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a new suggestion based on feedback is here ==> https://forums.505go.com/discussion/3496
the idea is basically not change the skills, but offer a small compensation to the AP spent in traps that are unarmed (in 90% of cases), offering a better cost-benefit to the AP spent. leaving always be a matter of “all or nothing”.
when I use it, I get the impression be paying 7 (AP) to throw a 14-sided dice, where I only gain something if you take 1 or 14. if you take 14, you get much more than investment, two or three times more, if you take one, you will be refunded 10% of your investment and can play again, and if you leave any of the other 12 sides of the dice, you lose everything .
with the changes I propose, I want to change the feel of a 12-sided dice, where I won something if you take 1, 3 or 12.
I marked my changes from blue to better view of my proposal.
Radar Sense
Purple 11 AP
Daredevil’s heightened senses let him strike first, terrifying the enemy. Creates an Environment Trap tile that, when matched by an enemy, steals 2 AP from all colors. If enemy destroy the tile (disarm the trap) it steals 2 Purple AP. If you match the tile, it steals 1 Purple AP and changes locations.If you destroy the tile (disarm the trap), nothing happens. Enemies cannot see the tile.
Level Upgrades:
Level 2: Steals 3 AP on enemy match.
Level 3: Steals 4 AP on enemy match.
Level 4: Steals 5 AP on enemy match.
Level 5: Steals 6 AP on enemy match.
For
Level Upgrades:
Level 2: Cost 1 less AP.
Level 3: Steals 3 AP on enemy match.
Level 4: Cost 1 less AP.
Level 5: Steals 4 AP on enemy match.
Equalizer
Blue 7 AP
Billy Club in hand, Daredevil prowls the battlefield, waiting to even the odds. Create a Blue trap tile that, when matched by an enemy, stuns for 2 turns. If enemy destroy the tile (disarm the trap) it generates 1 Blue AP and stun for 1 turn, if you match the tile, it generates 1 Blue AP and changes locations.If you destroy the tile (disarm the trap), nothing happens. Enemies cannot see the tile
Level Upgrades:
Level 2: Stuns for 3 turns.
Level 3: Stuns for 4 turns.
Level 4: Stuns for 5 turns.
Level 5: Stuns for 6 turns.
Ambush
Red 7 AP or 6 AP
Daredevil lurks in the shadow, ready to strike. Creates a Red Trap tile that, when matched by the enemy, deals 355 damage, If enemy destroy the tile (disarm the trap), he takes 35 damage, If you match the tile, the enemy takes 12 damage and it changes locations. If you destroy the tile (disarm the trap), nothing happens. Enemies cannot see the tile.
Level Upgrades:
Level 2: 662 damage on enemy match.
Level 3: 851 damage on enemy match.
Level 4: 1041 damage on enemy match.
Level 5: 1230 damage on enemy match.
Max Level: Enemy takes 7712 damage on enemy match / Enemy takes 148 damage on player match
For
Level Upgrades:
Level 2: 497 damage on enemy match / 50 on enemy disarm / 17 on you math.
Level 3: 638 damage on enemy match / 64 on enemy disarm / 21 on you math.
Level 4: 780 damage on enemy match / 78 on enemy disarm / 26 on you math.
Level 5: 922 damage on enemy match / 92 on enemy disarm / 31 on you math.
Max Level: Enemy takes 5784 damage on enemy match / Enemy takes 578 damage on enemy disarm / Enemy takes 193 damage on player match.