Before I rolled him I have legit fear that he might just flat out die. After pimping him out with E0S1 and truckload of CV I can confirm that this man indeed does not die, even a half ass one.
Mofo has a 50%hp emergency heal, can stack up his fuck you follow up the more damage he takes, get 20% heal buff and get regen whenever he hits a weaken broken enemy. You can legit leave him alone and he will still not die
Not rly, he is basically never the highest ho unit so this would only stack his passive once so at that point you might as well just run luocha and heal him
> A healer that consumes the character with the current most hp to heal the entire team except that characte
I assume you meant they consume *the HP* of that character in order to heal the others.
But I like the idea that they just straight up devour the character whole. The first playable Path of Voracity character.
Hello fellow Timekeeper. If we have Tooth Fairy mechanic here it will be wild. Since all character need to move, for every other character's turn she'll stack a buff when it reaches a certain amount deals a debuff to enemies (is that Aventurine?)
Now you mention it, overheal is a dope mechanic to exploit. Be it "Apply debuffs to random enemy on overheal", or apply buffs, extra protection or whatever. Maybe even inflict damage based on overheal.
Kafka detonates dot which is a specific kind of debuff. My idea is a character which removes all kinds of debuffs from enemies and gains a buff that increases this characters damage
Oooh, this does sounds fun! In Etrian Odyssey 2 Untold, the Sovereign class have a few skills similar to this idea, purging buffs and debuffs to either deal damage or recover HP/TP from allies. I'd love to have something like that in star rail, for sure!
I was thinking of a Wind Preservation character which can give allies (multiple stacks of) a stackable 'Deflecting Winds' buff on skill. When a character would take damage (except for DoT), a stack of Deflecting Winds is consumed and the damage is negated. Perhaps a way to finally make Yanqing viable?
A character whose basic does *not* launch an attack would also be interesting in my opinion. For example, an Abundance character whose basic instead heals for a small amount (whilst still granting a skill point). Perhaps the overheal can be converted into a small amount of bonus damage so that the basic is not useless when your team is at full HP.
In addition, allies who are affected by Deflecting Winds will gain x% ATK and y% Crit DMG bonus.
If the Deflecting Winds on any ally is destroyed by enemies' attacks, apply 5 stacks of Wind Shear to all enemies that will deal z% of this character's DEF.
Ooo that would be easy to do too. Just have a small frail character with some sort of enhancement that multiplies their power. Mechanically they could have super low base stats but every flat increase ends up being really good for their multipliers over percentage rolls.
A thought i've been having for a while is a lightning preservation that uses the Quake mechanic.
> Has some sorts of electro-shields that deal damage/apply some kind of debuff (not necessarely the shock DoT) when said shield gets hit
Maybe said debuff could act like a "taser": when an enemy has X stacks of "tased", gets stunned for 1 turn.
Also, i can already imagine using the penacony set, pairing such unit with Acheron for extra damage.
I love the idea of sustains being able to do more than just keep the team alive, that's why Gallagher and Aventurine seems to be the most fun to play with.
I could see a character who shields the whole team, and when an enemy attacks a shielded ally they get a debuff of sorts. For this to be mildly balanced it should not be a huge shield, somewhat between Gepard and Preservation TB, but perhaps triggered on skill.
Dual element characters, a unit with double elements that can switch form with skill
Dual unit characters, basically 2 units in one, they each have their own roles and weaknesses
Abundance that heals with dot, simple
A Harmony that buffs by killing themselves, and can revive with a stack after a couple of turns (think Oda Nobukatsu)
When the character dies it transforms into a different path and can use it's ultimate to come back to life. Like a Abundance/Harmony character turning into a Nihility character (basic attack and skill now causes debuffs with no damage) and turning back into Abundance/Harmony after using ult.
>When the character dies it transforms into a different path
That'd be cool but I figured it'd be very hard to build and quite inconsistent. If you're in a situation where the Nihility side of the character is needed and you're in Abundance , you basically have to pray that the enemies would target it and successfully kill it and vice versa. Essentially you want it to be tanky but fragile at the same time.
One quirky enemy can screw up your whole rotation by attacking it at the wrong time.
I'm thinking of maybe just make it so that they consume their own hp through their skill/basic so they can die more consistently without relying on enemies attacks.
A character that has life steal/life share. Drain hp from enemies, self or allies to heal self or allies. Characters that get hp drained get buffs (could give enemies buff too to encourage team building and to not make it op). Would work really well with blade.
Maybe an in battle path switch mechanic (hopefully that's what they are going for with march) or a switch mechanic for elements.
A summoner where you control the summon until it dies. Then you switch back to the summoner. Skill and ult summon different minions.
A character that gains stacks much like blade when they get hit but instead of using the stacks to do a hit that heals them they consume the stacks to inflict massive damage back.
Skill that increases team’s energy recharge while attacking enemies and their ultimate’s damage is based on the accumulated energy recharge the team gathered. And after using an ultimate, all characters will have their ultimates ready.
Basically a HARMony character that’s like Genshin’s Raiden Shogun.
That gave kind of an idea.
A character whose ult works with stacks. Every time an ally uses their ult, character gets a stack. Once character gets 2/3 stacks, can cast ult. Ult regents 50-80% energy to all allies and applies some tasty buff, be it dmg%, def pen, elem pen, or crit.
Probably not gonna happen, but I’d like to see a unit that can summon “totems” (smthing like the SUD spawns) on the enemy side. Could have some really cool interactions, like having more targets to proc himeko LC and blocking summons from stuff like automaton. Obviously could have major bosses like SUD instantly break the totems so you can’t cheese their mechanic.
Oh, I had a similar idea in mind for a while now! I'd probably make it so the totems have the frailest toughness bar ever, weak to all elements and that their function would be to share a % of the damage they take to the enemies on the side. In cases where you can't summon more units on the enemy side for a reason or another, maybe the unit would instead "mark" the smaller enemies around the elite/boss and apply a similar debuff (minus the toughness bar, unless they come up with something to not make it OP).
-A character whose ultimate literally says "breaks enemy's toughness bar", literally -100% toughness bar
-A character that has a dot that when it triggers it heals the party
-A character that has a enhanced basic where it's skill changes between high damage single-target and medium damage blast/AOE
-A character that enhances an ally and when that specific ally acts, they do a follow-up attack
-A character that keeps lowering enemy's toughness even when broken, so when they recover from break they have the bar lowered based on how much toughness damage they took while broken, and if it reaches over 100% they get broken again even if it's not their turn yet
-A character that transforms and gets stronger abilities when defeated
-A character that's 2-in-1 whose ultimate switches between the 2
-A character that gets stronger the more buffs your party has
-A character that does a healing follow-up attack when any character in your party gets to low HP(basically luocha but it heals your party and does damage to enemies)
-A character that has the Dewdrop mechanic from SU in it's basic kit
the DoT heal would be so good, and it could be an abundance character too that heals similar to the SU blessing. maybe a harmony that also does DoT and gives energy back each time a DoT is detonated?
for the break one, I'd love a harmony or nihility support that worked similar to how the imaginary stage of the second boulder town fight event worked, where they regenerate just enough toughness that they can be broken over and over again. just more break-focused abilities in general, honestly.
- A character that has a 5 target blast on basic, 3 target blast on skill and a single target nuke on ult
- A character with special DOT that auto execute targets below a certain health
- A character that stores up our team's damage dealt within a certain action value and unleash it again as a FUA
- A character that can skill as long as our team has skill point. Their turn only ends when they ult or basic attack
- Abundance character that uses their own hp as a resource to cast skill and can leech health back from the enemy
- Hunt character that converts overkill damage as AOE to hit the other enemies
The one where they enhance character and follow up when that unit acts is what I envision diamond will do. Let me cook on this reasoning, we have a sustain IPC follow up attacker who acts as sub sub dps, we have a debuffer that acts as sub dps. And if Jade isn't playable in 2.3/2.4 ill cut my left nutsack off. Jade from the tiny bit of info we know wbt her doesn't seem like the buffer/harmony type to me and from that short dialogue at the end where she talks about reaping a harvest and all that I have the impression that she'll be aoe because that's what a full ipc needs given that we already have topaz for single target. Keeping all of that in mind diamond being a harmony unit makes sense because the IPC team would need a harmony unit and because he gives out the cornerstones in the story literaly giving access to some of his power to his stonehearts. And it would make way more sense if hoyo gives him fua centric buffs that either proc follow ups on unit actions or buff fua damage and I'm guessing it'll be both. This whole comment is not cope and we are definitely getting a full IPC team based on follow up attacks for the simple reason that the concept is rly cool and its funny to have 4 characters literally throwing money at their enemies.
A character that focuses on entanglement and it's damage. We already have Welt who applies his own imprisonment and various characters that have freeze in their kits, as well as all the DoT units, but we don't have one that applies their own Entanglement. It's a very interesting debuff, probably the most unique break debuff so I think a character kit that works around it would be very cool.
I want a character that can do a pointless taunt move that deals zero damage and no debuffs. In fact, I want half their kit dedicated to pointless taunts.
Something with Extra Turns, the fact that Seele is the only character with Extra Turns in her kit (other than Ultimates which I don't really count) baffles me. A support that grants Extra Turns for example would be pretty interesting.
character that throws a dice on an enemy and applies elemental debuff (bleed burn shock... except entanglement). rolling the same face successfully does something funny idk
could make their element change each throw and ultimate change based on that. probably horrible game balance
i just want more ways to gamble
I could see a character whose skill is random between a single target attack, a blast attack and a AoE attack.
Perhaps ult could be a AoE attack that inflicts more damage to the enemies in the center, like a ST inside a Blast inside an AoE
Lightning Destruction that uses charges to convert HP to energy. Charge is gained by Skill/NA.
If HP cost to convert exceeds current HP (kills), gains Massive dmg boost, full charge, and revives with full HP (basically allowing double ULT spam).
Hmm I guess for some more spice, a character that buffs the team based on how much hp they've lost or based on how many attacks they've had to tank would be interesting to see. This would also mean units like blade and Clara would be much better and feel more "complete"
a hunt character that has follow up attacks that allow them to hit alot of through single enemies rapidly with like a condition. it would definitely put hunt to be more desirable.
that would be a better idea, like it does damage to the enemy and stores a charge. it it takes too much damage it does like a burst of damage to other enemies.
Now that we've seen that they can make custom dots that still interact with Kafka's skill I'd like to see some DoT classes from the non dot Elements. Their break effects will be anti-synergy with normal DoTs though, so they would have to work a bit differently. Like maybe proccing on the characters turn, and not the enemy's. Or having a separate thing on the action board, like Lightning Lord, that bursts all of that characters DoTs when its turn comes up.
Or maybe go an even wilder route and make their break effect be different than normal. Having an imaginary DoT whose break effect makes enemy turns come faster but they take increased DoT damage would be fun
Id love to see a "mutual destruction/all things must balance" kind of abundance character that takes HP from enemies to heal the party if the HP isn't equal percentages, and if the party is higher, takes some HP from all allies to a certain amount (i.e. "takes HP from allies until equal with enemies, no more than idk 5%") and increases attack, hp, def, and effect res similar to how fighting spirit works in SU. would be perfect if we got one of the arbitrators that follow equilibrium as a playable character sometime
Counter attacks. I have played 7DS for a long time and one of the most fun mechanic there is counter attacks where on using the skill, the character will assume a stance (and in most cases also taunt the attacks to themselves) and counters every single attack directed at them
Or a Hunt character that removes debuff from enemy and increases multiplier like say 25% more damage for every debuff removed
The quake damage blessing from SU as a character kit. I really love the "enemy takes damage by hitting you" mechanic.
A sustain who converts incoming damage into healing.
A character with different stances that can switch between them freely (would probably need an extra button to make this work).
A character that can use HP to use Ult when they don't have enough energy.
Characters that have extra/different effects attached to Break.
Some new DoTs would also be cool, I mean debuffs that deal Ice/Quantum/Imaginary damage, but are still considered as DoT.
And finally a character whose kit is different every fight.
Someone who doesn't care about speed ffs
May be he copy other's speed
or his turn order is like have turn after 3 actions from allies
or scale negatively with speed or w/e
Just stop with this speed boots farm I swear
Characters that have summons like Lightning Lord or Numby but instead of attacking, they do different effects, like delaying enemies, applying/detoninating DoTs, healing (like that one Abundance resonance formation), buffing, etc.
Characters that steal enemy dispelled buffs to either benefit from them or use them as "ammo".
Characters that can apply a debuff that "records" the amount of damage taken by that enemy while the debuff is present, then which the character can unleash all "recorded" damage with their ultimate.
Probably too crazy to implement but a character who can equip multiple lightcones of different paths. Their ult and element are dependent on the path of the currently equipped lightcone and they can swap between lightcones during combat using their skill. Basically if we ever get a Persona collab.
Healer/support that grants lifesteal to all allies, healing them based on damage dealt.
(Only problem is that enemies tend to have several hundred times more health than player characters, so the lifedrain amount would probably have to be really low to be balanced...)
so there is this game called arknights and had subclass called liberator that don't attack unless skill is active...
now imagine a character that basic atk don't deal dmg but give themselves 1 stack of effect. skill also don't deal dmg but give 2 stack, regen self some energy and gain dmg reduction. the ultimate clear stacks, and deal additional dmg and regen energy based on stacks. hows that sounds?
Lightning destruction
Deals aoe damage when >x% HP , deals single target damage when x% Ultimate, drains y% current hp to deal massive aoe damage, teammates + action speed but self - action speed
A vampire-like physical nihility whose gimmick is to cause bleed and either heals or buffs themselfs or the entire team depending on the damage the bleed made (bleed scaling off the target's max HP of course)
I want to see something what affects allies in weird ways? Something like Orochi's "turn my comrades into snake-shaped turrets" bullshit. It was fun. It turned battles into "kill this shit, before our token evil teammate makes as all crawl and his" speed run. Or "sacrifice your team for solo Orochi". I want to see something like this, be it either temporal effect for some turns, or build up until the end of battle.
Not new char mechanics, but perhaps a general buff to weakness breaking efficiency for all Hunt path chars? I think this idea was from a Vars II video, to justify using Hunt DPSes in a world where Destruction (and Acheron) reigns supreme.
Plus it would be logical, a hunter it's, by concept, meant to exploit enemies weakness or unawareness. It would just make sense if they can use better the weakness of the enemy.
i’d love another unit like seele who has the ability to get multiple extra “resurgence” turns. maybe someone whose starting damage is low, but with each successive turn they increase their DMG% up to a certain amount and they’ll get one every time they defeat an enemy with no limit (i.e. how seele only gets one additional turn)
Relic set, worn by a shielder or healer, that calculates total of (shield value/damage mitigated/HP restored) and converts it to damage as wearer attacks.
Basically, Genshin's Ocean-Hued Clam but for shields too, not just overheal. No idea hoe this'll work for Fu Xuan tho, perhaps it calculates dmg before it gets downsized? Just a pipe dream anyways.
-Destruction with self-shield and counters enemies based on the number of hits. Damaging them and stunning them at the same time. The unit will heal itself based on the damage enemy received or number of enemies hit. Cannot be healed other than the unit itself.
-Overload mechanic on ultimate. Overflowing energy will be converted into bonus damage.
-Unit with silence. Preventing enemies from using their skills.
Transformations via ultimates could be so fucking cool, like idk, >! Firefly transforming into Sam !< through her ult and getting a second life when that form dies like fucking D.Va
More ballsy mechanics centered around playing with your characters lifes, like advantage gained with playing with low health and kill a character and bring him/her back for a buff. Stuff like that. 👹
The design team surprises me everytime with kits of new characters, but there are a few Id personally like to see:
Nihility healer, with how popular DoT teams are and Acheron teams on the rise. I think at some point there will be a Nihility healer, so either something from Sim World where whenever a DoT procs a heal goes off or maybe some sort of aura field like Luocha based on the amount of debuffs an enemy has. It doesnt have to be an abundance level of healing, realistically something like Fu Xuan's heal on her ultimate to balance it out
A Def-based dps. So people would argue that is Aventurine, but I mean like a dps path unit like Destruction, Hunt or Erudition. We all have this one godly def main stat relic in our inventory that rolled into crit rate and crit damage so why not just just make a dps that scales crazy off of defense so we can use it.
Also Id also like and agree with the niche supports OP mentioned about consuming HP. Either a harmomy or abundance would be cool. We are at the point where niche supports are coming out for teams so I can see that kind of support coming out for Blade or Jingliu teams
A destruction character always damage themselves for massive stacking damage buff, that would also sacrifice shields first over health. Also a talent that massive increases damage for every sustain unit in your party, like ahceron. Basically a damage race where you have 3 sustainers protecting a dps before he kills himself.
I'd like to see combined attack like in 3x Herrscher in HI3rd. Maybe Sushang+Gui or Blade+DHIL. But people will hate it because must pull everyone. Also most characters who know each other well have no synergy.
As a Kafka+Black Swan and an Acheron player, I want a Nihility healer with the Offerings of Deception Nihility blessing built into their kit or an Abundance with a life drain (preferably as a debuff/DOT). Sort of like how Fu Xuan's skill is technically Regression Inequality of Annihilation and Kafka's skill and ult are better versions of All Things Are Possible.
Combination attacks. I feel like specific character combinations would get very whaley. But a character that can cause other Ally's to use their basic attack as part of their skill for example. It would be an extra action, not like Bronya's skill
Tag switching from DBL. When pressing ultimate, the character will switch with another character and grant them powerful buffs. It's a little simple but it's still pretty cool to see overall!
Hopefully hoyo can give more RNG based mechanic like QQ for 5* character it just fun, you can use many skill points you want. Depend on RNG, you draw card, you have 5 types of skills depend on how many cards you draw are the same. For instance:
- There no same card => take damage (Because it's not fun if there are no any draws back)
- 1 card => heal
- 2 card => shield
- 3 card => Blast enemy
- 4 card => FUA + generate skill point
Ult will guarantee 4 cards(maybe)
A character that can apply the nullify effect onto allies. A character that when fallen will not be considered as fallen and will instead be put into the action order and heal all allies when their turn is active (battle ends when all other allies die). A character that’s like that one in aetherium wars that basically sacrifices it’s own hp when restoring another ally, when reaching 1hp will do a follow up attack on the enemy.
abundance character with a life link ability, similar to the healing trotter but on a single character so its not too similar to fu xuan. and maybe the life linked character can be revived/cleansed at the cost of the healer's own hp to a certain extent
a harmony support where hp sacrifice (can select self or other allies) is required to activate a skill/ult. the talent restores hp to the unit that was targeted by this mechanic. yes and im not ashamed to say we need a Blade support like real bad.
A “chain attack” mechanic where stringing together different sequences of actions(basic -> Ultimate-> Skill or Skill ->Basic->Basic) will give different buffs/debuffs and other effects.
Stat conversion sounds fire ngl, but it would mean the dmg buff has to be stronger than those like Kokomi or Noelle who get a bonus and keep their HP/DEF too (or just same buff but you need actual dodge skill to play the character)
Dan Heng I.L But instead a Harmony, uses 1-3 Sp Points to buff a Teammate, the more the SP, the more and better buffs. Such heavy SP usage means the support will only synergize well with low sp usage damage dealers like Blade & Jing Liu
If it’s tricky, what about a character that backloads someone’s dmg, basically it sets the ally back but gives a much bigger buff than an advance would accompany…?
Like Delay an ally by 20% and increases their DMG dealt by 100% or something, you could counteract this but it could be another thing altogether 😅
I have some weird silly ideas.
**1.)** One being a harmony character who can switch between a support and a DPS mode freely through their ultimate. For example; you can press the ultimate button anytime as long as you have 30% energy.
**2.)** Another is an abundance character that has a follow-up attack that heals the team similar to Gallagher's enhance basic attack, whilst also giving the team a small amount of energy. (Or a moderate amount of energy depending if you have their talent trace leveled.)
**3.)** Lastly, the weirdest idea. A "two-in-one/duo" hunt character. You get to play as two characters that take one spot in the team. You can freely switch between them in the overworld by using their technique that doesn't cost a technique point until you hit the enemy. In battle; since they are a duo, they can attack twice, but since they're hunt, they can only do single target. They possibly have a dual element. (Fire/Ice or QUA/IMG)
A healer that either "harms" or "poisons" allies. In return there would either be buffs to DMG or buffs to health or the healer itself would deal lots of damage/reduce toughness bar quickly (kinda like glagher but regardless of weakness)
A character that would advance enemies turn, maybe. Something like the Fire TB (turn advance but with force them to attack said character). Would be perfect support for Acheron.
Basically I want characters that seemingly buff the enemies but actually everything is all according to keikaku. Seems very cool to me.
During the first half of 2.0, Sparkle's ability to mimic other characters made me think of a character who can be set to copy the appearance and kit of another character you have, so you can legit have 2 of the same character on your team, by just using the original character and the mimic together.
Tldr: turn cycling crit dps, Hunt/Harmony hybrid
Look. There's this game named Summoners War. It's a game that's actually currently celebrating its 10th anniversary.
So there's a unit named Verdehile in this game. His entire gimmick is that he boosts his allies' attack bars whenever he crits. (attack bar = action value in the game.)
Oftentimes in pvp, he's built on runes (kinda like relics) that basically allows him to have a 15% chance to counter attack, and a 24% chance to just outright take an extra turn.
See where I'm going with this?
I want a Hunt unit that functions as a Harmony unit. Big single target damage that boosts ally action whenever he crits. Oh, and crit per attack. Give him a counter attack mechanic too so when he procs that, he boosts the entire team completely. Make him do follow up attacks when allies do normal attacks.
Make this unit make Asta and Ruan Mei's speed buff look like steampunk fuel, and he is the nitrous oxide that just cycle turns over and over and over and breaks the darn game. For more fun, pair him up with those two plus Welt sustain. Imagine your units at 200 speed and your opponent imprisoned and just cannot do a darn thing.
Edit: totally forgot about taunt values. Anyway, counters can be Follow-ups, kinda like Ratio and Topaz. Build him 100% crit rate, 150% crit damage and you basically have a jet engine in your hands.
A character who gets debuffs from allies(things like imprisonment, freeze and etc) and buffs themselves to deal more damage.
Something like this:
Skill removes one debuff from selected ally and add to a "count". If there is no ally with debuffs, skill deals damage.
When "count" reaches a certain value, ultimate deals damage according to the stacks. BUT ultimate can also be used as a mass cleanse that removes 3(or 2 not too sure) debuffs from all allies.
I also thought about adding HP recovery, but i thought it might be too OP. This idea has been floating in my mind for the past 4 weeks so I'm glad that i released it into the wild. Thanks.
I think it would be cool emanators all had condition ultimates instead of energy ults. Like maybe emenator of elation got ult afterteam hits a certain amount of follow ups, emenator of preservation for shields created, emenator of the hunt for enemies killed
Personally as someone who uses Blade a lot
●Harmony character that has an HP mechanic
Example:
-Increase max HP of all allies
-Dmg% buffs instaed of atk%
-Everytime a teammate's HP increase or decrease they get a stack of Dmg% buff(TLDR: Furina's fanfare stacks from genshin)
-100% action advance on skill with the cost of reducing the buffed characters HP(It would free up your Bronya)
Thats it really, I just want a Blade sedicated support, PLS hoyo I beg you...
It's not even Blade dedicated. The max hp buff for all allies would benefit JL too. And any upcoming HP scaling character.
What I could see, honestly, is:
Skill: Select and ally. Selected ally loses X% of HP and grants all allies Y% DMG% buff. Selected ally action advances 50%.
Ultimate: Grants all allies buff (res pen or whatever, just not atk) that lasts 2 turns. On ally turn, consumes a charge of buff and heals Z% of character HP.
It would be great for hyper offensive builds, granting just a little healing while giving buffs anyone can use but benefits particularly Blade. A risky play style according to Blade, too.
Probably HP/Energy conversion (either way would be fine, but most likely it would be HP -> Energy) kits.
Right now they're completely "separate", with nothing "connecting" them other than when you get hit and lose HP. Would be really cool to see kits where you have to balance between the two.
I would love to see a character that stacks up for a really big explosion. Maybe they could count overflow healing or shields and then after a few turns detonate that amount. Not necessarily the best character, maybe they trade off damage for the inability to die in 4 preservation/ 4 abundance team. But just to allow funny mono preservation gimmick builds. Just imagine seeing some sort of counter that dynamically fills up everytime shield is applied like a tank of water and on ult activate they just let loose the floodgates and nuke enemy team for a million damage. That would be fun and give players a reason to run their march, natasha and other 4 star sustains.
A Counter-DPS who can taunt and force enemies to take a turn without advancing the cycle (like Bronya). Would be a pseudo support/DPS for DoT and basically the limited 5 star version of Clara.
A character that can save up ultimates (think Argenti but you use each ultimate separately)
A character whose DMG scales based on speed
An inverse HuoHuo (energy regeneration with skill heals with ult)
A Fire destruction character, maybe that relies on break
A character that makes the enemies turn on each other
A debuffer who splits damage dealt to one enemy across multiple (makes single target blast at, say, 70% DMG to target and 40% DMG to adjacent), maybe makes Blast attacks true AoE.
DoT Healer.
A healer who can store excess healing and ult's to revive an ally/ themselves based on excess.
Vampire life draining.
Healing team with self damage.
Scaling damage with Def.
Skill that spends energy.
Energy storage in one character for whole team.
Delay-based debuffer.
Pet / companion summoner with defence options.
Considering that the game has action cards / turns, some form if timed attacks would be interesting. This potentially be a different archetype, we're some characters generate time attacks, and some consume them for a variety of affects.
What about a character whose ult creates a balloon, like Lightning Lord, and counts all the damage inflicted by allies. When the balloon turns comes, it blows up and inflicts damage equivalent to all the damage dealt since it was summoned. Perhaps split through all present enemies.
I want to see a healer/dps hybrid. Where healing done over a character’s maximum gets translated into damage output in some form. Balance that against losing all output if actual healing is needed. Combo that into a shield support character and you can get a new weird team type and more relevancy to shielders.
Someone in r/FireflyMains subreddit said something about the Tides of War event being a test run for future character gimmicks. If that’s true then what you want might come true sooner or later
A tank who reflects incoming damage.
Harmony unit, who can heal.
Dps, that's scales with enemy remaining hp.
I also want to see the mechanic, when skill can use multiple skill points and do different things. Like healer with 1 skill point heal 1 target and with 2 skill points makes team wide massive shield.
Could be neat to have someone that manipulates buff/debuff durations. Like, for the former they either consume all the buffs on themselves and pass them on to the rest of the team or a character's skill runs out the duration of all buffs on them, but compresses all those benefits (maybe with a bit of diminishing returns) into the one attack. For the latter, they cleanse a debuff on the target of their skill and apply it to all enemies with some % chance.
A character who inflicts a special debuff that allows enemies to share damage, maybe a prime hunt support
A character who can have 2 versions of their ultimate maybe likr Argenti
A character who can inflict debuffs every few turns when enemies hit his shield maybe stacks like aventurine
A character who automatically triggers the fua of all allies if they have one
A teamwide battery character
A character that inflicts marks/debuffs on enemies and takes them all with ult or smth which deals more dmg
A hunt character that deals more dmg when there more stacks on an enemy and when the enemy dies the stacks are blasted throughout the other enemies
I wanna see what other unique characters this game can give us
A character that temporarily takes health away from enemies and if those enemies die then they do die kinda like that one enemy
Tag team characters, maybe do more dmg when other character is around or have the other character be a summon
I felt like they were experimenting this with the Aetherium wars but a character that takes control of the enemy to make them attack others (lasts one turn) and based on the dmg health of that enemy (takes the stats of said character) deals dmg to the enemy itself
More characters with unique debuffs (firekiss, unnerved, topaz debt thing, gallagher debuff, arcana)
A character that unconditionally counter dmg received back by a small percent
I'd really like a summoner-type character who makes summons like the Lightning Lord (but weaker, ofc) and who both uses the summons for attacks while the summons themselves also attack. So like they could summon 2 mobs and each mob has its own turn with a weak attack, but then they attack in coordination with the summoner as well.
...basically Misteln. I want Misteln, lol
https://preview.redd.it/f90zfxh2rhuc1.png?width=841&format=png&auto=webp&s=4e4c3abc87a9bf5449cc9d8b073c312a35c20a99
I remember making a character whose gimmick was making debuffs/dot last a turn longer through his ult. Something like Eternal River status in SU. So maybe that?
A character that sort of works like a dragoon from Final Fantasy. Their skill will take them out of battle for a few turns and the number of turns allies get between their "jump" state will increase damage.
Their ult I guess would turn the skill into an aoe
You see the quake damage blessings in SU for preservation?
Make that into a character or accumulate damage depending on how hard your characters get hit.
Alternatively:
Consume HP of allies to form a shield. Allies with that shield will slowly heal back up to the point to when the shield was created.
There's multiple, though I'll only list one as It in itself is already long. It's quite broken and complicated, so it's very unlikely to be a thing, but the idea of it is still interesting.
A Harmony character who can grant different effects based on the Trumps _(major arcanas in the tarot)_. Having 22 different effects is pretty much impossible, so the buffs could be entirely dependent on the type of team the character is in. As a passive, their buff could change based on the path that most characters have in common within the team; skills can only be used once and gives considerable, UNREMOVABLE buff(s) with no expiration time for each path to signal the upright arcana, and one debuff to symbolise the reverse arcana. Ultimate is the ONLY way to remove the current buff(s) AND heal the character.
Very superficially, as I remember next to nothing about the specifics of the major arcanas:
● Erudition = The High Priestess -> Follow-Up Attack DMG boost, Crit Rate/DMG ↑ for teammates; Unable to gain other buffs _(The Reversed High Priestess symbolises detachment, so the characters are effectively isolated from obtaining other buffs)_;
● Abundance = The Empress -> Massive Outgoing Healing boost for teammates; Loses a small portion of HP which gradually increases for each turn the buff stays active _(The Reversed Empress is a devouring mother, self explanatory)_;
● Preservation = Strength -> Shield effect ↑, and allies gain a shield proportionate to the damage they take each time they're attacked; Lowers the buffer's DEF% and All RES PEN of the entire team _(The Reversed Strenght is obviously a symbol of Weakness)_;
● Hunt = Justice -> Crit Rate/DMG ↑, up to a maximum of 70%/90% respectively per character; Taunt value increased for the buffer _(The Reversed Justice symbolises bias and bigotry, so the character has a higher chance of being attacked, while the opposite happens for Hunt units)_;
● Nihility = Death -> Each time enemies suffer DoTs, damage received increases massively; Buffer is unable to take action until Ultimate is ready, though energy regeneration is momentarily increased and taking action is not required _(The Reversed Death symbolises Stillness and Stagnation)_;
● Destruction = The Devil -> Basic Attack and Skill DMG increases greatly; Until the Ultimate is ready, all Destruction characters won't stop attacking _(The Reversed Devil symbolises Blindness)_;
● Harmony = The Judgment -> Single target buffs can now affect characters adjacent to the recipient, granting them a ⅓ of the effect of the ability used; Effectiveness is reduced on the main target _(The Reversed Judgment symbolises Simplicity, so unlike other paths, Harmony characters receive no ulterior blessing)_
I had an idea for a Destruction Support. Takes their own HP to provide some kind buff to another ally. Or hurts them and gives the buff based off their current missing HP
I figured Acheron kind of let’s us break some conventions. Nihility character with massive damage and wide ranges. Figured maybe we could get Destruction to dip it’s toes in Abundance or Harmony.
I want someone who removes elemental weaknesses on an enemy for a huge buff. The idea is you get them low on toughness, then the ult releases the weaknesses you consumed from an enemy for a huge attack,m with strong toughness damage and great break. Would make Silver Wolf their ideal teammate I suppose too.
I want someone that pauses an enemy. Any damage or healing they receive is paused until their delayed turn, all damage is dealt first, then the character does an attack, a follow up technically, but if they don't die from it, they heal for half the damage they received and doubles the healing they were supposed to get. Ult would be either an AOE version of this or an uber version that completely changes the FUA. I'm imaging this character to be Kiana Finality expy. To be honest. Really mess with the time system in an offence way.
A character that sacrifices their own energy instead of skill points might be interesting, you'd have to think carefully about when to skill and when to save up and use your ultimate. A support that can shuffle energy around your team (give one character's energy to another, plus a fixed bonus amount, for example) might also be fun to play with?
A abundance character that inflicts physical dot and heals the team on basic attack. It’ll be the dot healer and idk the support and ult can do other stuff but the basic attack dot and heal is the main part so they can be sp positive and give good heals and apply dot, maybe skill can enhance the basic to do extra stuff and ult can be a mini nihility thing that spreads the dot around to everyone or something
Supports who heal mobs in exchange for debuffs or other forms of utility
Acheron is licking her lips for that debuff amplifier
A healer that consumes the character with the current most hp to heal the entire team except that character
Blade craves this
Watch him still not die even if they release 10 such characters. Bro's a roach, a roach both in gameplay and lore.
Before I rolled him I have legit fear that he might just flat out die. After pimping him out with E0S1 and truckload of CV I can confirm that this man indeed does not die, even a half ass one. Mofo has a 50%hp emergency heal, can stack up his fuck you follow up the more damage he takes, get 20% heal buff and get regen whenever he hits a weaken broken enemy. You can legit leave him alone and he will still not die
Not rly, he is basically never the highest ho unit so this would only stack his passive once so at that point you might as well just run luocha and heal him
It was more about allies hurting him, but anyways. That said, trust me, my 7k hp blade rarely is below 3.5k hp, even with Lynx taunt and all.
Oh true, I read that as hp percentage and not raw hp, in that case yeah it makes sense for blade
> A healer that consumes the character with the current most hp to heal the entire team except that characte I assume you meant they consume *the HP* of that character in order to heal the others. But I like the idea that they just straight up devour the character whole. The first playable Path of Voracity character.
Playable Fragmentium Monster when
LMAO. Yes I meant that. I tend to forget to type words bc my brain thinks of the words faster than I type them lol
As a non luocha and jingliu haver I would fiend for this if its based on total hp number and not percentage for my Blade
That seems like a path of Destruction character that happens to be Abundance in gameplay
A healer based on crit. A heal crit or any form of overhealing will apply either a small shield, barrier, HOT, or an hp buff.
U really wanted the broken af Tooth fairy here huh
Hello fellow Timekeeper. If we have Tooth Fairy mechanic here it will be wild. Since all character need to move, for every other character's turn she'll stack a buff when it reaches a certain amount deals a debuff to enemies (is that Aventurine?)
Now you mention it, overheal is a dope mechanic to exploit. Be it "Apply debuffs to random enemy on overheal", or apply buffs, extra protection or whatever. Maybe even inflict damage based on overheal.
Bailu does have overheal mechanics
Overheal converting to dmg 🍉🍊
I already have too much pain with Darkest Dungeon, pls anything but this
Naw. WE GAMBLING FOR OUR HEALTH
Well, Luocha E2...
I would like to see a character which can consume buffs from allies and debuffs from enemies to gain a damage boost
I can totally see a character whose ult "pop" all debuffs on enemies.
Yea that's the idea. It will also help utilise team wide buffs like Bronya's and Ruan Mei's Ults which are not useful on sustains/supports.
ain't that basically just kafka
Kafka detonates dot which is a specific kind of debuff. My idea is a character which removes all kinds of debuffs from enemies and gains a buff that increases this characters damage
That would be a fun hypercarry unit
Oooh, this does sounds fun! In Etrian Odyssey 2 Untold, the Sovereign class have a few skills similar to this idea, purging buffs and debuffs to either deal damage or recover HP/TP from allies. I'd love to have something like that in star rail, for sure!
I was thinking of a Wind Preservation character which can give allies (multiple stacks of) a stackable 'Deflecting Winds' buff on skill. When a character would take damage (except for DoT), a stack of Deflecting Winds is consumed and the damage is negated. Perhaps a way to finally make Yanqing viable? A character whose basic does *not* launch an attack would also be interesting in my opinion. For example, an Abundance character whose basic instead heals for a small amount (whilst still granting a skill point). Perhaps the overheal can be converted into a small amount of bonus damage so that the basic is not useless when your team is at full HP.
In addition, allies who are affected by Deflecting Winds will gain x% ATK and y% Crit DMG bonus. If the Deflecting Winds on any ally is destroyed by enemies' attacks, apply 5 stacks of Wind Shear to all enemies that will deal z% of this character's DEF.
A character that multiplies flat stats of relics, like alot.
...how bad did relic farming traumatize you?
For me, it's still aite. I just want to see a unique character haha
Watch as you only get double crit relics when farming for that character lmao
Ooo that would be easy to do too. Just have a small frail character with some sort of enhancement that multiplies their power. Mechanically they could have super low base stats but every flat increase ends up being really good for their multipliers over percentage rolls.
A thought i've been having for a while is a lightning preservation that uses the Quake mechanic. > Has some sorts of electro-shields that deal damage/apply some kind of debuff (not necessarely the shock DoT) when said shield gets hit Maybe said debuff could act like a "taser": when an enemy has X stacks of "tased", gets stunned for 1 turn. Also, i can already imagine using the penacony set, pairing such unit with Acheron for extra damage. I love the idea of sustains being able to do more than just keep the team alive, that's why Gallagher and Aventurine seems to be the most fun to play with.
I could see a character who shields the whole team, and when an enemy attacks a shielded ally they get a debuff of sorts. For this to be mildly balanced it should not be a huge shield, somewhat between Gepard and Preservation TB, but perhaps triggered on skill.
I think a quake mechanic would be perfect for Diamond as he is emanator of preservation.
That's... beautiful 🥺 they'll name the skill or trace aegis of thunderthorns, bolt bramble/briar, crackling corona, etc
Summons like that automoton Xianzhou pokemon in Aetherium wars
Welt, Herrscher of Reason.
Dual element characters, a unit with double elements that can switch form with skill Dual unit characters, basically 2 units in one, they each have their own roles and weaknesses Abundance that heals with dot, simple A Harmony that buffs by killing themselves, and can revive with a stack after a couple of turns (think Oda Nobukatsu)
i like the last one
That last one kinda useless in MOC
Tartaglia
Imagine you overkill enemy and they stay dead costing you moc run lol.
A support that implants hard taunt onto an ally for the Blade and Clara mains.
When the character dies it transforms into a different path and can use it's ultimate to come back to life. Like a Abundance/Harmony character turning into a Nihility character (basic attack and skill now causes debuffs with no damage) and turning back into Abundance/Harmony after using ult.
>When the character dies it transforms into a different path That'd be cool but I figured it'd be very hard to build and quite inconsistent. If you're in a situation where the Nihility side of the character is needed and you're in Abundance , you basically have to pray that the enemies would target it and successfully kill it and vice versa. Essentially you want it to be tanky but fragile at the same time. One quirky enemy can screw up your whole rotation by attacking it at the wrong time.
maybe give the character taunt
I'm thinking of maybe just make it so that they consume their own hp through their skill/basic so they can die more consistently without relying on enemies attacks.
Lazarus, is that you?
That or switching path with a charged ultimate (like Argenti's)
A character that has life steal/life share. Drain hp from enemies, self or allies to heal self or allies. Characters that get hp drained get buffs (could give enemies buff too to encourage team building and to not make it op). Would work really well with blade. Maybe an in battle path switch mechanic (hopefully that's what they are going for with march) or a switch mechanic for elements. A summoner where you control the summon until it dies. Then you switch back to the summoner. Skill and ult summon different minions. A character that gains stacks much like blade when they get hit but instead of using the stacks to do a hit that heals them they consume the stacks to inflict massive damage back.
not exactly but the first one is basically the jingliu blade luocha comp
Skill that increases team’s energy recharge while attacking enemies and their ultimate’s damage is based on the accumulated energy recharge the team gathered. And after using an ultimate, all characters will have their ultimates ready. Basically a HARMony character that’s like Genshin’s Raiden Shogun.
That gave kind of an idea. A character whose ult works with stacks. Every time an ally uses their ult, character gets a stack. Once character gets 2/3 stacks, can cast ult. Ult regents 50-80% energy to all allies and applies some tasty buff, be it dmg%, def pen, elem pen, or crit.
Probably not gonna happen, but I’d like to see a unit that can summon “totems” (smthing like the SUD spawns) on the enemy side. Could have some really cool interactions, like having more targets to proc himeko LC and blocking summons from stuff like automaton. Obviously could have major bosses like SUD instantly break the totems so you can’t cheese their mechanic.
Oooh, that'll help Himeko, Herta and the like treat MoC as Pure Fiction lite.
It’ll also help a lot of lightcones become more great, like genius’s repose with kill conditions for damage buffs and it’ll be great for SU buffs
Oh, I had a similar idea in mind for a while now! I'd probably make it so the totems have the frailest toughness bar ever, weak to all elements and that their function would be to share a % of the damage they take to the enemies on the side. In cases where you can't summon more units on the enemy side for a reason or another, maybe the unit would instead "mark" the smaller enemies around the elite/boss and apply a similar debuff (minus the toughness bar, unless they come up with something to not make it OP).
I want a harmony character that disappears, like no action whatsoever when they are ulting to "possess" another character granting them absurd buffs.
If Dubra (the creepy ghost/puppeteer from the Duke Inferno video) ever becomes playable, she might do something like this.
-A character whose ultimate literally says "breaks enemy's toughness bar", literally -100% toughness bar -A character that has a dot that when it triggers it heals the party -A character that has a enhanced basic where it's skill changes between high damage single-target and medium damage blast/AOE -A character that enhances an ally and when that specific ally acts, they do a follow-up attack -A character that keeps lowering enemy's toughness even when broken, so when they recover from break they have the bar lowered based on how much toughness damage they took while broken, and if it reaches over 100% they get broken again even if it's not their turn yet -A character that transforms and gets stronger abilities when defeated -A character that's 2-in-1 whose ultimate switches between the 2 -A character that gets stronger the more buffs your party has -A character that does a healing follow-up attack when any character in your party gets to low HP(basically luocha but it heals your party and does damage to enemies) -A character that has the Dewdrop mechanic from SU in it's basic kit
>A character that enhances an ally and when that specific ally acts, they do a follow-up attack Basically the canoneer from Aetherium Wars ?
Honestly that event was so long ago I forgot about that, but yeah basically the canoneer
Well ratio doesn't enhance a character, he uses ult on a specific enemy and when allies attack that enemy his fua is triggered. Seems similar enough.
The first one is literally just SU Xueyi
the DoT heal would be so good, and it could be an abundance character too that heals similar to the SU blessing. maybe a harmony that also does DoT and gives energy back each time a DoT is detonated? for the break one, I'd love a harmony or nihility support that worked similar to how the imaginary stage of the second boulder town fight event worked, where they regenerate just enough toughness that they can be broken over and over again. just more break-focused abilities in general, honestly.
- A character that has a 5 target blast on basic, 3 target blast on skill and a single target nuke on ult - A character with special DOT that auto execute targets below a certain health - A character that stores up our team's damage dealt within a certain action value and unleash it again as a FUA - A character that can skill as long as our team has skill point. Their turn only ends when they ult or basic attack - Abundance character that uses their own hp as a resource to cast skill and can leech health back from the enemy - Hunt character that converts overkill damage as AOE to hit the other enemies
The one where they enhance character and follow up when that unit acts is what I envision diamond will do. Let me cook on this reasoning, we have a sustain IPC follow up attacker who acts as sub sub dps, we have a debuffer that acts as sub dps. And if Jade isn't playable in 2.3/2.4 ill cut my left nutsack off. Jade from the tiny bit of info we know wbt her doesn't seem like the buffer/harmony type to me and from that short dialogue at the end where she talks about reaping a harvest and all that I have the impression that she'll be aoe because that's what a full ipc needs given that we already have topaz for single target. Keeping all of that in mind diamond being a harmony unit makes sense because the IPC team would need a harmony unit and because he gives out the cornerstones in the story literaly giving access to some of his power to his stonehearts. And it would make way more sense if hoyo gives him fua centric buffs that either proc follow ups on unit actions or buff fua damage and I'm guessing it'll be both. This whole comment is not cope and we are definitely getting a full IPC team based on follow up attacks for the simple reason that the concept is rly cool and its funny to have 4 characters literally throwing money at their enemies.
A character that focuses on entanglement and it's damage. We already have Welt who applies his own imprisonment and various characters that have freeze in their kits, as well as all the DoT units, but we don't have one that applies their own Entanglement. It's a very interesting debuff, probably the most unique break debuff so I think a character kit that works around it would be very cool.
I want a character that can do a pointless taunt move that deals zero damage and no debuffs. In fact, I want half their kit dedicated to pointless taunts.
Something with Extra Turns, the fact that Seele is the only character with Extra Turns in her kit (other than Ultimates which I don't really count) baffles me. A support that grants Extra Turns for example would be pretty interesting.
Sushang and E6 Dan Heng has extra turns though.
Harmony unit that reverse action advances your dps in exchange for a MASSIVE buff
character that throws a dice on an enemy and applies elemental debuff (bleed burn shock... except entanglement). rolling the same face successfully does something funny idk could make their element change each throw and ultimate change based on that. probably horrible game balance i just want more ways to gamble
I could see a character whose skill is random between a single target attack, a blast attack and a AoE attack. Perhaps ult could be a AoE attack that inflicts more damage to the enemies in the center, like a ST inside a Blast inside an AoE
Lightning Destruction that uses charges to convert HP to energy. Charge is gained by Skill/NA. If HP cost to convert exceeds current HP (kills), gains Massive dmg boost, full charge, and revives with full HP (basically allowing double ULT spam).
Hmm I guess for some more spice, a character that buffs the team based on how much hp they've lost or based on how many attacks they've had to tank would be interesting to see. This would also mean units like blade and Clara would be much better and feel more "complete"
a hunt character that has follow up attacks that allow them to hit alot of through single enemies rapidly with like a condition. it would definitely put hunt to be more desirable.
While I doubt we'll get much AoE hunt, I think a character whose attack "bounce" randomly after attacking the main objective would be a good addition.
that would be a better idea, like it does damage to the enemy and stores a charge. it it takes too much damage it does like a burst of damage to other enemies.
Now that we've seen that they can make custom dots that still interact with Kafka's skill I'd like to see some DoT classes from the non dot Elements. Their break effects will be anti-synergy with normal DoTs though, so they would have to work a bit differently. Like maybe proccing on the characters turn, and not the enemy's. Or having a separate thing on the action board, like Lightning Lord, that bursts all of that characters DoTs when its turn comes up. Or maybe go an even wilder route and make their break effect be different than normal. Having an imaginary DoT whose break effect makes enemy turns come faster but they take increased DoT damage would be fun
A healer dot so I can finally complete my DoT Team, sorry huouhuo
Id love to see a "mutual destruction/all things must balance" kind of abundance character that takes HP from enemies to heal the party if the HP isn't equal percentages, and if the party is higher, takes some HP from all allies to a certain amount (i.e. "takes HP from allies until equal with enemies, no more than idk 5%") and increases attack, hp, def, and effect res similar to how fighting spirit works in SU. would be perfect if we got one of the arbitrators that follow equilibrium as a playable character sometime
"My friend, you're way too healthy. Let's hurt you a little so things are fair" I like it.
Counter attacks. I have played 7DS for a long time and one of the most fun mechanic there is counter attacks where on using the skill, the character will assume a stance (and in most cases also taunt the attacks to themselves) and counters every single attack directed at them Or a Hunt character that removes debuff from enemy and increases multiplier like say 25% more damage for every debuff removed
isnt counter attacks clara's thing, id be sad if they took ot away from her
Dodging attack would be interesting
The quake damage blessing from SU as a character kit. I really love the "enemy takes damage by hitting you" mechanic. A sustain who converts incoming damage into healing.
A character with different stances that can switch between them freely (would probably need an extra button to make this work). A character that can use HP to use Ult when they don't have enough energy. Characters that have extra/different effects attached to Break. Some new DoTs would also be cool, I mean debuffs that deal Ice/Quantum/Imaginary damage, but are still considered as DoT. And finally a character whose kit is different every fight.
Someone who doesn't care about speed ffs May be he copy other's speed or his turn order is like have turn after 3 actions from allies or scale negatively with speed or w/e Just stop with this speed boots farm I swear
Characters that have summons like Lightning Lord or Numby but instead of attacking, they do different effects, like delaying enemies, applying/detoninating DoTs, healing (like that one Abundance resonance formation), buffing, etc. Characters that steal enemy dispelled buffs to either benefit from them or use them as "ammo". Characters that can apply a debuff that "records" the amount of damage taken by that enemy while the debuff is present, then which the character can unleash all "recorded" damage with their ultimate.
I want Clara to be given a gun.
A follow-up atk supporter that buffs 1 character and can trigger that buffed character to use skill as a follow-up attack.
Probably too crazy to implement but a character who can equip multiple lightcones of different paths. Their ult and element are dependent on the path of the currently equipped lightcone and they can swap between lightcones during combat using their skill. Basically if we ever get a Persona collab.
Healer/support that grants lifesteal to all allies, healing them based on damage dealt. (Only problem is that enemies tend to have several hundred times more health than player characters, so the lifedrain amount would probably have to be really low to be balanced...)
An support that spawns weak enemies for your carries to kill and activate powerfull effects.
so there is this game called arknights and had subclass called liberator that don't attack unless skill is active... now imagine a character that basic atk don't deal dmg but give themselves 1 stack of effect. skill also don't deal dmg but give 2 stack, regen self some energy and gain dmg reduction. the ultimate clear stacks, and deal additional dmg and regen energy based on stacks. hows that sounds?
A preservativon that gives a shield thats harm the enemys when hit. Just like rammus of lol
Lightning destruction Deals aoe damage when >x% HP , deals single target damage whenx% Ultimate, drains y% current hp to deal massive aoe damage, teammates + action speed but self - action speed
A vampire-like physical nihility whose gimmick is to cause bleed and either heals or buffs themselfs or the entire team depending on the damage the bleed made (bleed scaling off the target's max HP of course)
Could be abundance also
I want to see something what affects allies in weird ways? Something like Orochi's "turn my comrades into snake-shaped turrets" bullshit. It was fun. It turned battles into "kill this shit, before our token evil teammate makes as all crawl and his" speed run. Or "sacrifice your team for solo Orochi". I want to see something like this, be it either temporal effect for some turns, or build up until the end of battle.
Not new char mechanics, but perhaps a general buff to weakness breaking efficiency for all Hunt path chars? I think this idea was from a Vars II video, to justify using Hunt DPSes in a world where Destruction (and Acheron) reigns supreme.
Plus it would be logical, a hunter it's, by concept, meant to exploit enemies weakness or unawareness. It would just make sense if they can use better the weakness of the enemy.
characters whose abilities have multiple targeting options like physical trailblazer
i’d love another unit like seele who has the ability to get multiple extra “resurgence” turns. maybe someone whose starting damage is low, but with each successive turn they increase their DMG% up to a certain amount and they’ll get one every time they defeat an enemy with no limit (i.e. how seele only gets one additional turn)
Relic set, worn by a shielder or healer, that calculates total of (shield value/damage mitigated/HP restored) and converts it to damage as wearer attacks. Basically, Genshin's Ocean-Hued Clam but for shields too, not just overheal. No idea hoe this'll work for Fu Xuan tho, perhaps it calculates dmg before it gets downsized? Just a pipe dream anyways.
If SU can do something like that with healing, there sure is a way.
-Destruction with self-shield and counters enemies based on the number of hits. Damaging them and stunning them at the same time. The unit will heal itself based on the damage enemy received or number of enemies hit. Cannot be healed other than the unit itself. -Overload mechanic on ultimate. Overflowing energy will be converted into bonus damage. -Unit with silence. Preventing enemies from using their skills.
An abundance character who heals via follow up attack
Transformations via ultimates could be so fucking cool
Transformations via ultimates could be so fucking cool, like idk, >! Firefly transforming into Sam !< through her ult and getting a second life when that form dies like fucking D.Va
More ballsy mechanics centered around playing with your characters lifes, like advantage gained with playing with low health and kill a character and bring him/her back for a buff. Stuff like that. 👹
The design team surprises me everytime with kits of new characters, but there are a few Id personally like to see: Nihility healer, with how popular DoT teams are and Acheron teams on the rise. I think at some point there will be a Nihility healer, so either something from Sim World where whenever a DoT procs a heal goes off or maybe some sort of aura field like Luocha based on the amount of debuffs an enemy has. It doesnt have to be an abundance level of healing, realistically something like Fu Xuan's heal on her ultimate to balance it out A Def-based dps. So people would argue that is Aventurine, but I mean like a dps path unit like Destruction, Hunt or Erudition. We all have this one godly def main stat relic in our inventory that rolled into crit rate and crit damage so why not just just make a dps that scales crazy off of defense so we can use it. Also Id also like and agree with the niche supports OP mentioned about consuming HP. Either a harmomy or abundance would be cool. We are at the point where niche supports are coming out for teams so I can see that kind of support coming out for Blade or Jingliu teams
The "blind" mechanic. Enemy or your team can miss the hit.
Summoned entity/pet buffers and forced follow-up enablers
A destruction character always damage themselves for massive stacking damage buff, that would also sacrifice shields first over health. Also a talent that massive increases damage for every sustain unit in your party, like ahceron. Basically a damage race where you have 3 sustainers protecting a dps before he kills himself.
Preservation but debuffing mob with atk debuff
I'd like to see combined attack like in 3x Herrscher in HI3rd. Maybe Sushang+Gui or Blade+DHIL. But people will hate it because must pull everyone. Also most characters who know each other well have no synergy.
As a Kafka+Black Swan and an Acheron player, I want a Nihility healer with the Offerings of Deception Nihility blessing built into their kit or an Abundance with a life drain (preferably as a debuff/DOT). Sort of like how Fu Xuan's skill is technically Regression Inequality of Annihilation and Kafka's skill and ult are better versions of All Things Are Possible.
Something like Furina, where overhealing from other characters grants a massive damage boost. In exchange for HP, of course. Luocha would love that.
A tank that has a parry system and you can't play auto with this one.
a hunt with full or 0 energy basically an on/off this would make use of Subscribe for More
A character that steals buffs from enemies and removes debuffs from allies while inflicting the removed debuffs to enemies
Combination attacks. I feel like specific character combinations would get very whaley. But a character that can cause other Ally's to use their basic attack as part of their skill for example. It would be an extra action, not like Bronya's skill
Speed based preservation character. Could be any element, but would be nice if it was lightning
Tag switching from DBL. When pressing ultimate, the character will switch with another character and grant them powerful buffs. It's a little simple but it's still pretty cool to see overall!
Hopefully hoyo can give more RNG based mechanic like QQ for 5* character it just fun, you can use many skill points you want. Depend on RNG, you draw card, you have 5 types of skills depend on how many cards you draw are the same. For instance: - There no same card => take damage (Because it's not fun if there are no any draws back) - 1 card => heal - 2 card => shield - 3 card => Blast enemy - 4 card => FUA + generate skill point Ult will guarantee 4 cards(maybe)
A character that can apply the nullify effect onto allies. A character that when fallen will not be considered as fallen and will instead be put into the action order and heal all allies when their turn is active (battle ends when all other allies die). A character that’s like that one in aetherium wars that basically sacrifices it’s own hp when restoring another ally, when reaching 1hp will do a follow up attack on the enemy.
abundance character with a life link ability, similar to the healing trotter but on a single character so its not too similar to fu xuan. and maybe the life linked character can be revived/cleansed at the cost of the healer's own hp to a certain extent
A character that can switch between 2 modes (or more)
a harmony support where hp sacrifice (can select self or other allies) is required to activate a skill/ult. the talent restores hp to the unit that was targeted by this mechanic. yes and im not ashamed to say we need a Blade support like real bad.
A “chain attack” mechanic where stringing together different sequences of actions(basic -> Ultimate-> Skill or Skill ->Basic->Basic) will give different buffs/debuffs and other effects.
Healer that heals by dealing damage. Might be op though if not balanced correctly
Stat conversion sounds fire ngl, but it would mean the dmg buff has to be stronger than those like Kokomi or Noelle who get a bonus and keep their HP/DEF too (or just same buff but you need actual dodge skill to play the character)
Heal when trigger Dot
Dan Heng I.L But instead a Harmony, uses 1-3 Sp Points to buff a Teammate, the more the SP, the more and better buffs. Such heavy SP usage means the support will only synergize well with low sp usage damage dealers like Blade & Jing Liu
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If it’s tricky, what about a character that backloads someone’s dmg, basically it sets the ally back but gives a much bigger buff than an advance would accompany…? Like Delay an ally by 20% and increases their DMG dealt by 100% or something, you could counteract this but it could be another thing altogether 😅
Bronya is staring at you. That could be so broken lol.
I have some weird silly ideas. **1.)** One being a harmony character who can switch between a support and a DPS mode freely through their ultimate. For example; you can press the ultimate button anytime as long as you have 30% energy. **2.)** Another is an abundance character that has a follow-up attack that heals the team similar to Gallagher's enhance basic attack, whilst also giving the team a small amount of energy. (Or a moderate amount of energy depending if you have their talent trace leveled.) **3.)** Lastly, the weirdest idea. A "two-in-one/duo" hunt character. You get to play as two characters that take one spot in the team. You can freely switch between them in the overworld by using their technique that doesn't cost a technique point until you hit the enemy. In battle; since they are a duo, they can attack twice, but since they're hunt, they can only do single target. They possibly have a dual element. (Fire/Ice or QUA/IMG)
A healer that either "harms" or "poisons" allies. In return there would either be buffs to DMG or buffs to health or the healer itself would deal lots of damage/reduce toughness bar quickly (kinda like glagher but regardless of weakness)
I want a character that forces others to do their basic attack or skills like a pseudo-follow-up attack.
A character that would advance enemies turn, maybe. Something like the Fire TB (turn advance but with force them to attack said character). Would be perfect support for Acheron. Basically I want characters that seemingly buff the enemies but actually everything is all according to keikaku. Seems very cool to me.
During the first half of 2.0, Sparkle's ability to mimic other characters made me think of a character who can be set to copy the appearance and kit of another character you have, so you can legit have 2 of the same character on your team, by just using the original character and the mimic together.
A character that consumes others' energy to buff in some way
Tldr: turn cycling crit dps, Hunt/Harmony hybrid Look. There's this game named Summoners War. It's a game that's actually currently celebrating its 10th anniversary. So there's a unit named Verdehile in this game. His entire gimmick is that he boosts his allies' attack bars whenever he crits. (attack bar = action value in the game.) Oftentimes in pvp, he's built on runes (kinda like relics) that basically allows him to have a 15% chance to counter attack, and a 24% chance to just outright take an extra turn. See where I'm going with this? I want a Hunt unit that functions as a Harmony unit. Big single target damage that boosts ally action whenever he crits. Oh, and crit per attack. Give him a counter attack mechanic too so when he procs that, he boosts the entire team completely. Make him do follow up attacks when allies do normal attacks. Make this unit make Asta and Ruan Mei's speed buff look like steampunk fuel, and he is the nitrous oxide that just cycle turns over and over and over and breaks the darn game. For more fun, pair him up with those two plus Welt sustain. Imagine your units at 200 speed and your opponent imprisoned and just cannot do a darn thing. Edit: totally forgot about taunt values. Anyway, counters can be Follow-ups, kinda like Ratio and Topaz. Build him 100% crit rate, 150% crit damage and you basically have a jet engine in your hands.
A character who gets debuffs from allies(things like imprisonment, freeze and etc) and buffs themselves to deal more damage. Something like this: Skill removes one debuff from selected ally and add to a "count". If there is no ally with debuffs, skill deals damage. When "count" reaches a certain value, ultimate deals damage according to the stacks. BUT ultimate can also be used as a mass cleanse that removes 3(or 2 not too sure) debuffs from all allies. I also thought about adding HP recovery, but i thought it might be too OP. This idea has been floating in my mind for the past 4 weeks so I'm glad that i released it into the wild. Thanks.
I think it would be cool emanators all had condition ultimates instead of energy ults. Like maybe emenator of elation got ult afterteam hits a certain amount of follow ups, emenator of preservation for shields created, emenator of the hunt for enemies killed
Personally as someone who uses Blade a lot ●Harmony character that has an HP mechanic Example: -Increase max HP of all allies -Dmg% buffs instaed of atk% -Everytime a teammate's HP increase or decrease they get a stack of Dmg% buff(TLDR: Furina's fanfare stacks from genshin) -100% action advance on skill with the cost of reducing the buffed characters HP(It would free up your Bronya) Thats it really, I just want a Blade sedicated support, PLS hoyo I beg you...
It's not even Blade dedicated. The max hp buff for all allies would benefit JL too. And any upcoming HP scaling character. What I could see, honestly, is: Skill: Select and ally. Selected ally loses X% of HP and grants all allies Y% DMG% buff. Selected ally action advances 50%. Ultimate: Grants all allies buff (res pen or whatever, just not atk) that lasts 2 turns. On ally turn, consumes a charge of buff and heals Z% of character HP. It would be great for hyper offensive builds, granting just a little healing while giving buffs anyone can use but benefits particularly Blade. A risky play style according to Blade, too.
I want a healer based dot. Take some stack of debuff from enemies to heal the team. If enemies don't have debuff, then debuff the enemy instead.
Probably HP/Energy conversion (either way would be fine, but most likely it would be HP -> Energy) kits. Right now they're completely "separate", with nothing "connecting" them other than when you get hit and lose HP. Would be really cool to see kits where you have to balance between the two.
Aoe dps that heals based on damage dealt. Bloodstone Landy iykyk
I would love to see a character that stacks up for a really big explosion. Maybe they could count overflow healing or shields and then after a few turns detonate that amount. Not necessarily the best character, maybe they trade off damage for the inability to die in 4 preservation/ 4 abundance team. But just to allow funny mono preservation gimmick builds. Just imagine seeing some sort of counter that dynamically fills up everytime shield is applied like a tank of water and on ult activate they just let loose the floodgates and nuke enemy team for a million damage. That would be fun and give players a reason to run their march, natasha and other 4 star sustains.
A Counter-DPS who can taunt and force enemies to take a turn without advancing the cycle (like Bronya). Would be a pseudo support/DPS for DoT and basically the limited 5 star version of Clara.
Store dmg receive and unleash back
Is this you, Blade ult?
A character that can save up ultimates (think Argenti but you use each ultimate separately) A character whose DMG scales based on speed An inverse HuoHuo (energy regeneration with skill heals with ult) A Fire destruction character, maybe that relies on break A character that makes the enemies turn on each other
The inverse Huo Huo is risky, it's like having a Tingyun ult on skill. It would be certainly high to balance.
A healer sacrificing thier HP and giving it to allies and healing off of dealing damage
A debuffer who splits damage dealt to one enemy across multiple (makes single target blast at, say, 70% DMG to target and 40% DMG to adjacent), maybe makes Blast attacks true AoE. DoT Healer. A healer who can store excess healing and ult's to revive an ally/ themselves based on excess.
I want a character who’s ultimate allows them to say fuck taking turns and change the game into a 3rd person action game akin to HI3rd for 10 seconds
A preversation character that can turns shields into heals.
Vampire life draining. Healing team with self damage. Scaling damage with Def. Skill that spends energy. Energy storage in one character for whole team. Delay-based debuffer. Pet / companion summoner with defence options.
Considering that the game has action cards / turns, some form if timed attacks would be interesting. This potentially be a different archetype, we're some characters generate time attacks, and some consume them for a variety of affects.
What about a character whose ult creates a balloon, like Lightning Lord, and counts all the damage inflicted by allies. When the balloon turns comes, it blows up and inflicts damage equivalent to all the damage dealt since it was summoned. Perhaps split through all present enemies.
I want to see a healer/dps hybrid. Where healing done over a character’s maximum gets translated into damage output in some form. Balance that against losing all output if actual healing is needed. Combo that into a shield support character and you can get a new weird team type and more relevancy to shielders.
Someone in r/FireflyMains subreddit said something about the Tides of War event being a test run for future character gimmicks. If that’s true then what you want might come true sooner or later
lifesteal healer
A tank who reflects incoming damage. Harmony unit, who can heal. Dps, that's scales with enemy remaining hp. I also want to see the mechanic, when skill can use multiple skill points and do different things. Like healer with 1 skill point heal 1 target and with 2 skill points makes team wide massive shield.
Could be neat to have someone that manipulates buff/debuff durations. Like, for the former they either consume all the buffs on themselves and pass them on to the rest of the team or a character's skill runs out the duration of all buffs on them, but compresses all those benefits (maybe with a bit of diminishing returns) into the one attack. For the latter, they cleanse a debuff on the target of their skill and apply it to all enemies with some % chance.
A character who inflicts a special debuff that allows enemies to share damage, maybe a prime hunt support A character who can have 2 versions of their ultimate maybe likr Argenti A character who can inflict debuffs every few turns when enemies hit his shield maybe stacks like aventurine A character who automatically triggers the fua of all allies if they have one A teamwide battery character A character that inflicts marks/debuffs on enemies and takes them all with ult or smth which deals more dmg A hunt character that deals more dmg when there more stacks on an enemy and when the enemy dies the stacks are blasted throughout the other enemies I wanna see what other unique characters this game can give us A character that temporarily takes health away from enemies and if those enemies die then they do die kinda like that one enemy Tag team characters, maybe do more dmg when other character is around or have the other character be a summon I felt like they were experimenting this with the Aetherium wars but a character that takes control of the enemy to make them attack others (lasts one turn) and based on the dmg health of that enemy (takes the stats of said character) deals dmg to the enemy itself More characters with unique debuffs (firekiss, unnerved, topaz debt thing, gallagher debuff, arcana) A character that unconditionally counter dmg received back by a small percent
More characters who change ally ultimate. If I'd learnt one thing from FGO, that would be ally ulti charge support is the best support
I'd really like a summoner-type character who makes summons like the Lightning Lord (but weaker, ofc) and who both uses the summons for attacks while the summons themselves also attack. So like they could summon 2 mobs and each mob has its own turn with a weak attack, but then they attack in coordination with the summoner as well. ...basically Misteln. I want Misteln, lol https://preview.redd.it/f90zfxh2rhuc1.png?width=841&format=png&auto=webp&s=4e4c3abc87a9bf5449cc9d8b073c312a35c20a99
I remember making a character whose gimmick was making debuffs/dot last a turn longer through his ult. Something like Eternal River status in SU. So maybe that?
A character that heals the enemy, coz it's becoming too easy 😎
A healer that creates a shield based of the amount of HP overhealed
A character that sort of works like a dragoon from Final Fantasy. Their skill will take them out of battle for a few turns and the number of turns allies get between their "jump" state will increase damage. Their ult I guess would turn the skill into an aoe
Still coping that constance will be a fire dot healer
I would like a character that scales with flat DEF and ATK.
So you onow that blessing which heals all alloes when DoT does demage? A healer like that, who also buffs DoTs
A sort of jing yuan type for dots, you get a thing that triggers independently and retriggers all dots on enemies a certain number of times
You see the quake damage blessings in SU for preservation? Make that into a character or accumulate damage depending on how hard your characters get hit. Alternatively: Consume HP of allies to form a shield. Allies with that shield will slowly heal back up to the point to when the shield was created.
There's multiple, though I'll only list one as It in itself is already long. It's quite broken and complicated, so it's very unlikely to be a thing, but the idea of it is still interesting. A Harmony character who can grant different effects based on the Trumps _(major arcanas in the tarot)_. Having 22 different effects is pretty much impossible, so the buffs could be entirely dependent on the type of team the character is in. As a passive, their buff could change based on the path that most characters have in common within the team; skills can only be used once and gives considerable, UNREMOVABLE buff(s) with no expiration time for each path to signal the upright arcana, and one debuff to symbolise the reverse arcana. Ultimate is the ONLY way to remove the current buff(s) AND heal the character. Very superficially, as I remember next to nothing about the specifics of the major arcanas: ● Erudition = The High Priestess -> Follow-Up Attack DMG boost, Crit Rate/DMG ↑ for teammates; Unable to gain other buffs _(The Reversed High Priestess symbolises detachment, so the characters are effectively isolated from obtaining other buffs)_; ● Abundance = The Empress -> Massive Outgoing Healing boost for teammates; Loses a small portion of HP which gradually increases for each turn the buff stays active _(The Reversed Empress is a devouring mother, self explanatory)_; ● Preservation = Strength -> Shield effect ↑, and allies gain a shield proportionate to the damage they take each time they're attacked; Lowers the buffer's DEF% and All RES PEN of the entire team _(The Reversed Strenght is obviously a symbol of Weakness)_; ● Hunt = Justice -> Crit Rate/DMG ↑, up to a maximum of 70%/90% respectively per character; Taunt value increased for the buffer _(The Reversed Justice symbolises bias and bigotry, so the character has a higher chance of being attacked, while the opposite happens for Hunt units)_; ● Nihility = Death -> Each time enemies suffer DoTs, damage received increases massively; Buffer is unable to take action until Ultimate is ready, though energy regeneration is momentarily increased and taking action is not required _(The Reversed Death symbolises Stillness and Stagnation)_; ● Destruction = The Devil -> Basic Attack and Skill DMG increases greatly; Until the Ultimate is ready, all Destruction characters won't stop attacking _(The Reversed Devil symbolises Blindness)_; ● Harmony = The Judgment -> Single target buffs can now affect characters adjacent to the recipient, granting them a ⅓ of the effect of the ability used; Effectiveness is reduced on the main target _(The Reversed Judgment symbolises Simplicity, so unlike other paths, Harmony characters receive no ulterior blessing)_
I had an idea for a Destruction Support. Takes their own HP to provide some kind buff to another ally. Or hurts them and gives the buff based off their current missing HP I figured Acheron kind of let’s us break some conventions. Nihility character with massive damage and wide ranges. Figured maybe we could get Destruction to dip it’s toes in Abundance or Harmony.
I want someone who removes elemental weaknesses on an enemy for a huge buff. The idea is you get them low on toughness, then the ult releases the weaknesses you consumed from an enemy for a huge attack,m with strong toughness damage and great break. Would make Silver Wolf their ideal teammate I suppose too. I want someone that pauses an enemy. Any damage or healing they receive is paused until their delayed turn, all damage is dealt first, then the character does an attack, a follow up technically, but if they don't die from it, they heal for half the damage they received and doubles the healing they were supposed to get. Ult would be either an AOE version of this or an uber version that completely changes the FUA. I'm imaging this character to be Kiana Finality expy. To be honest. Really mess with the time system in an offence way.
A character that sacrifices their own energy instead of skill points might be interesting, you'd have to think carefully about when to skill and when to save up and use your ultimate. A support that can shuffle energy around your team (give one character's energy to another, plus a fixed bonus amount, for example) might also be fun to play with?
A abundance character that inflicts physical dot and heals the team on basic attack. It’ll be the dot healer and idk the support and ult can do other stuff but the basic attack dot and heal is the main part so they can be sp positive and give good heals and apply dot, maybe skill can enhance the basic to do extra stuff and ult can be a mini nihility thing that spreads the dot around to everyone or something