Talk:Character Abilities

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Bahumat says: Regarding Support Abilities, a game design decision needs to be made here regarding the power level desired for Support. Points of consideration:

1. Can a person only have one Support Ability active at a time?

If Yes:

1. Wherever possible, make these powers binary and broad. They're special, they're powerful, and they should be broadly applicable. Whenever possible, try to aim for straight-up bonuses to stats. Examples: (Attack+, Turbo MP, Magic+, Speed+, etc.) when offensive. When defensive, they should then provide broad categorical resistance or immunity, binary, or else provide powerful counter-attack abilities or on-hit triggered benefits. Examples: (Archer's Bane, Counter, Return Fire, Blink Counter, Regenerate, Critical: Haste, Critical: Quicken).

2. The powers should be prestigious, and expensive. Big investment, big payoff, and thus the bonuses of a support power should be a difficult choice. Given that most players will probably only ever buy one or two their entire career, this should be a tough choice; and definitely tiered appropriately in powers by job. So a player could make the big investment into, say, Fighter's Counter early on, or they could hold off to get the much superior Strike Back from Parivir, later in their career.