Since the introduction of pets and abilities there has been a meta around what is good and bad. Ultimately you want Heal/MHeal/Elec because it’s the best all around ability set, but I think there should be other options. Without adding too much but changing existing abilities here are my ideas for variability.
Of course these will have to be tested to determine the effectiveness and viability.
For reference I used https://www.realmeye.com/wiki/pet-abilities
No changes:
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Heal
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Magic Heal
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Electric
Reason for no changes: OP and too much money went in for these pets, DECA ain’t refunding anyone
Changes:
Attack close - Removed because it is a less useful electric, less damage and no status effect (Replaced with new ability further down)
Attack Mid - Individual shot damage reduced but now has 3 shots with 5° arc gap, shots pass through enemies
Range: 6.75 tiles (True Range: 5.71 tiles)
New name suggestion: ‘Fury’ or just ‘Attack’
New attack mid ability chart:
Ability Level | Power | Total Damage | Frequency (seconds) |
---|---|---|---|
1-30 (Common) | 6-12 | 18-36 | 5-2 |
30-50 (Uncommon) | 12-24 | 36-72-36 | 2-1 |
50-70 (Rare) | 24-40 | 72-120 | 1-0.6 |
70-90 (Legendary) | 40-60 | 120-180 | 0.6-0.4 |
90-100 (Divine) | 60-80 | 180-240 | 0.4-0.2 |
Attack Far - Same damage now has a chance for a poison proc
New name suggestion: ‘Toxic’ or ‘Bolt’
New attack far ability chart:
Ability Level | Power | Frequency (seconds) | Range (tiles) | Poison chance | Poison Damage Per Second | Duration (seconds) |
---|---|---|---|---|---|---|
1-30 (Common) | 3-8 | 4-2 | 7 | 4% | 30 | 1 |
30-50 (Uncommon) | 8-19 | 2-1 | 7.5 | 6% | 50 | 1 |
50-70 (Rare) | 19-40 | 1-0.6 | 8 | 7% | 60 | 2 |
70-90 (Legendary) | 40-76 | 0.6-0.4 | 8.5 | 9% | 80 | 3 |
90-100 (Divine) | 76-100 | 0.4-0.2 | 9 | 10% | 100 | 4 |
Decoy - now has a mechanic that when active can absorb non-piercing shots
“Shielding” mechanic will be active in median duration for 50% of decoy duration
This would not block Shots hit multiple targets, AOE damage (like bombs), and possibly Shots pass through obstacles
Examples for decoy:
- Max level common has 3.15 seconds of duration; shielding will be ~1.57 seconds long and activate from ~0.78 seconds to ~2.36 seconds
- Max level rare has 4.8 seconds of duration; shielding will be 2.4 seconds long and activate from 1.2 seconds to 3.6 seconds.
- Max level divine has 8 seconds of duration; shielding will be 4 seconds long from 2 seconds to 6 seconds.
Savage + Rising Fury - now one ability, nerf damage by 50%
Name suggestion: just keep ‘Savage’
Pets with either previous ability will gain new ability
Pets that had both? IDK lol
New savage ability chart:
Ability Level | Power | Frequency (seconds) | Range (tiles) | Recharge Delay (sec) | Recharge time (seconds) |
---|---|---|---|---|---|
1-30 (Common) | 10/35 - 45/70 | 4-2 | 2.5-3 | 2.5-3 | 5.5-4 |
30-50 (Uncommon) | 45/70 - | 2-1 | 3-? | 1.5-? | 4-? |
50-70 (Rare) | 100 - ? | 1-0.6 | ? | ? | ? |
70-90 (Legendary) | ? - (500+) | 0.6-0.4 | ? | ? | ? |
90-100 (Divine) | (500+) - 750 | 0.4-0.2 | ?-8 | ?-0.2 | ? |
New ability:
Name suggestion: ‘Ambush’ - pet occasionally drops a grenade similar to Ghostly Prism/Rock Candy, kinda would be like a pet pooping lol
Pets with previous attack close now will have this instead
New ambush ability chart:
Ability Level | Power | Frequency (seconds) | Radius (tiles) | Explosion number |
---|---|---|---|---|
1-30 (Common) | 10-20 | 10.67-5.6 | 1.5 | 1 |
30-50 (Uncommon) | 20-40 | 5.6-4.95 | 1.75 | 2 |
50-70 (Rare) | 40-100 | 4.95-4.3 | 2 | 3 |
70-90 (Legendary) | 100-150 | 4.3-? | 2.25 | 4 |
90-100 (Divine) | 150-200 | ?-3 | 2.5 | 5 |
Optional other ideas:
Scavenger - Pet has a chance to drop a random consumable in a soulbound bag after being in combat. Rarer/better drops at higher pet rarity level. Long cooldown.
Roar - Pet will occasionally cause nova that sends enemies away from pet location. (“Scares” enemies and causes them to move in opposite direction)
Cleanse - Pet will infrequently have a nova of 1 tile that removes negative status effects on self. (May be way too OP)
Ideas I think won’t be healthy for the game: Pets providing buffs (berserk, damaging, armored), pets giving other debuffs on enemies (stun, curse, slow, expose, daze), pets providing temporary stat increases/decreases, pet providing negative status effects, pets having abilities that affect player movement.
Commands are also a feature for pets that I’d like to see implemented, specifically a “recall” feature. Typing “come here”, “over here”, “sit”, or some other variations will cause the pet to TP to your character.