#passives for breathings and bda

1 messages · Page 1 of 1 (latest)

compact tiger
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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

wheat aurora
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Honestly I really love this idea but I feel like this wouldn’t be added

abstract fractal
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This is a nice idea but it won't be tooken into consideration the developer don't care

solid forum
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not a fan of passives imo

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at least not pvp passives

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I entertain pve passives and all that but pvp passives... not my cot

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I feel like its just extra work for 5% fire damage but it could be more idk

compact tiger
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i just read your bio đź’€