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Character Role Catalog
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====Pacing Roles==== Pacing Roles deal the character's effectiveness over time. *'''Squishies''' are character how don't last long if attacked, but have increased effectiveness while they're up. For low output and low durability, look at mooks. This leads to a high risk but fast style of play. Squishies can often extend their lifespan by going into full defensive mode such as running away. However, this drops their effectiveness severely. In groups they work will Protectors as those character can make up for the squishy's vulnerability. **'''Glass Cannons''' are squishies that focus on offensive tactics. They're built to deal a lot of damage, but not take it. *'''Survivors''' or "Bricks" are hard to take down, but they usually trade this for reduced effectiveness per unit time. The brick tends toward slower play which gives the player more time to react. In groups, this can lead to them being outpaced by higher output allies and ignored by enemies in favor of softer targets. Possible answers to this include giving the survivor a temporarily drop this role or switching to a higher output role when ignored, picking a tactical role that lets the group benefit from their durability (tank), augmenting already dangerous allies (buffer), or being able to bring back dropped allies (healer). **'''Regenerators''' are characters with strong self healing abilities. If these abilities are automatic this tends to work very well with roles that take damage frequently such as Tanks. *'''Spikers''' can perform at very high levels for short periods but at significantly lower levels outside those windows. These spikes are usually linked to Accumulator or Depleter mechanics. *'''Accumulators''' start of with low power but build up increasing power over time until they hit a peak. This build up may be dependent on certain conditions, making the peak harder to maintain but potentially higher. This peak may be even higher if the character is a Spiker who losses accumulate power after a certain amount of time. *'''Depleters''' start out strong but loose power as the battle progresses. When combined with spikers, this can mean a low base output with limited use abilities that have much stronger effects.
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