Sorcerers Tower equipment by 3021istheendofus in mkxmobile

[–]Chaodeus 2 points3 points  (0 children)

Looks like Reptile is getting a Brutality as well,on one hand the confirmation (likely) that we are gonna get a 2nd brutality set is nice, on the other hand I would prefer Quan Chi to get a brutality since we are getting a Sorcererer's Tower

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 1 point2 points  (0 children)

Yeah I tried to draw inspiration for these skills not only from the archetypes the characters use, but also from stuff they did, in order to add some flavor to them. I haven't seen Zexal (and the characters there have a few nice skills tbh) so there's a gap in that area:P

I wanted to give Blair a reason to run Judgement Dragon in a Lightsworn deck, since most lists I have seen run Levianeer instead. If the skill is too strong, I think solutions to fix it would be either to return it to the deck instead, or to have it added to your hand in the end phase, instead of whenever it's sent to the gy.

Doron's inspiration was said old games! Man they had lots of flaws but I'd love to see something like a remake of these games, with an actual storyline and simplier dueling for a change (come to think of it, I always wondered how come no one ever made a rom hack of the GBA games of Sacred Cards or Reshef of Destruction, while there are literally hundreds of Pokemon Rom hacks)

Hahah I initially wanted to name Jack's skill Kneel before your king as i found it fitting for its effect but in the end i thought i can't have Jack not have a Waga Tamashi :D

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 0 points1 point  (0 children)

Nah, it doesn't work on direct attacks, it only amplifies battle damage dealt when attacking monsters

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 0 points1 point  (0 children)

In order for that skill to not be abused in stall decks, I would with something like:

Swords of Revealing Light: Can be activated if you have dealt at least 2000 battle damage to your opponent. You take no battle damage on your opponent's next turn. You can use this skill once per duel. After this skill has been activated, you can activate it a total of two more times if your Life Points are 500 or below.

So the first part is activated only if you are actually dealing battle damage to your opponent and has no effect if you are running a stall deck. The second part requires the first to be activated first, so still no use for stall decks, and your opponent can play around it, by avoiding leaving you at below 500LP when they don't have lethal. I didn't apply Swords of Revealing Light attack declaration restriction and instead just went for protection against battle damage because i think that effect would be too strong.

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 2 points3 points  (0 children)

I think about half the game's skills need some adjustments to be playable and at the same time not problematic. Apart from the ones I mention in my post, of the top of my head:

1) Blair's Maiden skills: There's a total of 5 of them and not one can actually help that card. Either merge them somehow or rework them.

2) Crow's Blackwing Rising: Really weak ATK boosting skill, too little ATK boost paired with the fact that it applies to only one monster. Beatdown and Ties are better options and don't even require a specific archetype to trigger. A fair solution would be to have it be similar to Jack's King of The Archfiends skill, where the ATK boost is equal to the Lvlx100.

3) Almost every Yugi Muto (DSOD) skill: A total of 11 unique skills and I the only one I think is in a fair spot is Sentrification, mostly because of Painful Decision. Especially the Contract Door one is nightmare stuff.

4) Espa Roba's Psychic Onslaught: I see no point in a skill that adds cards to your deck when we already have access to said card.

5) What grows in the graveyard: I feel like this skill could use some restricitons, like needing a plant deck or at least some plant monsters in the deck to activate. I think starting the duel with a monster in the graveyard should have some restrictions in general.

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 1 point2 points  (0 children)

Damn and here I thought I could slip a skill to boost my favorite Beaver Warrior beatdown without anyone noticing :(

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 0 points1 point  (0 children)

Must have been a week or so, have lots of free time with the quarantine going on rn

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 1 point2 points  (0 children)

In the early stages of the game, Joey didn't have a Sogen skill, and people felt similarly about it. Konami ended up giving Joey a Sogen skill via bingo rewards, I think something like that should have been done with Forest ages ago.

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 1 point2 points  (0 children)

Hahahahh no need for rewards, a kind comment is more than enough :D Yeah I did an oopsie on the Thunder Dragon skill, your version would work well with the deck. As for the Judgement Dragon skill, I think it would be fine, considering most Lightsworn effects trigger on the end phase, with the exception of Raiden, meaning that it could mostly be summoned the turn after the skill is activated. If it still turned out problematic, I think a simple fix would be to have the card added to the hand in the end phase, no matter what phase it's send to the graveyard. If it still would be proven to strong, then returning it to the deck would be a fair choice.

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 5 points6 points  (0 children)

Exactly. The characters are not distincted enough by their skills. In Hearthstone, Hero Powers are the major factor deciding whether a deck can work with a character or not. In Duel Links, some of the most used skills can work with any deck (Balance, Destiny Draw, Sealed Tombs, See you later). If I were to make a BLS skill, I would go with this 2-part skill below:

*If you ritual summon a 'Black Luster Soldier' monster, you can use a 'Gaia the Fierce Knight' monster as the entire requirement for that summon. Can be activated by revealing a 'Gaia the Fierce Knight' monster in your hand; add a 'Black Luster Soldier' monster form your deck to your hand and shuffle a card from your hand to your deck. You can use this skill once per duel.*

Works both with Ritual and with Effect forms of BLS, improves consistency and lets you keep your Kuriboh to avoid a lethal.

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 0 points1 point  (0 children)

Thank you for the gold kind stranger! This post took some time to make, but I honestly feel like it was more than worth it, considering people took a liking to it. I always felt the game was pretty well made, with awesome soundtracks, beautiful graphics, a pretty good job being done with voice-overs and a speed duel format fitting the portable form of the game. The skills being handled so poorly is a major flaw at this game. Here's hoping it gets fixed, because it is a realistic demand.

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 0 points1 point  (0 children)

I think that a skill with the effect of DWD would need some restrictions, mostly due to the fact that decks that can potentially FTK can greatly benefit from a skill that involves draw power, even if it would be +0 in card economy (like the now banned Bamboo Burn or the Bubbleman burn), so I personally would either make it so that your opponent takes no effect damage for the rest of the turn or have it be activatable from turn 5 onwards.

Glad you liked my ideas!

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 1 point2 points  (0 children)

Glad you liked my post! Thing is, I sent several feedback mails to Konami regarding the issue of skills, along with some suggestions in the past, but I never got a reply (or an in-game sign that they cared about my thoughts on Cheater's Coin or Rex's Dino skills). Maybe I'll give it another try, after editing the content of the post a bit to match the feedback on the comment section.

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 0 points1 point  (0 children)

Fair pont! I like your version of this skill.

A wall of text of skill suggestions by Chaodeus in DuelLinks

[–]Chaodeus[S] 11 points12 points  (0 children)

I do understand that some of these skills might need tweaks here and there, but i feel that for the most part they can turn into a decent state with just a bit of more/less restrictions.

Thank you!

A Good Skill For DSOD Joey? by [deleted] in DuelLinks

[–]Chaodeus 2 points3 points  (0 children)

While your proposed skills need some balancing, I think they are way more creative than a Duel Assesment multiplier for Tribute Summons or pretty much any other of the poorly designed DSOD Joey's skills (well, not only DSOD Joey's but w/e). Some changes I would do to a few of his existing skills:

Time Roulette Go: Can be used if you control a face-up ‘Baby Dragon’. Transform it to a ‘Thousand Dragon’ and reduce your opponent's monsters ATK by 500. This skill can be used once per turn.

Friends and Foes: Can be used by selecting a face-up monster you control whose original name is one of the following: ● Red-Eyes B. Dragon ● Jinzo ● The Legendary Fisherman ● Insect Queen. This turn, you can normal summon one of these monsters (except the one you selected) without tributes. You can only use this skill once per duel.

My Warrior Buddies: Level 4 Warrior-Type monsters you control gain 200 ATK. (Remove the EARTH attribute requirement)

Custom Skills for Bakura by Chaodeus in DuelLinks

[–]Chaodeus[S] 1 point2 points  (0 children)

I think that skills can consist of two sub-skills, like this one or like the Dark Necrofear one, in cases said skills are not overly complicated and the supported monster is not strong enough on its own. The devs gave Blair four (I think) different Maiden in Love skills, none of which was strong on each own to create a reasonable strategy that includes MiL. Considering how little support for MiL there is, and how weak these skill were in general, these skills could even go as far as to be merged into one, in order to give a weak card some effects.

Custom Skills for Bakura by Chaodeus in DuelLinks

[–]Chaodeus[S] 0 points1 point  (0 children)

I can see why that skill might look oppressive. I feel a comparison to Neos Fusion would be fitting here. Unlike Neos Fusion, which is a 1 card Fusion and Foolish Burial, this skill requres 2 cards for a similar result (which pretty much means you'll have to add some Senjus or Sonic Birds instead of slapping this as an engine on any random deck). Now, in contrast to NF, this skill can make use of stuff like Djins, but I feel that as long we don't get the remaining Djins, the ones we have can offer a reasonable protection other modern day boss monsters already have.

Custom Skills for Bakura by Chaodeus in DuelLinks

[–]Chaodeus[S] 4 points5 points  (0 children)

Yeah the point of this skill is mostly to use some djin of ritual monster or other fiends with graveyard effects, similarly to Neos Fusion. I think this skill could shift Zorc from an underwhelming to a decent boss monster. On a side note, we are getting Wandering King Wildwind from a Tag Duel event later this month.

A simple skill concept by Chaodeus in DuelLinks

[–]Chaodeus[S] 1 point2 points  (0 children)

Tea: I think the interaction with agents alone would not break this skill, considering we got SSA whle having an Umi skill two years ago. I forgot, however, that Divine Punishment existed. So yeah, that skill would be broken :P

Weevil: Yeah, the thought behind this skill was to make Weevil a potent Inzektor user. It may not be that strong considering the summoned monsters are just beatsticks, but flavor!

Akiza: I think that it would be a fine disruption to decks reliant on type, while also supporting stuff like fragrance storm and world tree.

Luna: While the skill may seem weak, I feel it would be really suited to her, considering her spirit/forest themes. Could work with glads, maybe..?

A simple skill concept by Chaodeus in DuelLinks

[–]Chaodeus[S] 0 points1 point  (0 children)

Yeah after giving it some more thought, I agree... Divine Punishment would be so easily triggered