why? because it makes a breathing more unique and fun, while opening up opportunities for the devs to make unique skillsets.
Passives also shouldn’t be hard to implement, evident from the fact that passives somewhat already exist in rpg2
I made a few examples of passives that can be added
Flame Breathing:
Inflicts burning status, which does slight continuous damage to an affected opponent and slows his movement speed. Expires after a while.
Water Breathing:
Stun time is reduced if the user is stunned while using a skill. User’s momentum will also not be affected when stunned during a skill (i.e. If stunned while using a dash skill, the user won’t abruptly stop moving midair)
Thunder Breathing:
Dashing speed is faster than normal. Dash cooldown remains the same.
Insect Breathing:
Poison status inflicted, does slight continuous damage to an affected opponent, but damage increases as the user hits more skills on him.
Passives shouldn’t give too much of an advantage
Such ideas can be implemented for chainbound too
Feel free to give feedback