These are just my ideas, feel free to add.
Name of Demigod: TBD
Type of Demigod: General
General description: More of a classic wizard. Carries a staff, wears long robes.
Abilities:
Ability 1.
sound good to me, just make sure that when someone is under the effects of spell immunity the other team can tell
I like the idea of the totems, however I think you might want to scale that back to give extra xp/armor/hp/mp all at once, but do a % modifier like 5/7/10/extra perk or 15% sort of thing... otherwise it would be a little overpowered if a 20% flag and the 10% favor item is attained, I think you could see a level 10-12 wizard when everybody else is around 5-6.
It could still be useful if specialized in, as if it was a longer game I still think they would get to level 20, when others are around 16-17, which would be a fine reward for investing in it.
The immunity might be too much like the Oaks ability, perhaps do something along the lines of disabling an enemy hero like a polymorph/sleep where any damage removes the effect? Great run away/DG control tool!
Rather than an AOE ability, how about a drain mana ability? Unless I'm mistaken we don't have any DG's that employ that sort of attack just yet. Perhaps the mana drained could be distributed to friendly DG's in a certain range of the caster, or cause something like +25%/+35%/+45%/+55% mana regen for "15~" seconds to friendly teammates within a certain radius... has a lot of potential!
Magic armor seems good.
Melee combat could work as well - kind of a melee support wizard idea, I'm guessing your just throwing whatever numbers out, but 20 times level sounds like you would have him hitting for 750+ with a few attack items, I'm guessing that could be more like 2x, 4x, 6x, 10x?
Money purse might be a little weak of an ability, as you would sacrifice alot of utility to get it right at the start, perhaps if it was closer to 4/6/10? You might have players who go pure support role with this DG, and invest alot in the citadel, with the extra income they could buy the additional gold/xp upgrades for the team. I think several more 'pure' support DG's would be a great addition for team games.
nice, i like the gold earning skill
great idea! charm beast could be a very AWSOME ability although i think pathing isses would be the biggest hurdle for that one to work
I would assume with the wizard being a general his minions would be attained though charm beast? it could be made so the enemy reinforcment, affected by charm, are only converted for 10 seconds then explode exposing ooze creatures which would be his minions
I like this. I love the idea of a nuker/support mage. I am a HUGE fan of casters in RPG-type games, so this is very appealing to me.
So, this is basically like Oak's invulnerability shield, correct? I imagine that this also means, if this skill is included, that this Demigod would HAVE to go to the Dark Forces since it'd be kind of overpowerd if the Light Forces had two Demigods who could both cast invulnerability on allies.
Magic Missile?
Yeah, that ability needs an other name.
I think the money purse could be a bit OP, for example when two people in a 5vs5 match choose the wizard and help their team to get all the citadel upgrades early.
The immunity ability is a bit boring, IMO. How about invisibility or something like that?
I like the totem idea, but instead of totems what about orbs of some kind? This is a, concept, wizard and all. Tread the bonus exp carefully though. You already have exp upgrades at the citadel. Instead of Charm beast causing enemy troops to switch team sides. What if instead the ability would boost nearby portal minions. Like some kind of aura. Oh and what happened to ability 4?
Hell I'm just gonna throw this out there. Make it a woman. We already have 6 men. Then again... What is Unclean Beast?
I like that one.
I'd like to see one with a combo of mobility, invis, illusion and mana draining. Just to keep the enemy on their toes.
I dont think that a mage as you described will work in the story line. He will be to human and not a God class.
We need a abrobatic speedser like a monkey King.
immunity is too much. the totems + magic armor already increase the survivability. instead a crowd control/disable ability would suit better.
I like the effects of the last 3 buffs for ability 1, however I don't like the 20% more exp. It's a huge gain, especially if you factor in the flag cap and a favor item, and combined with ability 8 and citadel upgrades, it all but guarantees that the Demigod would be able to get good equipment and his team be high level much earlier.
Exp is a very important "stat" in that a single point into an ability can make a big difference, so I don't think an xp bonus should be given out as a team-wide ability.
Ability 7 doesn't reall fit with a wizard archetype. When do you see wizards in melee bashing things with their staves? (Gandalf in Return of the King doesn't count, that was stupid and never happened in the real story - book). If you're going to give him melee stuff, it's not really a classic wizard but more of a battlemage, which would focus on powerful short ranged attacks.
Magic Armor then becomes a little boring. Decrease the armor bonus, but change the ability to be a "blade shield" type of thing. Spinning blades around him do increase his armor a bit, but they also damage anything in close range. Higher ranks add more blades. Alternatively make these blades his unique minions, and increasing ranks increases their dodge rating and damage. If that's the case, Magic Armor should be something that discourages things from beating up on him. Returns a % of the damage, up to an x damage returned, going up by ranks.
More later..
Name of Demigod: Tactician
General description: General focused on building structures to give tactical advantages to the battlefield
And I agree with other posters, invulnerability is meh. Replace it with something a little more fun - blink, invisibility, etc.
Oh and I also want to add take your time with new concepts. I love how each original demigod is solid in their own unique way. Not saying you won't use any R&D, but I believe this game has a huge potential to stand above the crowd.
And yes, I know this is only a blueprint concept.
I'd really like to see a tinkerer type demigod to contrast with all the fantastical magic that the other demigods are putting out. The character would be so enamored with technology and machinery it'd rise to godlike status, similar to how Batman is a super hero despite the fact he doesn't have any special powers.
That is actually a very nice idea!
+_+
As for Frogboy's idea:
The Charm beast sounds INSANELY POWERFUL! Think aobut using it when reinforcments are at their best...sort of like enemies converging on your citadel..one cast and BOOM 100+ minions for you
Magic Missile.......I see whre you get your references now
Hmm, there should totally be a steampunk Demigod! Clockwork things as his minions, with gears and rivets flying every which way when they're destroyed.
Which is the challenge in coming up with a varied mage type guy. D&D has so many spells that pretty much anything you might think of is there. Magic Missile is pretty obvious, but Mordenkainen's Sword, not so much. There was also a spell that created I think 7 spheres around you, and you could expend the sheres at will that each did a different effect.. I wanted to look up the stats on that spell, but I forgot the name.
Sorry for repeated posts, but here's a fun idea for an abiilty - Cancel enemy buffs. For x seconds, no buffs can be applied to the target Demigod, and all existing buffs are suppressed (this includes "active" buffs like health regen, but not passive ones like +hp/armor/attack speed). Oaks won't get their spirit damage bonus. Rook won't get his Divine weapon damage bonus, Sedna will lose her heal aura.. stuff like that.
Instead of immunity (already in game), give him either the ability to recall an ally to him (additional ranks decrease cooldown/cast time?) or the ability to teleport to a friendly structure (further points decrease cd/cast time/manacost, until its on par with either favor item or scroll.)
Personally I'm leaning more towards the recall ally ability, it would synergise nicely with ability 1. Not sure if replacing ability 7 with a disable would make him over powered.
I'd like to see the magic missle have user selected targeting. By that I mean have left click fire x number of missles at x number of targets in the area; have right click fire all x missles at same target. That way it's useful for both creep and DGs. I agree with invunerability belonging to Oak but I propose you replace it with teleport (similar to scroll & items) with a very long initial cool down that is reduced with level. You could have the teleport level also reduce the activation time to further differenciate it from the items.
This will never happen to hard to balance and from the first day of the beta players have been told no RTS building.
Plus what happened to the Deimgod that are built and in the code from GPG? (Occulus that the beta players was to have day 0)
magic armor and spell immunity both seem to copy other demigods little to much
maybe magic armor could reflect damage back but only be half as strong, think that would be a pretty cool ability
spell immunity could maybe also drain mana or deal mana damage but also be less effective
This would be way open to abuse by team griefers, though, so it's a bad idea.
That really isn't "RTS building", and is pretty similar to the Rook setting up towers anyways...
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