New skill, talent, and de-buff ideas. Post yours.
Hey guys, Vizerdrix here again.
I wanted to start a thread about some new ideas for Hapyi to maybe implement in game, so lets start with the interesting stuff:TALENTS, SKILLS, and DE-BUFFS.
1.) These Talents are meant to spice up the battling in ways not done before, and in ways not completely broken. Here are a few that I came up with:
Eroded Armor: Whenever attacked, your monster’s physical defense lowers and its speed increases.
Mind Control: Your monster may cause your opponent to be become confused whenever they land an attack.
Other Worldly Touch: Your monster’s ghost skills deal physical damage instead.
Zen Punch: Your monster’s psychic skills deal physical damage instead.
Inferno: Every two turns your monster applies a burn de-buff to the opponents(s). Upon a second burn application the burn de-buff turns into a melting de-buff.
Ebb and Flow: When above 50% HP your monster takes less damage from physical attacks, and when below 50% HP it takes less damage from magical attacks.
Unyielding Spirit: when below 50% HP your monster is immune to de-buffs.
First Blood: Your monster’s skills deal double damage when the opponent is at full health.
Ill Omen: de-buff moves never miss.
Determination: When a skill is used repeatedly, on the third use it deals double damage.
2.) I spent some time thinking about what new skills could be created and I thought of some new advanced Support Skills would be pretty nice to spice up the battles that usually consist of just the "you hit me and I hit you". These are some Support skills that I came up with that I thought represent what each element is about, and therefore, can only be learned by a monster of the same element:
Ignite/Fire/0 Power/- Acc/3 PP: Strengthen the flames inside and raise your physical attack significantly while lowering your defense and magical defense.
Evaporate/Water/0 Power/- Acc/2 PP: Causes all attacks to miss and raise your Defense and Magic Defense. Fails if used twice in a row.
Regenerate/Grass/0 Power/- Acc/1PP: Overgrow your limits for 2 turns. When used, your monster’s HP is doubled and healed to full and its Defense and Magic defense lowers significantly. After the 2 turns its HP returns to normal keeping the percentage of HP it was at and the Defense drops.
Fortify/Rock/0 Power/- Acc/1PP: Fortify your defenses at the expense of attack. For 2 turns your monster becomes immune to most damage and immune to de-buffs and has its physical attack and speed lowered.
Energize/Electric/0 Power/- Acc/1pp: Charge up your attacks with your own power. For 2 turns any electric skill your monster uses increases its physical attack.
Cascade/Ice/0 Power/- Acc/2PP: Freeze yourself to the core to prevent damage. Your monster stiffens itself with the power of ice to become immune to damage and gives a freeze de-buff to its attacker(s). This move goes first.
Primal Shout/Normal/0 power/- Acc/2PP: A fierce shout to increase your damage. Lowers your monsters physical and magical defense to deal double damage the next turn when using a normal type skill.
Enlightenment/Psychic/0 Power/- Acc/2PP: See beyond to take control of the future. For 2 turns your psychic skills will move first.
Ghosts have Power of Darkness already so I don't think they'd need another.
3.) The next thing that I thought of that could make battles more interesting was De-Buffs. And I know some people hate De-Buffs, myself included because it just turns into who can get Lethal Powder first and then stall. But these De-Buffs are not about that. I tried to come up some De-Buffs that involve more switching and planning to make battles more lively:
Melting: Caused by Fire skills or talents, a monster with a melting de-buff has its physical and magical defenses lowered each turn until it is switched out.
Quick Sand: Caused by Rock skills or talents, a monster with a quicksand de-buff has its speed lowered each turn and cannot switch out.
Drowning: Caused by Water skills or talents, a monster with a drowning de-buff has its HP reduced by 1/6 until it is switched out.
Infection: Caused by Grass skills or talents, a monster with an infection de-buff can’t use skills that heal or receive any healing effects until switched out.
Frostbite: Caused by Ice skills or talents, a monster with a frostbite de-buff has its physical and magical attacks lowered each turn until it is switched out.
Rigor-Mortis: Caused by Ghost skills or talents, a monster with a rigor-mortis de-buff can’t use the same attack skill twice in a row, if no other moves are known other than attack skills then it hurts itself in confusion.
Taunt: Caused by Normal skills or talents, a monster with a taunt de-buff can only use skills that target the de-buffer.
Mind Block: Caused by Psychic skills or talents, a monster with a mental block de-buff cannot use support skills.
4.) I hope these are some ideas that you all will find interesting and maybe Haypi too, enough to maybe put similar versions in game. I think it would add the game greatly and I want to know what you all think as well. Feel free to comment about these ideas or post your own ideas for Talents, Skills, and De-Buffs because I think a variety would be amazing. Bye guys.
-Vizerdrix
I wanted to start a thread about some new ideas for Hapyi to maybe implement in game, so lets start with the interesting stuff:TALENTS, SKILLS, and DE-BUFFS.
1.) These Talents are meant to spice up the battling in ways not done before, and in ways not completely broken. Here are a few that I came up with:
Eroded Armor: Whenever attacked, your monster’s physical defense lowers and its speed increases.
Mind Control: Your monster may cause your opponent to be become confused whenever they land an attack.
Other Worldly Touch: Your monster’s ghost skills deal physical damage instead.
Zen Punch: Your monster’s psychic skills deal physical damage instead.
Inferno: Every two turns your monster applies a burn de-buff to the opponents(s). Upon a second burn application the burn de-buff turns into a melting de-buff.
Ebb and Flow: When above 50% HP your monster takes less damage from physical attacks, and when below 50% HP it takes less damage from magical attacks.
Unyielding Spirit: when below 50% HP your monster is immune to de-buffs.
First Blood: Your monster’s skills deal double damage when the opponent is at full health.
Ill Omen: de-buff moves never miss.
Determination: When a skill is used repeatedly, on the third use it deals double damage.
2.) I spent some time thinking about what new skills could be created and I thought of some new advanced Support Skills would be pretty nice to spice up the battles that usually consist of just the "you hit me and I hit you". These are some Support skills that I came up with that I thought represent what each element is about, and therefore, can only be learned by a monster of the same element:
Ignite/Fire/0 Power/- Acc/3 PP: Strengthen the flames inside and raise your physical attack significantly while lowering your defense and magical defense.
Evaporate/Water/0 Power/- Acc/2 PP: Causes all attacks to miss and raise your Defense and Magic Defense. Fails if used twice in a row.
Regenerate/Grass/0 Power/- Acc/1PP: Overgrow your limits for 2 turns. When used, your monster’s HP is doubled and healed to full and its Defense and Magic defense lowers significantly. After the 2 turns its HP returns to normal keeping the percentage of HP it was at and the Defense drops.
Fortify/Rock/0 Power/- Acc/1PP: Fortify your defenses at the expense of attack. For 2 turns your monster becomes immune to most damage and immune to de-buffs and has its physical attack and speed lowered.
Energize/Electric/0 Power/- Acc/1pp: Charge up your attacks with your own power. For 2 turns any electric skill your monster uses increases its physical attack.
Cascade/Ice/0 Power/- Acc/2PP: Freeze yourself to the core to prevent damage. Your monster stiffens itself with the power of ice to become immune to damage and gives a freeze de-buff to its attacker(s). This move goes first.
Primal Shout/Normal/0 power/- Acc/2PP: A fierce shout to increase your damage. Lowers your monsters physical and magical defense to deal double damage the next turn when using a normal type skill.
Enlightenment/Psychic/0 Power/- Acc/2PP: See beyond to take control of the future. For 2 turns your psychic skills will move first.
Ghosts have Power of Darkness already so I don't think they'd need another.
3.) The next thing that I thought of that could make battles more interesting was De-Buffs. And I know some people hate De-Buffs, myself included because it just turns into who can get Lethal Powder first and then stall. But these De-Buffs are not about that. I tried to come up some De-Buffs that involve more switching and planning to make battles more lively:
Melting: Caused by Fire skills or talents, a monster with a melting de-buff has its physical and magical defenses lowered each turn until it is switched out.
Quick Sand: Caused by Rock skills or talents, a monster with a quicksand de-buff has its speed lowered each turn and cannot switch out.
Drowning: Caused by Water skills or talents, a monster with a drowning de-buff has its HP reduced by 1/6 until it is switched out.
Infection: Caused by Grass skills or talents, a monster with an infection de-buff can’t use skills that heal or receive any healing effects until switched out.
Frostbite: Caused by Ice skills or talents, a monster with a frostbite de-buff has its physical and magical attacks lowered each turn until it is switched out.
Rigor-Mortis: Caused by Ghost skills or talents, a monster with a rigor-mortis de-buff can’t use the same attack skill twice in a row, if no other moves are known other than attack skills then it hurts itself in confusion.
Taunt: Caused by Normal skills or talents, a monster with a taunt de-buff can only use skills that target the de-buffer.
Mind Block: Caused by Psychic skills or talents, a monster with a mental block de-buff cannot use support skills.
4.) I hope these are some ideas that you all will find interesting and maybe Haypi too, enough to maybe put similar versions in game. I think it would add the game greatly and I want to know what you all think as well. Feel free to comment about these ideas or post your own ideas for Talents, Skills, and De-Buffs because I think a variety would be amazing. Bye guys.
-Vizerdrix
I'm not trying to be the best, I just want to be the Ghost Master.