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Skylanders Revamp
Buchi Ripto Gems: 445
#1 Posted: 00:40:40 03/02/2019 | Topic Creator
Okay, so I had an idea earlier for how a "revamped" Skylanders could work. If the Skylanders characters got revamped and gained more variety among Skylanders as well as a more complex battle system, how do you think they could work for a more advanced playstyle? Here's an example:

Roller Brawl
A speedy melee attacker who specialises in dodging with her rollerblades. Dodging can lead to follow up attacks such as counters, and can take out smaller enemies by running into them. Inputting different attacks can lead to different combos consisting of both claw attacks and kicks, dodging can also lead into some combos involving her abilities to counter attacks too. Upgrades paths can allow her to either further become a dodgetank or explore her potential in countering attacks.
Attack (med) / Defence (low) / HP (med) / Critical (high) / Shield (high)

Attack, Defence and HP are straightforward, Critical is the chance to deal more damage than usual and Shield is the chance to take less (or even avoid) damage altogether.
Furthermore, feel free to add any more changes you'd like to clarify about a potential revamp. I've only listed a character here but upgrade paths and such also have potential for a revamp - how'd you like to see those changed for an advanced Skylanders?
HeyitsHotDog Diamond Sparx Gems: 8226
#2 Posted: 01:00:23 03/02/2019
Spyro
A speedy, mixed physical and ranged attack, using his multiple elemental breaths to his advantage, each with unique attributes and styles. Uses melee attacks, has combos, and can even use breaths to influence said physical attacks. Also has high speed, with a quick, accurate dodge. Upgrade paths can either focus on melee, or breaths, with Soul Gem granting a beneficial upgrade for both.
Attack (high) / defense (mid) / Hp (low) / critical (mid) / shield (mid) / speed (high)
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Hey is there anything you want me to bring for the rest of the week and if so it’s so cool that you can do something and just do it like that
Buchi Ripto Gems: 445
#3 Posted: 03:13:56 03/02/2019 | Topic Creator
I had an idea for a new mechanic:
Lives
This keeps track of how many times you can die in a stage. In addition to Skylanders now becoming unusable for the rest of the level when KO'd, each KO will also count towards this meter. The initial limit is 3 but can be increased as the game progresses.

Now, let's see how my favourite Skylanders from each Element (SSA) might be revamped...

Chop Chop
Defensive fighter. Depending on which way the control stick is tilted changes the direction of his sword attack, leading into combos. Holding up his shield greatly increases his defence and the damage he takes can be stored up to increase his damage with the sword, this can be used until the Shield Gauge is fully depleted. He cannot attack whilst defending. Also has a special mid-ranged attack that brings bones up from the ground to attack enemies; although this move does little damage, it decreases their stats. Upgrade paths focus on either granting him greater combos or improving his shield mechanics. Wow-Pow grants him an evasive attack whilst defending, this does not increase his attack or deplete his Shield Gauge but can damage enemies.
Overall: perfect for defensive players who would rather endure damage than deal damage
Attack (mid) / Defence (high) / HP (mid) / Critical (low) / Shield (mid) / Speed (mid)

Dino-Rang
Uses two boomerangs, which boomerang he uses depends on which he used last. One boomerang deals high damage whilst the other stuns the opponent. He can also spin his boomerangs in a circle at close range which gives both benefits at once as well as deflecting projectiles, adding a stun effect to the deflected as well. His stone traps can be used to damage enemies who come into contact with them, and also lower their stats. Upgrades allow him to control his boomerangs simultaneously at a distance, although he is left vulnerable doing so.
Overall: a good choice for players who like to use status conditions to their advantage
Attack (mid) / Defence (mid) / HP (high) / Critical (high) / Shield (low) / Speed (mid)

Drobot
Powerful offensive fighter. Whilst his main attack is incredibly powerful and reaches far, it has a meter and cannot be used once this is depleted. He has a weaker attack that fires two bladegears, however this attack cannot hit reliably and deals less damage than the laser, although it serves as a fair alternative should his laser meter be depleted. He can hover around to increase his defence but lower speed as well as allowing him to aim more accurately. This also allows him to control his bladegears. The laser meter depletes fast and takes much longer to recharge, but is useful at taking down powerful enemies quick. Soul Gem gives him a new flight option which can be accessed by quickly double tapping the hover button, this greatly increases all his stats but makes his attacks and movements a lot more inaccurate.
Overall: perfect for players who play offensively and like to get fights over with quick
Attack (high) / Defence (low) / HP (mid) / Critical (high) / Shield (mid) / Speed (mid)

I'll try the other four tomorrow.

Stealth Elf
Speedy offensive fighter who relies on combos and evasion. Can easily deal out damage quickly whilst evading incoming attacks, as well as two attacks which greater increase these evasive abilities - one allows her to become invisible and gain a damage bonus if attacking from the sides and even greater when from behind, the other allows for a quick manoeuvre away from the enemy which can be followed up with a powerful counter. Her combos can induce a variety of effects such as poison and knockback. Whilst she typically focuses on one enemy at once certain combos can hit multiple enemies. Upgrades allow her to either turn her scarecrows into puppets which aid her in battle, or increase her combo and evasive potential. Soul Gem allows her to heal when evading attacks and Wow-Pow allows her to either unlock a spinning attack which hits multiple enemies or the ability to summon a tiger in battle.
Overall: perfect for advanced players who prefer close combat
Attack (high) / Defence (low) / HP (low) / Critical (high) / Shield (low) / Speed (high)

Quote: HeyitsHotDog
Spyro
A speedy, mixed physical and ranged attack, using his multiple elemental breaths to his advantage, each with unique attributes and styles. Uses melee attacks, has combos, and can even use breaths to influence said physical attacks. Also has high speed, with a quick, accurate dodge. Upgrade paths can either focus on melee, or breaths, with Soul Gem granting a beneficial upgrade for both.
Attack (high) / defense (mid) / Hp (low) / critical (mid) / shield (mid) / speed (high)


I feel like normal Spyro should be completely balanced with a bit more reliance on ranged attacks whilst Dark Spyro is faster (but not as balanced) and relies more on close combat. Going by 3DS gameplay, at least.

~0~0~

I'll try adding some more mechanics as well as status conditions next. Of course, I'd like to hear your ideas too.
Crash10 Emerald Sparx Gems: 4745
#4 Posted: 06:33:42 04/02/2019
Adding four-player co-op and Battle Mode? Can't see why not, it could be very fun.
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Bruh
Buchi Ripto Gems: 445
#5 Posted: 23:48:19 26/03/2019 | Topic Creator
I think Giants should be "OP" but have some kind of major drawback. Maybe taking up more lives than usual when defeated. As well as being immensely slow and lacking combos/techniques, meaning they could get hit easily despite high HP and high damage and/or not being able to hit so easily either. It'd be useful for casual players but once you reach higher difficulties Giants would become ineffective as smaller characters begin to vastly outclass them in both speed and techniques - which would be paramount for avoiding attacks that could take out even Giants in only a few hits (as well as losing multiple lives at once in doing so).
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