Less random more tactics. Some skill chance suggestion
Posted: Sat Apr 19, 2014 3:19 pm
I would like to have more solid and tactics based skill that rely less on dice and random. While i've no problem in a game where you have some random i think that some skill will work better in yoru tactics decision if you have solid effect and less random involved. Here there's some suggestion about some skill change. Any suggestion could be modified or improved of course and nothing is set in stone in my sentence. It's all up to a discussion.
Ring of Ice and Ring of Mist : This two spell could be very usefull but it's a coin toss situation. If you fail they worth nothing if they trigger they're uber and can change the match.
a) I would like instead of a 50% chance of trigger that they just halve (or reduce in some way 33% maybe?) the damage taken from ranged or spell.
b) absorb the first ranged or magic spell damage then expire. the spell could still last 2 turn before automatic expire.
Assassin : In the original confrontation game, assassin was a charge related skill. there's many way it could be modified here.
a) Automatic crit on charge. (this would combine pretty well with dive bomb skill of gargoyle)
b) Gain +crit chance = to the hit chance bonus for being surrounded. (this would add more crit % for every unit that surround the target)
c) Ignore any malus to attack (not on defence) due to being surrounded. This coule be seen as the ability of an assassin to hit alone in the middle of the battle and would add a lot of tactics problem for defensive situation while add power to assault unit that could hit where they want.
Survival istinct
a) Immunity to crit.
b) Ignore first kill blow. The unit ignore the first damage that would otherwise kill him. One use per game.
c) Ignore defensive penalty or negate attacker bonus for attack for being surrounded. (not his own malus on attack for being surrounded). Something specular as assassin.
Obviusly evere kind of modification would have different AP cost.
What do you think?
Ring of Ice and Ring of Mist : This two spell could be very usefull but it's a coin toss situation. If you fail they worth nothing if they trigger they're uber and can change the match.
a) I would like instead of a 50% chance of trigger that they just halve (or reduce in some way 33% maybe?) the damage taken from ranged or spell.
b) absorb the first ranged or magic spell damage then expire. the spell could still last 2 turn before automatic expire.
Assassin : In the original confrontation game, assassin was a charge related skill. there's many way it could be modified here.
a) Automatic crit on charge. (this would combine pretty well with dive bomb skill of gargoyle)
b) Gain +crit chance = to the hit chance bonus for being surrounded. (this would add more crit % for every unit that surround the target)
c) Ignore any malus to attack (not on defence) due to being surrounded. This coule be seen as the ability of an assassin to hit alone in the middle of the battle and would add a lot of tactics problem for defensive situation while add power to assault unit that could hit where they want.
Survival istinct
a) Immunity to crit.
b) Ignore first kill blow. The unit ignore the first damage that would otherwise kill him. One use per game.
c) Ignore defensive penalty or negate attacker bonus for attack for being surrounded. (not his own malus on attack for being surrounded). Something specular as assassin.
Obviusly evere kind of modification would have different AP cost.
What do you think?