altie
- Adamantine (touch Metal, very high damage) - for Windeye
- Ring (reach Wood, splash, recovering self) - for Tourbidi