Hi! I am one of those who want to see some kind of new ability introduce to widen the gameplay. There are some I have read in other threads which really could be fun to have. It does not necessary have to be a whole new one but maybe some new combination of existing (which are being tested, Mokra, Sabia, Pilzken, Dr Falkenstein, Romana, yea you name them). Please come up with suggestions and ideas and discuss if they really are possible to have or if they are being to OP for example. I'll start of:
Some I've read about in other threads which I really like:
* Protection: Attack
Those darn Montanas and Uppers can't bother you anymore
* Force: 2 pillz
If a character wins the round, the next round the opponent has to use at least 2 pillz on the character (depending that he does not only have 1 pill left).
* Leech: 2 pillz
Take two pillz from your opponent and give them to yourself.
*Stop opp bonus and ability.
Would it not have been nice to have such a ability?
Protection: Life. (-life abilities and poison are not affected this turn).
And a new condition:
Critical: XXXX. The ability activates if you have less than or equal to 6 life. (XXXX is the ability. Like -4pwr min 2).
I don't think that ability could work since it is a VERY specific card among more than 800. The only thing I COULD imagine is some kind of ability activated by another clan such as in FR. But I don't think that is ever going to be implemented in UR. To much gamechange.
What about a life/pillz removal ability that affects your opponent only when they win/lose a round after they are affected
How about an ability where it takes effect the next round? like win this round and the next round you get the effect for example..
Reward(cause I don't know what to call it yet): +12 attack and in the next round you get +12 attack for that attack.. it means your other Character benefits the win of the other character peviously
How about Reduction Absorb?
It's basically like Protection: Damage, but if you win the round, half of the DR becomes a +life for you, so if there's a -3 Opp. Damage DR and you win with Reduction Absorb, you get 1 life including your full damage. So its max would be +3 life since there are no -8 Opp. Damage cards.
Stacked damage reductions are added in total, and then halved. If the half of the number is like 1.5, that counts as only 1 life. DRs like Florida Jane without her bonus gives no life, since she only reduces 1.
basically you get an ability if you are poisoned
There are two ways this can be used: ability can be either broken like stops or very bad---aka give a card great stats but make it lose those stats to poison or get a backlash or give a mediocre card great ability if you are poisoned
How about, Null: Power/Damage/Atk/Life/Pillz
Nullifies all power/damage/atk/life/pillz abilities and bonuses. Act as if they are SoA'd or SoB'd.
Example: If the bonus Null: Life was activated, skills like Heal, Poison, -life, and +life would act as if they are SoA'd, or SoB'd.
However, if the ability is Stop: Ability, it's still canceled because it isn't SoA'd, it's only nulled.
Since we have the dual ability cards, why not something like: Poison a, Min. b and Heal x, Max. y.
Maybe something like Poison 1, Min. 3 and Heal 1, Max. 15 might be fair?
_______ Presence, where if your opponent has the specific clan, you unlock the ability.
Yea, new dualabilities would have been cool. It is sad that Stop opp. Bonus and Ability is too OP on any card.
I could imagine the ability Revenge: + 2 life and 2 pillz or just + 1 life and 1 pillz. The first one need to be conditioned, or else it might end up too OP.
What do you guys think?