Add a reasonable ability, spell into the game

Like the title, try to come up with a fun, reasonable ability, state it’s class/spec and give it a little description and abit of reasoning, it could be a flavor ability, utility, damage or healing any type really. you can add multiple abilities but preferable each in their own reply so people can see which ability is liked most.

Ofc I’ll start :

Rogue, All specs :

Ability name - Deadly combo.

The rogue performs multiple kicks targeting vital points in the target, dealing [ X number of times damage ], consuming all your energy, Deadly combo deals more damage the higher the rogue’s energy percentage and buffs/debuffs inflicted by the rogue. using it removes all debuffs on targeted enemy and all self buffs on you, while returning small amounts of energy based on value, ideally a perfect deadly combo gives you 60 energy.

Basically any ability to add spice for your rotation, abit of risk reward and a nice OOOOOOOO moment, making deal top damage means you have to play perfectly, while using it whenever means you will deal okish damage, it’s basically an execute but you decide when to use, could be helpful when a new phase/ immunity is coming.

Thats not reasonable for a rogue and would fit windwalker monks instead.

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Isn’t that kind of what “pressing your abilities” does, simply condensed into a single ability?

It’s like you’re trying to summarize 5 seconds of doing combat as a rogue into a single ability.

Have to agree with the other person - seems more fitting for a monk and they already have such an ability.

Rogue : Actual Stealth. “You become stealthed, moving at 50% reduced speed.” (Basically how stealth SHOULD work)

Warrior (Fury): Berserk. “Increase damage, attack speed, and health by x% every time an attack hits the warrior. Stacks. Duration extended by y seconds for every hit taken while Berserk is active. Additional health gained during Berserk is lost when Berserk ends.”

Mage: Implosion. “Deals 100% health in physical damage to self and all nearby characters.”

Mage (fire): Pyroblast. “Channels to power up, dealing fire damage based on how long the mage has spent pumping mana into the charging fireball. Sends nearby characters flying x (40+) yards away, depending on how long the mage has channeled.” (Feels more interesting instead of it being just another “random spell with x seconds charge time that does y damage.”)

Warrior (prot): Shield Wall (toggle ability). “Take a defensive stance, rendering the warrior immobile and incapable of attacking, but reducing all damage taken from the front by 95%. Gear damage for the warrior’s shield is increased while active.”

Warrior: Taunt. “Now works in PVP, making the target target the warrior and preventing them from switching targets for Taunt’s duration.”

Hunter: Jump Shot. “Leap forward 10 yards, firing a shot mid-jump at the target. Does not require you to be facing the target.”

Demon Hunter: Lament. “Proclaim loudly how much you’ve sacrificed and suffered in a gritty, badass voice, causing 36379379000 irritation damage to nearby hostile and friendly units. Always crits.”

All Tank specs:
Taunt, can be used on players to force autoattack them or moving towards them if out of range.

I would very much rather see more skills that augment the current skills and add at least a bit more complexity to the rotations.

I love Blackout Combo and Thunder Focus Tea so much, I honestly don’t get why this isn’t utilized more. I even liked the idea behind Holy chakras, though they weren’t really that well executed from what I gather.

So with this in mind and back on topic, my idea for MM hunter would probably look something like:
"Take Aim - 30s cd, reduces movement speed by 50% until effect is consumed, canceled when you use Disengage. Empowers your next ability:

  • Aimed Shot consumes no focus and does not exhaust a charge; damage is increased by 50%
  • Steady Shot generates triple the amount of focus
  • Arcane Shot gains the benefits of Trick Shots and is a guaranteed critical strike
  • Rapid Fire shoots 5 shots at your current target and 5 shots at each of up to 2 additional nearby targets. Only main target is affected by Trick Shots.

Now, obviously I might be off on both numbers and effects, since I came up with these in about 15min. But honestly, I’d love to see something similar, i.e. abilities that make you both think about your next skill or couple of skills, AND make you assess the situation as well.

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I would argue the danger in designing abilities ‘to augment other abilities’ is that you end up designing things based purely based on game mechanics and numbers, such as Blizzard seems to be doing, instead of abilities that ‘feel natural’ and just letting players figure out how to use them and find an optimal rotation with them.

It gives the designer more control in terms of how much DPS the player will do, but also feels very restrictive for the player, whereas a large deal of the fun is in simply trying to get creative with the tools made available to you.

Personally I would rather see Aimed Shot turned into a channeled ability, increasing the focus you stuff into it over time to increase the damage it deals when you decide to unleash it. And even make the player -actually- aim it, instead of the character automatically releasing it on the target. That to me would feel more natural and fun than the very bland and boring “2 sec cast, deals damage” ability that aimed shot currently is. Augmenting it doesn’t make it less boring in my mind.

Warrior - Titan’s Leap - Leaps to a location and pulls everything within 15 yards towards the center of impact.

DK - Unholy Aura - Buff All allies nearby with Unholy Presence - Gain 50% Movement Speed and heal for 2% max Health every second for 5 seconds.

Enhancement shaman

Stormblast
30 Maelstrom
30 yard range
Instant
9sec cooldown

Hurl a staggering lightning blast at an enemy, dealing Nature damage equal to 450% weapon damage and granting you an additional 25% chance to critically strike that enemy with your Nature spells for 15 sec.

Just saying.

Oh hey! I can make abilities like that too!

Warrior:

“REALLY mighty blow.” Deals 500% weapon damage and stuns the target for 12 seconds.

“Really REALLY mighty blow.” Deals 5000% weapon damage and stuns the target for 13 seconds.

You raise a valid point and I do see why that could be an issue, but ( and I am sorry if I misinterpreted you) your main argument seems to be more along the lines of ‘doing it vs overdoing it.’

I’m guessing this also depends on how exactly you see ‘having fun with being creative.’ For me, I’d like it if cooldowns had a distinct disadvantage and are used more sparingly, requiring you to be more situationally aware. I guess that’s also why I like these ‘modal’ abilities (not sure if that’s the correct term tbh ), even if they CAN be somewhat restrictive.

But, I do love your idea of channeling and aiming Aimed shot. That sounds really fun, though I would imagine the actual ‘aiming’ part would require a fair bit of tinkering with character turning, indication and probably hit boxes as well. Not an expert here though, so I might be completely wrong.

Shaman:

Boon of Elements (class spell, available to all specs)

“Reverts the changes done to shaman class on BfA prepatch and restores each spec to their Legion versions. 20 seconds cast time, not interruptable, doesn’t persist through death.”

Kick in the butt - (5min CD so it isn’t op) kicks a blizz employee in the butt, motivating them to create decent content.

TBH this should be done differently.
“Taunt an enemy player, forcing them to Target you. The enemy player is able to use all of their abilities, but cannot target anyone else for X seconds”

This way taunt would be quite unique CC.

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Hunter: Sniper Shot. “10 second cast shot that deals 99% HP damage to the target (capped at hunter’s max hp). Only usable while out of combat.”

This is literally what I said!

Just wanted to point out there is no big reason why taunt is no CC in its own way.

Hah
Missed that one.
Shhhhhhhhh

But gonna add something else:
kick the imp! (Imp ability): Kick your imp towards your target. The imp grabs on head of the target and starts to blast it with fireballs, dealing X damage and disorienting target for 5 seconds.
Then the imp dies.
And no one will miss him."

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I think ridiculous abilities like that would make the game a whole lot more fun. Not this boring and bland, sterile “use rotation 1, 4, 3, 1, 2.” style that has no flavor to it whatsoever and only different abilities for the sake of having more than one button to press. Not because the Devs have any actual conception of what the abilities are beyond a mechanic and number that exist only for the sake of being a component in a convoluted rotation.

That’s not what I was doing though. I was suggesting bringing back a fantastic, balanced ability that was unjustly taken from us by Blizzard so they could force us to stack haste instead of glorious mastery. You’re just pulling OP :poop: out of your :peach:.
If you were going to do the same as me you could f.ex go with an old warrior ability that was perfectly balanced and was removed because paladins cried:

Shattering Throw
30 yd range
1.5 sec cast
5 min cooldown
Requires level 83
Requires Melee Weapon
Throws your weapon at the enemy causing weapon damage, reducing the armor on the target by 20% for 10 sec or removing any invulnerabilities.

Assassination rogue: Assassinate - Attacking your target with meticulous finesse, dealing 135% physical damage. When performed from stealth, this attack gains a 50% damage increase, generating 2 combo points from stealth. Positioning required the target needing to face away from you.

Outlaw: Plunder - Pickpocket is usable twice now on creatures half your level or lower.

Subtlety/Assassination: Exposed armor (Passive) - Positioning yourself behind the target increases the chances of your abilities critically striking, all abilities can critically strike.

Subtlety/Assassination: Chloroform - set the target sleeping 6 seconds. Value halved in pvp scenarios.

Rogue: Sucker punch - reduces cool down recovery of major abilities by 5% for 20 seconds. (2 minute cooldown)

Super saiyan - let loose a loud scream, drastically increasing all stats by 200% for 5 minutes. Your hair goes spikey and turns yellow. Cool down 1 hour.

Summon shenron - summon a dragon with the ability to permanently kill 1 player. 1 day cool down so its not op.