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3 years ago
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3 years ago
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Dependency string
DestroyedClone-DCAltSkills-0.0.1
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Categories

DC Alt Skills (Early)

Alternate skills for survivors. Passives for this mod replace the existing passive.

Artificer

Roughly-adaptation based theme.

Utility: Parasitic Symbiosis [CD:16s]

After targeting an enemy, receive one stack of every buff they have and give them one stack of every debuff you have. The shared buffs and debuffs last 15 seconds.

Info
  • vs Snapfreeze
    • No Execute or Freeze
  • Dev Notes
    • Way too situational, and worse compared to Snapfreeze's utility

Special: Negative Reinforcement [CD:10s]

Target an enemy to shatter them, dealing 75% damage per debuff applied.

Info
  • vs Specials
    • Heavily dependent on whatever debuffs the enemy has
    • Cooldown is 2 seconds longer
  • Dev Notes
    • Feels incomplete.
    • Compliments utility, but makes it horrible on its own
    • Missing visuals

Captain

Captain's theme normally is him and his ship on a secret mission (despite SOTV completely ignoring it), so I think having a more corporate-oriented set would be neat.

Passive: UES Stockpile

Start with 3 random Common Items, and 1 random Uncommon Item. Drones are also given these items.

Info
  • vs Defensive Microbots
    • Extremely variable vs Consistency
  • Dev Notes
    • Not quite as powerful as his Legendary, but this is to shake it up. Lame, yeah?
    • This replaces Microbots.
    • I dunno if it copies for allies

Commando

Passive: Squadron

Staying within 10m of your allies grants up to 5 armor.

  • Dev Notes
    • May or may not work
    • Frequency check is every 6 seconds

Utility: Run

While holding down, increase your movement speed by 40% and pass through enemies.

Info
  • vs Tactical Slide/Dive
    • Not an instant mobility thing
  • Dev Notes
    • Disabling ability inside of an enemy can cause you to get pushed through the ground.
    • Technically lets you sprint in any direction while active

Special: Reinforcement [CD:9s]

After targeting an ally, 100% of the bullets you fire will also be fired from their position for 7 seconds. You can't target the same ally twice.

Info
  • vs Suppressive Fire
    • No stun
    • Not an attack
  • Dev Notes
    • Lackluster?
    • Need identifier to see who you're reinforcing

Engineer

Special: Mechanical Reconstruction [CD:30s]

After targeting a non-mechanical ally, create up to 1 mechanical copy of the ally. This ally can't revive.

Info
  • vs Turret
    • Can select any ally
    • Doesn't inherit items
  • Dev Notes
    • Fix weird delays.

Mercenary

Passive: Adrenaline Rush

Your attacks have a 10% chance to grant +300% attack speed for 1 second.

Info
  • vs Cybernetic whatever
    • No starting double jump
  • Dev Notes
    • Checks Primary swing, Secondary enter, and Dash on-hit. Also checks this mod's Charged Slash.
    • Special's not included because that's an IL-level hook
    • If you already have the buff, the chance reduces down to 1%

Secondary: Echo [CD:s]

Consume your last strike to echo it at its last location for 50% of its damage. Echoed attacks expose and can't be echoed.

Info
  • vs Secondaries
    • Not an attack
  • Dev Notes
    • The skill doesn't go fully inactive when you can't echo a move.
    • It's just repeating the damage and position, so no crit rolls or proper effects rn.

Special: Charged Slash [CD:6s]

Charge your blade for 1%-2000% damage, reducing your movement speed by up to 90%. If this kills an enemy, reset all your cooldowns.

Info
  • vs Other Specials
    • Single hit vs multihit
  • Dev Notes
    • Has a weird delay before firing
    • I used a DLC buff to mark when its fully charged (blinded), but i should find a particle effect instead.
    • It says 2000% but it feels really low still

Credits

  • TheTimesweeper - Consultation
  • RandomlyAwesome - Commando Reinforcement Fix

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