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.
Make her naked?
I bet this wouldn't be a very good demigod in 1v1.
How about a demigod dragon similar in size to Rook as an assassin? Or a couple of generals that look like the werewolf from Underworld or like the queen alien from the movie Aliens? I still haven't got the hang of the general class of demigod but I think the werewolf could spawn minions similar to erebus and the alien would spawn them from herself. I realize this may appear as blatant plagiarism but I'm merely using these as something to build off of. I don't even want to get into the abilities portion since there are others with much more experience in these types of games than me. Thoughts? Also anybody familiar with Heavy Metal (the magazine, not the movie) would probably have some other good templates to build off of.
i think they should make maybe mirror versions for dark and light sides yeah i know but bear with me.....
1) balance would be easyer
2) would stop the winging about OP etc. etc.
3) could make them diffrent for e.g. like unclean beast could be like a lion and have holy versions of UB powers etc.... sadena's dark alt could ride a black panther, etc etc you get the picture...
anyway my 2 cents
i thought off that too but it would be hard with some off the dark dudes u can't make a good vampire there always badasses and a dif torch would only work if u gave the light one different powers like wind and lightning
When will any new maps and characters, I am Czech and I do not want to translate all the discussions. Thanks.
All generals up to this point are made to lead their minions. Condsider gameplay possibilities if you were to create a general designed to use his troops independently. Abilities would center around minion buffs and not self buffs. It would be nice to add some strategy.
I'm not a fan of a standard "mage" demigod. Torchbearer already has many aspects of "mage" about him (an elemental lich, or something?) and although a human mage could theoretically work, this one sounds too boring from the design. An armor buff? Why? If we're going to have a vanilla character, I'd at least like to see some creative abilities.
A long-duration wall-building DG is a strict no-go. Too many maps with too many chokepoints for this to be anything but a disasterously bad idea.
A few ideas for wizard abilities, presented at random:
1) A "Shrink" spell: causes enemy demigods' sprites to reduce in size and recognize path collisions with other sprites (ie. can no longer move through other sprites). It'd probably only be good for one level (maybe a 10th level ability), though lower levels could involve HP/DPS debuffs. This could be devastatingly inconvenient (imagine being literally trapped within a group of your own minions or a bunch of giants endgame) and be an excellent setup skill for ganking. Of course, depending on how demigod is programmed, such an ability would either be relatively easy to code, or completely impractical to even attempt. Not sure which it is.
2) A "Doppelganger" ability: 0 range melee skill - smallish HP/mana drain and steals the last active ability used by target demigod. Such a DG would have to be designed with only three active skills so that the 4 button could be left open for the stolen skill. Could add a very interesting aspect of strategy to playing against this character, as players with great single skills (like spit, heal, penitence, mines, etc.) aren't going to want those particular abilities stolen. Could alter attack patterns in very unpredictable ways. Potentially difficult to code and definitely difficult to predict balance impact in play. Nevertheless, an interesting idea, I think.
3) "Telekinetic Hand": A sort of reverse of Bat Swarm. Rather than going to your enemy, you give him the old "Get over here!" with maybe a DPS debuff for good measure. Could be highly useful in ganking, but should only be given to a DG whose actual DPS/melee skills are something less than huge. Maybe doesn't work on the Rook.
4) "Telekinetic Wall": A short duration (like 3, 5, 7, 10) interrupt see-through wall that can be used to block lanes. Neither sprites nor damage can pass through, including Bat Swarm. Give it a nice long range to increase its utility. Can be used defensively to cover a retreat, offensively to prevent enemy from doing same or in a utility role (cutting off foe recharging at side crystal in Exile for example). Would have to be well-coded to be useful - would need to have an autotargeting vector so that it functions quickly as intended on closed "lane" maps, connecting to the boundaries of the lane. Could also have a 2D rotation option (with the Q and E keys like the camera angle rotation) to allow advanced users to place it exactly how they want it when in the open.
That's all I've got for now.
First off. It's scary that you can't count to 4 and then you also used gayish term "Magic Missile" for a character called the wizard. You might as well let him plant giant condom trees that wrap the minions and sufficate them till the tree is destroyed. Then we can call him "Trojan Wizardy". After he's done with skill 1 of Trojan Tree, you could let him plan TikiDicks or something that raise the arrousal level of your minions and they start humping and multiplaying as they pass by the TikiDick..
Now that is classic!! lol..... Good lord.. Atleast learn to count to 4... But I do like the idea of having additional characters. It's great when you can have like 20 characters to choose from. Really changes things up. Better yet, you shouldn't be allowed to see what characters your enemy team is picking so it's a surprise when you start.
Honestly, I dislike the idea.
The General line of Demigods already has too many support-related abilities. I'd rather see an offensive debuffer than another support buffer. Some of the spell ideas sound neat and I'd rather part of their purpose be incorporated into existing demigod abilities that needs some buffs. Additionally, Immunity and Gold-income skills already exist on the General side in Oak and QoT respectively.
I think a debuffer would go well in the General side because:
a) It can help boost General DPS (which is fairly lacking) and reduce enemy DPS (the TB makes quick work out of General minions)
Provide a unique ability style not extensively found in other DGs.
c) Could fit the Dark side, lore-wise, which has only 1 General DG.
d) If this DG goes dark, the new Assasin DG would be light, which also only has 1 assasin DG.
e) Instead of providing buffs for his Minions, his debuffs would make his Minions more effective.
It'd say go for less mage, more corrupt warlock on this one.
However, if you do decide to go for mage, please don't make your ideas revolve around totems. Maybe its because I've played too much WoW in my day but I associate totems with Shaman and other tribal-like casters, which I don't think fits your mage idea. Its strictly aesthetic but maybe make them magical runes that he inscribes on the ground. And maybe make the runes have a component that can be attacked but only if you have stealth detection. Stealth detection is not very useful right now (except against Regulus' mines).
20 characters? Really? So that it ends up just like DotA where 80% of the characters are carbon copies of each other with minor differences?
And no, not being able to see enemy DGs is a terrible idea. The last thing I want to see is a side full of sniping reguluses, spitting unclean beasts or tower spamming rooks. I don't think the abilities are individually OP but 4 sniping reguluses just have to sit back at their base, use creep vision to spot the enemy and focus snipe one at a time.
Horrible idea.
I appreciate the creativity put forward, but I very much dislike the proposed concept for this character.
Anytime abilities include stat buffs it adds an extra layer of abstract complexity to the combat. The more layers of these stat adjustments the more difficult it is for everyone to grasp the net result of the effects and the more difficult it is to communicate to players what's actually taking place on screen.
The current set of Demigods have a nice balance of providing variety while maintaining enough simplicity to keep the game accessible, yet it has the depth to entertain the hardcore players. This balance is better preserved by adding non-support characters. I feel like any new buffing/support Demigods would cause an unnecessary complication of an already good system.
Hi a noob here, I've read the whole thread and i find the chracaters all great but they aren't very dependant of other players. I think characters needs to be specialised more so that teamplay is encouracged. Just like the Sedna character.
So here is my character and i am not big with ingame details like percentages so the devs can figure that out.
Name of Demigod: Arcane tricksterType of Demigod: i am not sure if it should be a general or Assasin
General description: A rogue type wizzard.Abilities: Ability 1. Dodge. The ability to avoid hits by other demigods. I am guessing it starts with 5% and goes up to 15% or something like thatAbiilty 2. Mirror images, The ability to clone oneself. This should be up to 4 clones through upgrades. The clones won't be able to wear items or use its god like powers. The clones might only stay for a short period of time on the battlefield or they have lower hp that gets higher once you upgrade. (i'm not sure what is more balanced)Ability 3. Magic orb. uses its arcane magic to fire an orb that bouces of critters/gods and does more damage the more critters it hits. Through upgrades it can bounce off more targetsAbility 4. Poison blade, able to soak his/her blade with poison and does damage over time. The attack itself isn't much but through upgrades more potent poison is used and the effect lasts longer
other powers i haven't figured out yet.
Here's my idea.
Name: Shade
Type of Demigod: Assassin
Basic idea is some nosferatu looking guy/creature that transforms into a pool of shadow in the ground and moves around
Ability 1: Shadowcreep – DG becomes a mobile pool of shadow, making him immune to attack while active. While active, health and mana regeneration is reduced to 0%, and the DG can only return to corporeal form when adjacent to an enemy DG (i.e., he effectively crawls out of the enemy DG’s “shadow”). Additional ranks increase hp and mp regeneration while in shadowcreep form by 10% each (so at max level you’ve got, like 40% of your normal form hp and mp regen). This ability probably needs to cost a lot of mana
Ability 2: Assassinate – Can only be performed while in shadowcreep form. The DG leaves shadowcreep form and deals some amount of damage to his enemy (which can only be an enemy DG). Additional ranks increase dmg.
Ability 3: Shadeslick (needs a better name) – DG leaves a trail of shadow where he walks (when not in shadowcreep form), which slows enemy movement speed and attack by 40%. Additional ranks increase the length of time the trail remains (up to a maximum of, say, 30 seconds)
Ability 4: Possession – DG enters the body of a rival DG (the animation could be something like the DG disintegrating into a black smoke which the target inhales through the mouth and nostrils), temporarily gaining full control of his actions (including abilities). Additional ranks increase the duration of the possession, up to 15 seconds or something at max level. Because of the need to reorient his consciousness, the DG is effectively "stunned" for 1 second when the possession period is over and he returns to his own body.This needs to cost most of the DG's mana pool (probably a percentage like 60% of total rather than a set amount), see number 3 below for the main reason why.
Ability 5: Blackened Husk – Passive ability to harden skin with the strength of shadows, increasing armor by 10, 20, 30 40%
Ability 6: Horror – DG’s target flees in terror for 2 seconds, interrupting abilities.
Ability 7: Fury – attack speed increased 3, 5, 7, 10%
Ability 8: Enhanced attributes.
I see three main different ways to play this guy – (1) straight up assassin, you just sneak around and DPS the hell out of people, (2) nearly impossible to kill guy (so long as he has mana), he’s got armor and can shadowcreep to get away, (3) Harasser – Possess an enemy DG and blow his mana on trying to kill his allies, lay down slicks to make sure people can’t get away, that kind of thing.
the spell's name is Prismatic Sphere. Spheres in different hues, each has a special effect, each needs a specific spell to counter.
I do however believe he was refering to Dota, not D&D There s an ability there with the same name.
Even though i dislike the way you spew your view, i must say i agree with your conclusion. The game needs alot more heroes, even if they are just variations. It really does suck that you have the same hero 3 times in the same game. And the hidden char select idea is pretty damn cool too =P
The most important thing would be to give new demigods conceptually new and unique aspects.
We already have The Elements, Demon/Predator, Gadgets, Fortress/Siege, Paladin, Plants, Healing and Vampire.
Some new aspects could be
Knowledge/Books (for example, Scholar, a magelike person surrounded by floating books and pages, focussing on gaining and manipulating knowledge (hiding things on the minimap for a while (for example, that a flag has been captured), creating illusionary demigods/minions/grunts, gaining knowledge of positions/items/skills/cooldowns/mana)
a specific type of animals (for example, Red Hawk, a shaman with a cloak/wings of feathers, focussed on fast movement, talon attacks and commanding a flock of (different kinds of) birds)
Alchemy (Vial, a crazy alchemist that grafted containers holding liquid into his body, with abilities that create (de)buffs which have different effects when several are combined in different ways)
Chains (a demon wrapped in chains, with abilities that let him entangle people, or move them around, and affect them with special attacks when entangled)
Just some ideas.. perhaps one sparks someones imagination.
First thing what came up my mind was.
World of Warcraft class: shamen.
Totems, magic spells only thing i'm missing are the healing spells then.because shamen in WoW can be, melee magic or healer based on the build.
And if you put this idea in demigod whould be awesome.In the battle you can go to a littlebit more to healing or more to a melee guy or a ranged magic dpser.
Sounds like a nice Demigod.
It sounds like it's going to phase TB out. The only reason TB is viable is that he's great at pushing and anti-pushing and this hero seems like it can do both of those while making more money than any hero, having buffs that are better than fire aura, and being much more durable because of the +armor skill and the ability to summon monks.
On paper it seems like a very strong hero... This + Sedna sounds pretty strong.
The passive abilities seem particularly strong, especially post level 15. Would have greatest passive damage increase and armor to boot, with extra money to get artifacts.
Frogboy,
Don't like the Mage idea in the OP primarily because the AoE immunity is just a more powerful version of Oak and one of the only abilities on the demigod that take any skill to use.
The rest are either passive or do not vary based on player skill.
You really should scrap that and start by throwing down concepts for fun abilities that take player skill to use, then try to fit 3-4 of these on the character at least.
Possible skills:
- timing - this one is basically most damage types, short duration stuns and short buffs/shields/immunities. this is very basic and already used on most demigods, try to work with the other types.
- conditional - causes more damage if the target is standing still, or moving, or burning, or has debuffs, or has buffs, or based on relative position / distance of the enemy.
- stuns (along with either of the above) - always add one stun at least per hero, short duration (1-2 sec) with relatively short cooldown.
- aimed effects (rook's boulder is a great example, more of those!)
- effects that modify the targets position (push away or pull in)
You can combine some of the above to create some interesting skills - stay away from raw unconditional damage or raw unconditional buffs, and if the stun is unconditional - make sure it's the only simple skill on the bar and the rest are slightly more conditional/complex.
Honestly, Demigod is lacking in the above with many of the demigods - so a new one should definitely be an improvement, and perhaps the old ones can be revised with some of the more "passive" and simple abilities replaced by more "player skill" driven ones.
Cheers.
Is this a place to post our ideas, or to comment on frogboys?
http://forums.demigodthegame.com/355322
Name of Demigod: Xolotl or The Guardian
General description: I had an idea for an Egyptian assasin demigod.. one with a dog head; black skin, broad shoulders, 2nd tallest demigod(but not wide like the rook), and very muscular. He would weild a very long spear. There would be a chain that is attached to the wrist of the demigod.. to the end of the spear ( to pull enemys back to him).
His base range would be the same as regulus, he would be average speed, and somewhat low auto attack dmg, but fastest attack speed.The guardian is intended to be played by frontloading as much +dmg as you can to increase Throw's damage mulitplyer, while staying alive with life leach, and outreaching regulus's farthest range, yet being naturally slower.
1st<>Throw- Does 4x melee damage and counts as physical dmg, can be reduced by armor. Final rank of throw steals 10% of enemys mana and returns it to you. (might recieve benefits of life steal)
2nd<>(passive)- Adds life steal and +health per second
3rd<>(passive)- Adds physical dmg to auto attack, and rank 3 makes throw ignore amor
4th<> Grapple (lvl5)- throw brings enemys back to you
5th<> Sand Wall - Cast a sheild on yourself or others that reflects dmg back on the attacker (including abilities, auto dmg, and mines)
6th<> passive ability- adds to melee and throw range
7th<>Scarabs- Infests an area with scarabs untill a demigod enters the area(like mines). When scarabs are removed via debuff or their time runs out, Xolotl (Guardian) receives 100% of the dmg that was done in health.
8th<>Summon- summon an ally to you that is over 50% health, can be attained at lvl 7.
(wanted to add invisability, but i doubt the engine supports that, would make it so he had +movement speed and invis breaks on dmg taken, or done to demigod.)
What are your thoughts?
I would call that a beastmaster
how about a Shapeshifter that turns into different forms
u can do a nature one which turns into various animals with diff skills (lion bear wolf)
but u can also do a devilish undead one that can transform into underworld creatures (various demons)
each animal/demon would only have 1 or 2 skills to force switching alot
I'd start a petition to put Kraitos in God of War into Demigod and make him an action typed character and forgo auto attack.
Warlock: Uses magic to harm enemies and summon demons
The Warlock's other spells should be debuffs and some sort of direct damage ability.
Personally, I'm hoping for some new generals.
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