I’d still like to see that Mimic class in the game(the costume is adorable) but since it seems the usual Mimic won’t have much to add I did think of some things, like it using illusions for effects
imo it’d be fun to play it like this(waaay longer than I expected):
- Five different skills that max at level 1 - Mimicking: Swordsman/Wizards/Cleric/Archer/Scout that would enable the Mimic to… mimic… one advancement for the class that is avaible on their own lodge and the base.
For example, using Mimicking: Archer would enable you to choose any Archer class unlocked by your other characters, so you could use your Archer(base) and Cannoneer(advancement) skills.
Skill points would be allocated exactly like the character being mimicked, as well as the skill hotkeys on the hotbar, and while mimicked you wouldn’t be able to use other Mimic skills(with an exception)
You’d show up in the game wearing the class costume(other cosmetics wouldn’t change) with the weapon equipped by the character, but in your menu you’d still have the Mimic costume and a staff/rod.
As for classes with several costumes(like C3 or R8 quests), Mimicking would equip the current one the character has equipped, and if they don’t have it(mimicking a Retiarius equipped with Nak Muay’s) you’d get the base one.
Stat allocation wouldn’t change, as you’d only mimic the costume and the skills. To not end up being useless mimicking an Assassin, for example, scaling would be adapted: Physical -> Magical; STR -> INT; DEX -> SPR (I think I forgot something), so a Mimicked Musketeer’s Headshot would cause damage based on your Magical Attack, a Nak Muay’s bleed/slow would be based on your INT and a Corsair’s Hexen Dropper would be faster according to your SPR, for example. Every damage would still be considered magical.
Wouldn’t open any shops, of course.
- One damage skill maxing at level 15 -> Shattering would detonate all other Mimic installments, causing damage to enemies in their vicinity.
Basically the AoE burst of the class, it would interact with other skills in a nice way
- One illusion-based support/damage maxing at level 10 -> Misconception would be a overheat skill that creates an illusionary ally.
The illusions created would be similar in appearance to the Mimic except for an etheral color and would be meelee attackers only. They would last for a few seconds, be able to hold aggro, follow the caster’s actions and could be killed.
- One mimicking-based, farming buff maxing at 10 - False Emissary would mimic one monster from the current map.
Duration based on the skill level. It would make all monsters unable to attack you(and vice-versa), but you’d be able to interact with them like NPCs to collect one possible drop from their list, with a certain limit of interactions.
For all effects you’d be a monster, so a player would be able to attack you and cause damage. When this happens, the mimicking would end and you’d have the same % of HP left as the attack left the monster(pray to not get a monster that is one-shotted). Pressinf the attack key would not hit anything, but would cancel the mimic and increase aggro on nearby monsters.
- Lastly, an illusion- and mimicking-based party wide buff maxing at 5 - Mirroring would create a single illusional copy of every party member around you.
Would be the only Mimic skill avaible for used even after you mimicked another class. Each copy would follow the real one and imitate their actions(much like Shinobi’s Bunshin no Jutsu) and would absorb part of the damage directed at them. Their shattering damage would be base on the original’s attack power.
Mimicking: Nearby Mirror would make it so instead of mimicking your own lodge, you’d choose from your current party’s classes
Usual enhances for damage.
Swordsman - When mimicking a swordsman class, increases max HP by 0,5% per attribute level.
Wizard - When mimicking a wizard class, increases max SP by 0,5% per attribute level.
Cleric - When mimicking a cleric class, increases healing by 0,5% per attribute level.
Archer - When mimicking an archer class, increases evasion by 0,5% per attribute level.
Scout - When mimicking a scout class, increases critical rate by 0,5% per attribute level.
Swordsman - When mimicking a shield-user, enables Guard / When mimicking a Two-handed weapon user, increases magical attack based on the original’s weapon damage.
Wizard - Rod-user increases HP/SP regeneration / Staff-user increases damage when spending SP
Cleric - One-handed mace-user decreases cooldown / Two-handed mace-user decreases enemies defense when attacked
Archer - Crossbow-user increases movement speed / Bow-, Musket- or Cannon-user ignores part of the enemies’ defense
Scout - Pistol-user increases attack range / Dagger-user increases minimum critical chance
Probably would need a lot of tweaking, but imho it would end up being quite fun and versatile to play without being unnecessarily overpowered(I think)