A Variant of the Roshambo Wheel (includes minions!!!)
(Note: was thinking of making damage affect minion stats, so example Health values are based on that)
When the Roshambo wheel was introduced to PvP there were some discussions about how certain schools should not counter other schools, or certain schools should not have a different utility for Roshambo. For example, Death's Drains work best against multiple enemies which potentially soft-counters Myth as they summon minions; however Myth is supposed to soft-counter Death. Another example is how Myth shouldn't have traps and Death shouldn't have negatives. This is just something I randomly thought of (and has A LOT of problems), so feedback is appreciated!
So I decided to try and reorganize the Roshambo wheel in order to achieve a few goals:
Myth's utility must be Minions.
If possible, Death's utility should be something to do with Health or Drains.
The Death school should soft-counter the Myth school, or be neutral.
Fine to mix-match elemental and spirit schools.
Absolute hard-counters take priority over other hard-counters and soft-counters (prevention > reduction > other).
The schools' utilities are prioritized.
In a 2v2, a team of the same school should naturally struggle against the school's soft-counter and hard-counter as a team.
After about 3 hours of thinking and 2 hours of edits, below is what I came up with. It's not 100% what I wanted the outcome to look like, but is a close second place. [+] = changed [-] = no changes *Note: Weaknesses and Traps are now neutral
Fire [+] is a hard-counter to [Minions to Fire Bombs] & [Minions to Fire Blades] [+] is a soft-counter to [Shields to Universal Shields] & [Shields to Fire Bombs] [+] can be soft-countered by [+] can be hard-countered by [-] Utility: Bombs Details: A) Fire Bombs from Minions go to whoever summoned that minion.
Ice [-] is a hard-counter to [Blades to Universal Shields] & [Blades to Ice Bombs] [-] is a soft-counter to [HbC to HbC] & [HbC to Universal Shields] [+] can be soft-countered by [+] can be hard-countered by [-] Utility: Shields
Myth [+] is a hard-counter to [Shields to Myth Minions] & [Shields to HbC] [+] is a soft-counter to [HoT to HoT] & [HoT to Myth Minions] [+] can be soft-countered by [+] can be hard-countered by [+] Utility: Minions Details: A) One minion per utility cleared, up to three. School restrictions apply. B) All Minion Gambits, including other schools, require 1+ Minion. This may change if the Minion System changes. C) New spell idea: summons 3 or the 7 dwarfs (each dwarf is one of the schools).
Life [+] is a hard-counter to [DoTs to HoTs] & [DoTs to single Life Minion] [+] is a soft-counter to [Blades to Blades] & [Blades to HoTs] [+] can be soft-countered by [-] can be hard-countered by [-] Utility: Heal over Time (HoT) Details: A) Summoned Minions get Outgoing Heal Boost based on DoTs cleared (ex: 25% per DoT). Death [-] is a hard-counter to [HoTs to HbC] & [HoTs to Absorbs] [+] is a soft-counter to [Minions to single Death Minions] & [Minions to HbC] [-] can be soft-countered by [+] can be hard-countered by [+] Utility: Healback Charms (HbC) Details: A) Healback charms are under its own category like Stun Block and Guiding Light, counting as a drain buff (cannot damage-enchant). They increase the total healback percentage accumulatively; +10% would be a 60% Scarecrow (50 + 10)% or a 10% Frost Giant (0 + 10)%. Death would also need this as a regular spell. B) Summoned Minions gets MaxHP based on Minions cleared (ex: 350HP per minion).
Balance [+] [Blades & HbC to Pips]
[+] [Shields & Minions to Pips] [-] [DoTs (self) & HoTs (target) to HoTs (self) & DoTs (target)] [-] [Pips to Shadow Pips] [-] Utility: Pips
How to Draw this Variant's Wheel 1) Draw the Roshambo Wheel. 2) Swap the locations of Fire and Death. 3) Draw the arrows for this variant's hard/soft-counters.