Devlog #7 - Status Effects
[/p][p]For Pathbreakers, we decided to have a smaller amount of buffs and debuffs and keep them more streamlined. This does not, however, mean that they will be bland to play with. Quite the contrary: with the way skills can be altered by ability modifiers, we end up with more complex permutations of debuffs and buffs in a sense.[/p][p][/p][p]Generally speaking, when it comes to the debuffs, you can expect to pick up the system quickly and easily in the early game, and discover more complexities as your characters gain levels and start getting access to more passives and modifiers. As the game progresses, you’ll pick up new tricks and setups that will increase the mileage you gain out of debuffs.[/p][p]
- [p]Poison: a venomous application that reduces a unit's max Action Points (AP) for a few rounds, limiting the number of actions and movements they can take during their turn.[/p]
- [p]Bleed: an open wound that deals a fixed amount of damage to a unit at the end of their turn for a few turns. The unit will also leave a blood puddle on the ground that conducts electricity, just like a water puddle.[/p]
- [p]Root: immobilize a unit for a short while. It is more effective on melee characters.[/p]
- [p]Charm: a mind-domination effect that causes the affected unit to take actions that benefit the spellcaster who charmed it. It has a short duration.[/p]
- [p]Stun: a dazed unit cannot do anything at all and will skip its turn. It only lasts 1 round.[/p]
- [p]Taunt: a taunted unit will only target the unit that aggro’d it. If the taunted unit isn’t in range to attack the taunter right away, it will start moving in the shortest path possible toward them.[/p]
- [p]Smite: a special debuff exclusive to Paladins. The smite itself doesn't do anything to the target, but when the caster attacks the target, it triggers bonus holy damage on the unit for each hit.
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We want to make debuffs an appealing and prominent choice for your builds, and that is why they have a limit. They are powerful if used correctly, and with proper planning, you can finish a fight without even letting the enemy properly set up.
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- [p]Physical Damage Up: any physical damage the unit deals will be increased by the buff's % increase.[/p]
- [p]Elemental Damage up: any elemental damage the unit deals will be increased by the buff's % increase.[/p]
- [p]Accuracy Up: the unit's accuracy rating is increased by a flat amount.[/p]
- [p]Physical DR Up: the unit gets physical damage resistance.[/p]
- [p]Elemental DR Up: the unit gets elemental damage resistance.[/p]
- [p]Crit chance Up: the unit gets an increased chance of scoring a critical hit with their attacks.[/p]
- [p]Simulacrum: the unit gets phantom images around it, which will each have a chance to absorb an attack aimed at the caster.[/p]
- [p]Invisible: the unit becomes invisible for a short while. Enemy units won't know where the unit is unless they are standing right next to them, and they can't be targeted by single-target abilities for the entirety of its duration. While a unit is invisible, it has bonus accuracy on its next attack as well.[/p]
- [p]Fortified: the unit takes reduced damage from all sources for a short while.[/p]
- [p]Rage: a special buff exclusive to Berserkers. The unit will gain bonus damage and temporary HP, but suffer a malus to their defense in exchange.[/p]
- [p]Dash: all normal movements cost only 1 AP for the duration of the buff.[/p]
- [p]Regen: the unit will heal a % amount at the end of their turn.
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[/p][p]We are still tuning the status effects in the game, but in general, our philosophy is to make sure buffs and debuffs are interesting to use, so they are often paired with other effects, such as some amount of damage for debuffs, so they don't feel too much "all or nothing". The system that builds up “resistance to debuffs” as they are cast on a target will also need to be finely tuned, to make sure debuffs don’t feel too overwhelming, yet interesting to use.[/p][p][/p][p]
And that’s a wrap for the Status Effects devlog! We hope that you are as excited as us to see all of these mechanics come together in Pathbreakers.
If you want to keep updated with our latest news, consider following our socials and joining our Discord Server to start interacting with the rest of the community members and, as always, thank you for your support![/p]