01-04-2025, 12:48 AM
Nice analysis.
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So let's see...Skills Legends Royale is an auto battler against other players in an 8-player lobby, though you buy skills instead of minions. This does mean that it's one hero launching attacks against another, but is this a good way to have an arena-type RP without minions?
First, let's look at the Skills. The shop will usually show 3 Skills of the same branch and rerolls after buying a skill. There are also the ability to reroll for a small price or to grab a random skill. Skills can be bought again to increase their effectiveness by a point (with the last upgrade doubling the value of the previous upgrade). In addition, buying enough skills from the same branch not only increases the stats related to that branch but also unlocks the rare and even mythic skills of those branches. Each lobby is limited to 8 types of skills and there are currently 12 in the game, with this as the starting list:
-Attack: Most of these will proc an effect for each attack.
-HP: These increase the hero's HP or trigger an effect that becomes stronger the more HP is lost.
-Crit: Sometimes, an attack will deal more damage.
-Dodge: Sometimes, an attack is avoided.
-Regen: Recovers HP periodically and gain effects when that happens.
-Poison: Deals some damage periodically.
-Freeze: Slows down the opponent's attacks.
-Ultimate: Increases the speed that the Ultimate shows up and also gain additional effects when that happens.
Each hero has a Passive and an Ultimate. The Passive is usually linked to one or two Branches of skills and the Ultimate is a Limit Break after a gauge fills up (the damage is usually constant for most heroes, sometimes not affected by Crit). If the Branch is not in the game, that hero will not appear in that game. Here are some examples of the Attack heroes:
-Venom Sorcerer: This starter hero gains more Attack each battle and his Ultimate's damage is affected by how much Attack he has.
-Tiger Rider: This combo hero has more attack speed briefly after each Ultimate, though each Ultimate is instant and stacks more Attack when activated.
-Glacial Sprite: This combo hero adds Freeze for each Attack that lands, and their Ultimate doubles their attack speed for a number of hits.
In addition, trinkets are given on the first, fifth and tenth rounds that provides various effects ranging from additional gold and skills to recovering the player's own health.
So onto the game. Animation-wise, both players are launch their attacks at each other, occasionally throwing their Ultimate around or trigging an effect like Poison and Rage. There is also a timer in the battle: After it passes once the battle will speed up, and when the timer passes a second time, the player with the higher remaining HP percentage is the winner. Players also gain levels based on how many times they upgraded their branches. It seem that the damage that one player does to another after the battle increases after each victory, the cap increasing as the game progresses. Also, odd-numbered players might face a duplicate of a living player.
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Of course, I skimmed over other stuff like stats, but this is how I imagine the RP will go like:
-The player chooses one or two of the Branches defined in the RP, gaining their abilities. They will also choose from a randomized list of trinkets.
-The player heads to their next match, swinging by a few places and spending Time Points. Let's say that each event uses an Hour and that skipping the place takes a few minutes (initially all players have 3 Hours to spend). Even though some players may have more hours later in the game, there is "prep time" at the arena to ensure battles occur at the same time.
-In battle, players will RP against each other with the GM narrating the actions, hinting at what skills are about to happen. Generally, the skills would affect whoever is the winner though the GM is allowed to give leeway based on how the players interact.
-The winner of the bout will gain a medal and have their fun with the loser. Let's say that the "mental damage" based on how many medals they have is the number of "after hours" they get to spend with the loser. And, well, those that lose all their mentality are out of the game.
-There may be "fans" that emulate some of the fighters when there are an odd number of fighters so that no one has a free pass.
-The top four are given price money, though players should continue to aim for first place.
((There's also another auto battler called Bazaar that may become Open Beta this week and it might be easier to RP since it's an item-collecting with PVE and PVP elements, though I'll have to wait and see.))
---
So let's see...Skills Legends Royale is an auto battler against other players in an 8-player lobby, though you buy skills instead of minions. This does mean that it's one hero launching attacks against another, but is this a good way to have an arena-type RP without minions?
First, let's look at the Skills. The shop will usually show 3 Skills of the same branch and rerolls after buying a skill. There are also the ability to reroll for a small price or to grab a random skill. Skills can be bought again to increase their effectiveness by a point (with the last upgrade doubling the value of the previous upgrade). In addition, buying enough skills from the same branch not only increases the stats related to that branch but also unlocks the rare and even mythic skills of those branches. Each lobby is limited to 8 types of skills and there are currently 12 in the game, with this as the starting list:
-Attack: Most of these will proc an effect for each attack.
-HP: These increase the hero's HP or trigger an effect that becomes stronger the more HP is lost.
-Crit: Sometimes, an attack will deal more damage.
-Dodge: Sometimes, an attack is avoided.
-Regen: Recovers HP periodically and gain effects when that happens.
-Poison: Deals some damage periodically.
-Freeze: Slows down the opponent's attacks.
-Ultimate: Increases the speed that the Ultimate shows up and also gain additional effects when that happens.
Each hero has a Passive and an Ultimate. The Passive is usually linked to one or two Branches of skills and the Ultimate is a Limit Break after a gauge fills up (the damage is usually constant for most heroes, sometimes not affected by Crit). If the Branch is not in the game, that hero will not appear in that game. Here are some examples of the Attack heroes:
-Venom Sorcerer: This starter hero gains more Attack each battle and his Ultimate's damage is affected by how much Attack he has.
-Tiger Rider: This combo hero has more attack speed briefly after each Ultimate, though each Ultimate is instant and stacks more Attack when activated.
-Glacial Sprite: This combo hero adds Freeze for each Attack that lands, and their Ultimate doubles their attack speed for a number of hits.
In addition, trinkets are given on the first, fifth and tenth rounds that provides various effects ranging from additional gold and skills to recovering the player's own health.
So onto the game. Animation-wise, both players are launch their attacks at each other, occasionally throwing their Ultimate around or trigging an effect like Poison and Rage. There is also a timer in the battle: After it passes once the battle will speed up, and when the timer passes a second time, the player with the higher remaining HP percentage is the winner. Players also gain levels based on how many times they upgraded their branches. It seem that the damage that one player does to another after the battle increases after each victory, the cap increasing as the game progresses. Also, odd-numbered players might face a duplicate of a living player.
===
Of course, I skimmed over other stuff like stats, but this is how I imagine the RP will go like:
-The player chooses one or two of the Branches defined in the RP, gaining their abilities. They will also choose from a randomized list of trinkets.
-The player heads to their next match, swinging by a few places and spending Time Points. Let's say that each event uses an Hour and that skipping the place takes a few minutes (initially all players have 3 Hours to spend). Even though some players may have more hours later in the game, there is "prep time" at the arena to ensure battles occur at the same time.
-In battle, players will RP against each other with the GM narrating the actions, hinting at what skills are about to happen. Generally, the skills would affect whoever is the winner though the GM is allowed to give leeway based on how the players interact.
-The winner of the bout will gain a medal and have their fun with the loser. Let's say that the "mental damage" based on how many medals they have is the number of "after hours" they get to spend with the loser. And, well, those that lose all their mentality are out of the game.
-There may be "fans" that emulate some of the fighters when there are an odd number of fighters so that no one has a free pass.
-The top four are given price money, though players should continue to aim for first place.
((There's also another auto battler called Bazaar that may become Open Beta this week and it might be easier to RP since it's an item-collecting with PVE and PVP elements, though I'll have to wait and see.))

