OrionZG
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- WandersZ.
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I think that a better solution to give more dynamism, fun and prominence to the gameplay and dinosaurs is to add passive skills.
But what is a passive skill?
as some may already know... a passive skill is an "automatic" ability of a character, in this case our dinosaurs. These skills work in certain scenarios with certain rules.
Passive skillscan give each dinosaur and weapon that unique gameplay (depending on a dinosaur's characteristics):
Coelophysis: when receiving a critical attack your dinosaur increases its speed by 5% for 5s.
Centrosaurus: When you use any of your skills, you have a 50% chance to receive a reflection for 5s.
Carnoturus: Your carnotaur steals life for each attack.
Brachiosaurus: your brachi recovers more life when not attacked.
Pachy: When your dino marks a specific target from a distance for 10s, it can use its abilities at a greater distance dealing an extra percentage of damage.
Parasaurolophus: Parasaurolophus can run faster in Green Volcano and Mokon Woods.
Ankylosaurus: Armor can be an option. But it could also be: Ankylosaurus has a 50% chance to do triple damage with the "Tail smash attack" skill.
Tyranosaurus: when the tyrannosaurus kills another tyrannosaurus, the cooldown of his skills is a little faster.
Weapons:
Hammer: The "rocket launcher" skill can do the same standard damage within a specific area.
Burning Colt: The weapon shot has a 50% chance to apply a low or high burn for 3s.
Peacemaker: for every 20s peacemaker can use his skills at a much greater distance.
Gatling: Each ability with additional power increases the effects that an enemy player received by 4-5 seconds. For example: when I see a player who has 4s stun, I can go with my gatling and increase that effect to 9s (as long as I use my ability with extra power).
Yager Rifle: When the weapon fires 7 consecutive times without missing, the next shot or skill is a guaranteed critical.
Showstopper: The shotgun takes 5% extra damage when our ranger is in close combat.
And that would be it, as you can see I tried to come up with abilities that are not related to a specific effect because then it tends to be weak or useless against a tech module or implant. Also the passive skills are somewhat more "independent".
and what do you think?? Do you have other ideas for passive skills?
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