Lately, I’ve been struggling to find motivation to play TFD. I’ve played through all the available content, and repeating the farming loop has become less engaging. Since I still have some free time on weekends, I spent part of it revising the character proposals I previously submitted to Nexon.
There are 11 Descendant concepts in this collection. This revision mainly focuses on wording, structure, and clearer explanations of mechanics, making the documents easier for developers, players, and AI tools to read and analyze.
I submitted other feedback quite a while ago but haven’t received a response, so I don’t know whether it has been read. The team may have other work priorities. Either way, I still wanted to share some ideas with the community because I still hope to see TFD become a more interesting game.
The proposals focus on gameplay. Here’s a brief overview of each concept:
Electric Network Support uses teammates as nodes: dashing to them for emergency support and Shield recovery, creating explosions around individual players, or conducting electricity along connections within the formation. Teammate positioning directly affects damage overlap. The kit also cycles through HP, MP, and Shield recovery, with the ability to revive multiple DBNO allies across the Party/Squad.
Electric Whip uses an electrical whip for melee attacks, counters, grouping, and binding enemies. Playstyles range from teleport-based engagement with escalating MP costs to placing nodes that form 2D zones or 3D volumes. The network kit lets players maintain their setup for sustained damage and buffs, or detonate it for burst.
Figure Skater brings momentum-based skating into combat: speed affects turning radius, wall contact creates opportunities to redirect movement, and height changes attack coverage and hit density. Other kits let players push ice pillars into domino collisions or build node networks into physical obstacles that block enemy routes before being detonated.
Fire–Chill Thermal Transfer uses Fire attacks to generate Chill Energy and vice versa. Phase Shift consumes all stored Energy to switch Attribute, restore MP, and activate Overdrive. Players can shift early to sustain combat or fill the gauge for the strongest mobile AoE state; Energy cannot be generated during Overdrive.
Fire Tank generates Rage by taking hits, uses it to increase DEF, and spends it on damage, recovery, and protection. Powerful skills therefore compete directly with his current defensive state. Giant Meteor creates an object with its own HP that confines enemies within its footprint and amplifies the caster’s Skill Damage against them. If destroyed before completion, it loses its finishing impact.
Fungal Colony Biologist uses a fungal colony to deploy fields, control enemies, and apply gradually increasing DEF reduction that the entire team can exploit. Specialized kits can trace a closed loop through movement to trigger burst damage inside it, leave a substitute body to absorb attacks for a conditional counter-burst, or transform into a biomass body with its own HP pool and skill set.
Heavy Carrier lets two players divide movement and offense between them. A mounted teammate gains Skill Power amplification and Incoming Damage Reduction while retaining independent aiming, shooting, and skill casting; the carrier controls navigation and combat positioning. Kits range from a ground escort tank to a solo gunship or a flying platform carrying another player.
Heavy Shield Engineer makes the shield a defensive layer, a spendable resource, and an object whose position must be managed. Throwing it temporarily locks Shield; spending Shield to empower the throw and then retrieving it personally opens a burst-buff window. Other kits transfer Shield to protect a teammate, deploy a turret using ammunition reserves, or reconstruct the shield into a melee weapon sustained by Shield consumption.
Neurotoxin Scientist builds Exposure through Neurofog, then uses Catalyst to convert accumulated stacks into damage, CC, or identification disruption that makes enemies attack one another. A separate kit deploys a combat specimen that can operate through AI or be mounted for direct control. Blood collected from defeated enemies is processed into syringes that heal and accelerate the specimen.
Void Cloner spends HP to create Clones that continuously deal AoE damage. Players can preserve the swarm for sustained pressure, consume Clones through launch and detonation attacks, or reabsorb their remaining HP for recovery. Parallel Domain creates a separate combat space where the team attacks enemy copies, stores damage, and transfers it to the originals when the Domain ends.
Wind Controller maintains vortices that can absorb and lock an external Attribute while retaining a Non-Attribute build foundation. Players using the same Descendant can help maintain vortices and merge Superstorms to increase damage, range, and duration. Mixed-Attribute teams, meanwhile, provide more convenient sources for activating Diffusion.
Despite having plenty of character ideas, I still wonder how much they would matter if game modes don’t develop alongside them. If the objectives, gameplay loops, and situations we face stay the same, a new kit might be exciting for a while before we return to the same farming routine. I’d like more modes with different objectives and mechanics, where build choices and teamwork have opportunities to matter.
I’ve linked the full documents below for anyone interested in reading and commenting. I’d like to hear which concepts you would want to try, which mechanics seem problematic, and what kinds of game modes could make these kits interesting to play.
Full English drafts: https://drive.google.com/drive/folders/1X6oiD5CldZ4x9gTmahyFjk7fklzNWm7l?usp=sharing