Board Thread:Off-Topic/@comment-26960607-20160817034352

I've basically used these things in my Class Concepts (but something tells me I may have been beaten to it or I'm not the only one who does this). If you guys want some ideas (or want to use mine or whatever) for you Class Concept like "Giving it a bit of Spice" or "Trying to give it something to help itself out"... You can consider these (if they'd be any great for you. If not, then... JUST DON'T).

Note: These may seem a bit gimmicky or may not be the best. Don't be using this these too often as they might end up making the Game pretty unoriginal or something that'll make you want to quit playing.

Another Note: I've referenced some of my Class Concepts in this not for Self-Advertisement but it's that I've used it on them (most of these).

Assist Abilities:

I've used it in 2 of my Class Concepts (Raptor & Lore). This is way different than "Summoning" Abilities. They require an AI. These mostly involve: Helper appears, does something, LEAVES (mostly) or... Helper Appears, Stays for a while helping, leaves (this is only for Lore's Case). You're better off giving these a long cooldown (something like 30 Seconds) or having them be able to be cancelled by just hitting the Helper.

-These Assists are mostly meant to "Assist". It's more of a Utility to help the Class out rather than using it for killing (because it's best to have it help you make killing easier). This Mechanic (pun NOT intended) would have to make use of 2 Abilities. E for Changing the Helper that could be called in or something and another button (probably C most likely) for calling in the Helper. Having it only use 1 Ability would probably result with having the Assist being in an order or randomized.

Mana Loss:

This is the exact opposite of gaining Mana. Even though I've used this a few times in my Class Concepts, these are mostly used to "Delay Someone From Using A Tide-Changing Ability" or something. Your better off having them use a set amount of mana (like a huge chunk) rather than having it degrade.

Map-Affecting Ultimates:

Yeah, this would seem super OP. 2 Class Concepts of mine (Lore & Labyrinth) can do this but here are the Standards I've put on:

-Ultimate is Super Powerful (not as in "Insta-Kill" or whatever)

-Has a bit of a long casting time (to make it fair as it can't be avoided usually)

-Has a 90 Second Cooldown (Reason why it has to be used wisely)

This is an Ultimate Tide-Changer or something that'll put things in to your favor whether it be being able to save yourself (Lore's Case) or being able to Destroy Everything (Labyrinth's Case). If you want to make use of this but it seems too OP, give it some kind of downside or requirement of being able to be performed (2 Extra Standards I've given to Labyrinth's Ultimate).

This still is something pretty OP so don't be using this that often (unless you're making a Joke Class).

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Property Changing Abilities:

This is something I may have used a lot. This is something that'll give the Class some Versatility (if it may need any). This can be a substitute for "Changing Movesets" too. What it does is either change the Player's Current Effects (like Buffs or something) or Change an Effect of another Ability (or more). Don't be using this if you don't need it (well that's mostly everything in this Post).

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Another Kind of "Stun":

Please don't use this too much (unless you want to make Protos hate the Class) but you really have to use this rarely. This should better off be something that'll help the Class out giving hits easier or something. Here are some types I've used myself:

Immobility: Something like, when they step on this, they get stuck until it vanishes or traps them in something (like in a Ring or whatever) for a bit of time.

Levitation: Something that'll leave the enemy stuck in the air for some time. If I ever need to balance this, I'd give the Drawback of this that it doesn't stop them from being able to Attack back. If I ever have the need to make it a bit OP, I'd just make Movement Abilities useless (Teleports, Jumps, Dashes, Speed Buffs, Flights, etc. etc).

Knockdown: I've only used this in my Class Concept "Marquee" (a "Tiered" Class) and it's only something the Last Form can do. Basically, if an Attack can do this, it'll knock the enemy to the floor (as if they got stunned, staggered, or hit hard) but then they get back up. This is not really a Stun but it's good for cancelling out other people's Approach Option Moves (Dashes & Stuff) along with Tide-Changing Abilities that have some Casting Time (like Temporal Stun).

Dazing: Essentially... They're still standing but seeing stars for a bit. It's pretty broken and I've only used this Mechanic (STILL NO PUN INTENDED) in my Class Concept "Sydney" who makes use of a Boomerang.

Sleep: If "Dozing Off" enemies seems a bit OP to you, give it some kind of drawback like it helps them also (like increasing regen, removing debuffs, increasing Mana Gain, etc.etc) or just shortening the time they do it.

Note: This could pretty much make Stuns & Staggers non-existent if used way too much in many Class Concepts.

Player-Affecting Abilities:

This essentially doesn't affect the Class but us Players. It's something that'll screw them up but I wouldn't be using it too much. Here are some Kinds:

-Control Tampering Abilities (some examples)

>(Unused) Reverse Movement: What this does is it makes the movement buttons you imput do the opposite.

Forward Key makes you move Backwards for example. Left key makes you move to the Right.

>Confusion: Prevents them from being able to use their Abilities or at least any form of Attack that they have (including the Click Combo). I've only used this in my Class Concept named "Marquee" and only 2 Forms can give out this Effect.

-Blindness (or anything that screws up with the Player's Viewing)

-GUI Covering: A great example to this is something I did with my Class Concept named "Chanterelle". She has this Ability that covers up all your GUIs (showing Stats, Mana, Stun, Health, etc. etc) for a while. Pretty inconvenient right?

-Turning the Player Around or making them Spin.

>I actually had a Class Concept myself named "Gyro" who could do this but someone had to sent it to "GephHELLta" so yeah.

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Death Triggered Passives:

I'd consider Anubis' Passive as "Kill Triggered". Unlike that, which mostly has you kill... This one activates upon you dying. Something that'll give the one who murdered you an inconvenience. I've only used it, I think once, in my Class Concept named "Bomba" who Blows Up on enemies if they kill him. NOT when he kills himself. This shouldn't be something like "Upon Death, whoever killed -Name of Class- will instantly die". It's something that'll screw them up badly (which can be rendered useless against teamers usually). 