Ideas for passive skills
Passive skills tend to make the meta more interesting by adding additional twists to the fight. Unfortunately, they seem to be rather scarce. Some ideas to spice things up, they all follow the pattern that the final two levels are somewhat stronger than the first three levels:
Power Leech
1.) All opponent skills using the [pimary hero color] pool cost one additional AP to activate.
2.) All opponent skills using the [secondary hero color] pool cost one additional AP to activate.
3.) All opponent skills using the [tertiary hero color] pool cost one additional AP to activate.
4.) Gain the additional AP used by the opponent to activate skills.
5.) AP cost/gain increased to 2.
Note: Hurts cheap skills more than expensive ones.
Counter Espionage
1.) Opponent gains one AP less for [primary hero color] matches.
2.) Opponent gains one AP less for [secondary hero color] matches.
3.) Opponent gains one AP less for [tertiary hero color] matches.
4.) In addition to reduced AP gain, maches also cause [very minor] damage.
5.) Damage increased to [minor damage].
Note: Essentially the opposite of what OBW does.
Boost Morale
1.) Gain 1 AP in [two strongest hero colors] at the start of the battle.
2.) Also gain 1 AP in [two average hero colors] at the start of the battle.
3.) Also gain 1 AP in [two weakest hero colors] at the start of the battle.
4.) Gain icreased to 2.
5.) Gain increased to 3.
Note: Rainbow boost provided by support hero.
Lower Morale
1.) Drain 1 AP of each color from the opponent at the start of the battle.
2.) Drain 2 AP of each color from the opponent at the start of the battle.
3.) Drain 3 AP of each color from the opponent at the start of the battle.
4.) Drain 4 AP of each color from the opponent at the start of the battle.
5.) Drain 6 AP of each color from the opponent at the start of the battle.
Note: Deterrent in PvP, negates boosting.
Second Wind
1.) The first hit that would down the hero inflicts no damage at all. Only triggers if health is below 10%.
2.) Increases health limit to 15%.
3.) Increases health limit to 25%.
4.) Increases health limit to 50%.
5.) Removes health limition.
Note: At max level no one-shotting this hero, either whittle down slowly or save up for two devastating attacks.
To The Rescue
1.) If a team member is attacked, take 25% of that damage. Only works for direct attacks, no area attacks. (2000 damage on team member would result in 1500 on team member, 500 damage on self).
2.) Damage taken in place of the team member is reduced by 25%. (2000 damage on team member would result in 1500 damage on team member, 375 damage on self).
3.) Damage transferred is increased to 50%. (2000 damage on team member would result in 1000 damage on team member, 750 damage on self).
4.) Damage taken in place of the team member is reduced by 50%. (2000 damage on team member would result in 1000 damage on team member, 500 damage on self).
5.) Damage transferred is increased to 75%, damage taken in place of the team member reduced by 75%. (2000 damage on team member would result in 500 damage on team member, 375 damage on self).
Note: Protects weaker team members, you want to take out this hero first.
Regeneration
1.) Drains 1 [color] each turn to heal self by [very small amount]. No drain if at full health, no healing if AP pool empty.
2.) Increases healing to [small amount].
3.) Increases healing to [slightly more than small amount].
4.) Team members receive half healing effect in case it triggers.
5.) Team members receive full healing effect in case it triggers.
Note: Should probably drain yellow. Can't be deactivated (except by staying at full health), so best used with heroes not depending on that color.
Power Leech
1.) All opponent skills using the [pimary hero color] pool cost one additional AP to activate.
2.) All opponent skills using the [secondary hero color] pool cost one additional AP to activate.
3.) All opponent skills using the [tertiary hero color] pool cost one additional AP to activate.
4.) Gain the additional AP used by the opponent to activate skills.
5.) AP cost/gain increased to 2.
Note: Hurts cheap skills more than expensive ones.
Counter Espionage
1.) Opponent gains one AP less for [primary hero color] matches.
2.) Opponent gains one AP less for [secondary hero color] matches.
3.) Opponent gains one AP less for [tertiary hero color] matches.
4.) In addition to reduced AP gain, maches also cause [very minor] damage.
5.) Damage increased to [minor damage].
Note: Essentially the opposite of what OBW does.
Boost Morale
1.) Gain 1 AP in [two strongest hero colors] at the start of the battle.
2.) Also gain 1 AP in [two average hero colors] at the start of the battle.
3.) Also gain 1 AP in [two weakest hero colors] at the start of the battle.
4.) Gain icreased to 2.
5.) Gain increased to 3.
Note: Rainbow boost provided by support hero.
Lower Morale
1.) Drain 1 AP of each color from the opponent at the start of the battle.
2.) Drain 2 AP of each color from the opponent at the start of the battle.
3.) Drain 3 AP of each color from the opponent at the start of the battle.
4.) Drain 4 AP of each color from the opponent at the start of the battle.
5.) Drain 6 AP of each color from the opponent at the start of the battle.
Note: Deterrent in PvP, negates boosting.
Second Wind
1.) The first hit that would down the hero inflicts no damage at all. Only triggers if health is below 10%.
2.) Increases health limit to 15%.
3.) Increases health limit to 25%.
4.) Increases health limit to 50%.
5.) Removes health limition.
Note: At max level no one-shotting this hero, either whittle down slowly or save up for two devastating attacks.
To The Rescue
1.) If a team member is attacked, take 25% of that damage. Only works for direct attacks, no area attacks. (2000 damage on team member would result in 1500 on team member, 500 damage on self).
2.) Damage taken in place of the team member is reduced by 25%. (2000 damage on team member would result in 1500 damage on team member, 375 damage on self).
3.) Damage transferred is increased to 50%. (2000 damage on team member would result in 1000 damage on team member, 750 damage on self).
4.) Damage taken in place of the team member is reduced by 50%. (2000 damage on team member would result in 1000 damage on team member, 500 damage on self).
5.) Damage transferred is increased to 75%, damage taken in place of the team member reduced by 75%. (2000 damage on team member would result in 500 damage on team member, 375 damage on self).
Note: Protects weaker team members, you want to take out this hero first.
Regeneration
1.) Drains 1 [color] each turn to heal self by [very small amount]. No drain if at full health, no healing if AP pool empty.
2.) Increases healing to [small amount].
3.) Increases healing to [slightly more than small amount].
4.) Team members receive half healing effect in case it triggers.
5.) Team members receive full healing effect in case it triggers.
Note: Should probably drain yellow. Can't be deactivated (except by staying at full health), so best used with heroes not depending on that color.
0
Comments
-
Collateral Damage (passive)
It's not safe to be around when *** is fighting. A random environment tile is destroyed every time ***'s tiles are matched.
Level 2 -- The environment tile also does 30 damage as it's destroyed.
Level 3 -- Two random environment tiles destroyed.
Level 4 -- Environment tile does 50 damage when destroyed.
Level 5 -- Three random environment tiles destroyed.0 -
I like Power Leech a lot. Counter Espionage is a little too powerful. I think it should damage the character a little bit. Then for level 4 and 5, reduce damge/cause damage. Or it occurs whenever the opponent earns 4 or more AP. Otherwise, it is basically generating 2/3 the AP, which is rough. Boost Morale is a nice perk, but it needs something to keep it going. Maybe activate on board resets? Same with lower morale. There is versions of second wind floating around for Phoenix. It could be fun, but I'd augment it with a countdown tile. The reverse of to the rescue has been put out there, but having a tank jump in front would be cool. If it's gonna get that strong, I'd suggest a 1 turn stun added on. I like the regeneration a lot. I don't know if I like healing teammates. I'd like a Daken thing where being depleted of yellow AP causes damage. Then have 4 and 5 incease healing and decrease damage. The damage would be especially important at the beginning if the character is squishy.
Collateral Damage sounds good. I don't think it should generate environmental AP because of the name. Does it?
Scavenger
Generates one Blue and one Black AP if environment AP is over 50. Reduces Environment AP by 10.
Level 2: Environment AP level reduced to 40. Reduces Environment AP by 9.
Level 3: Also generates Purple and Yellow. Reduces Environment AP by 8.
Level 4: Environment AP level reduced to 30. Reduces Environment AP by 7.
Level 5: Also generates Red and Green AP. Reduces Environment AP by 6.
Fool Me Once...
When hit for more than 15% of maximum health, created a protect tile of strength 12.
Level 2: Protect tile strength 15.
Level 3: Trigger when hit for 10% of Maximum Health.
Level 4: Protect tile strength 18.
Level 5: Generates 2 protect tiles.
Super Critical
When matching a critical tile, generate an additional yellow and purple AP.
Level 2: Do an additional 100 damage
Level 3: Generate an additional green and black AP
Level 4: Do an additional 200 damage
Level 5: Generate an additional blue and red AP
Absorption
When an enemy uses a special ability on the character, 1 AP of that color is generated.
Level 2: A basic tile of that color is turn into a strike tile of base strength 12.
Level 3: 2 AP are generated.
Level 4: 2 strike tiles are created.
Level 5: 3 AP are generated.
I'll take that
When an enemy destroys a friendly shield tile, convert an enemy shield tile into a frienldly shield tile.
Level 2: Transform an enemy attack tile into a friendly attack tile when the enemy destroys a friendly attack tile
Level 3: Transform an enemy strike tile into a friendly strike tile when the enemy destroys a friendly strike tile
Level 4: Triggers when your team destroys a shield, attack, or stike tile.
Level 5: Transform 2 tiles.
Support
Every turn the character is not attacked, he heals himself and teammates for 1% of his maximum health. When attacked, he loses an additional 250 health.
Level 2: Character heals 2% of maximum health. Loses 200 health when attacked.
Level 3: Character heals 3% of maximum health. Loses 150 health when attacked.
Level 4: Character heals 4% of maximum health. Loses 100 health when attacked.
Level 5: Character heals 5% of maximum health. Loses 50 health when attacked.0 -
Blue Shoes wrote:Collateral Damage sounds good. I don't think it should generate environmental AP because of the name. Does it?
No environmental AP -- it just destroys the environment tiles. I've wanted someone other that mStorm to clear environment tiles anyways. This would still be a powerful ability, since it would give minor board shake-up to a tile match. But it's shake-up with a turn-ending tile match.
I like your list.0
Categories
- All Categories
- 44.8K Marvel Puzzle Quest
- 1.5K MPQ News and Announcements
- 20.3K MPQ General Discussion
- 3K MPQ Tips and Guides
- 2K MPQ Character Discussion
- 171 MPQ Supports Discussion
- 2.5K MPQ Events, Tournaments, and Missions
- 2.8K MPQ Alliances
- 6.3K MPQ Suggestions and Feedback
- 6.2K MPQ Bugs and Technical Issues
- 13.6K Magic: The Gathering - Puzzle Quest
- 508 MtGPQ News & Announcements
- 5.4K MtGPQ General Discussion
- 99 MtGPQ Tips & Guides
- 424 MtGPQ Deck Strategy & Planeswalker Discussion
- 299 MtGPQ Events
- 60 MtGPQ Coalitions
- 1.2K MtGPQ Suggestions & Feedback
- 5.7K MtGPQ Bugs & Technical Issues
- 548 Other 505 Go Inc. Games
- 21 Puzzle Quest: The Legend Returns
- 5 Adventure Gnome
- 6 Word Designer: Country Home
- 381 Other Games
- 142 General Discussion
- 239 Off Topic
- 7 505 Go Inc. Forum Rules
- 7 Forum Rules and Site Announcements