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.
I added to Frogboys orginal idea, except added a ton more including mana, cooldowns, abilities, and strong spells to gain interest to the player. Also added in abilities to open up more play styles. I hope you all like it, I spend a lot of time doing it lol.
Name of Demigod: Lachesis.
This name is taken from "The Fates" of Greek Mythology. Which is the measurer, who choses the lot in life one will have and measures off how long it is to be.
General description: More of a futuristic wizard. More of a high powered looking wizard than a traditional one. Honestly does not matter if it is a mage, sorcerer, wizard, witch, nobody really knows the difference or cares much.
http://images.epilogue.net/users/jae/WarWizard.jpg
Pretty good example, male or female does not matter. She is not very pretty anyways lol. Think of a newer Gandalf with a sword and staff. His sword and staff will be made from elements, so he never really carries both at a time.
Abilities: Mailny will be focused around elemental type magic. I know Torchbearer is ice and fire, why not have another mage character fighting for the other side? Ex-husband and wife fighting it out! Rofl, just kidding .
Magic form is mainly geared towars magic, Demigod will use staff/range attacks when in this form. Battle form will focus more on melee attacks and open styles. If you switch forms, debuffs on enemies will not go away, but buffs on yourself will, buffs from totems will not go away until totem is killed. This can help to open play style more to change forms more often.
Magic form: Demigods HP and Mana are more than Battle form. Armor is also reduced.
Ability 1. 200, 400, 600, 800 mana. 5, 10, 10, 10 second cooldowns. Totems have a set amount of HP. This helps to prevent spam of them, also helps in strats on where to place them.
1. Set totems that give friendly Demigods 20% more experience in a given area. (Level 1)
2. Totems now also give friendly Demigods 20% more HP in a given area. Last 30 seconds. (Level 3)
3. Totems now also give friendly Demigods 20% more attack damage in a given area. Lasts 30 seconds. (Level 8).
4. Totems now also give friendly Demigods 20% more armor in a given area. (Level 10)
5. Totems will give buff to minions as well as friendly Demigods. (Level 16)
Abiilty 2. 300 Mana, 500 mana, 700 mana, 950 mana. 15, 20, 25, 30 second cooldowns. Mainly used to aid friendly Demigods getting out of range of an enemy or getting someplace under specific conditions. The last ones mana pool is set just right, if you have 4000 mana, 2000 damage is not much for 5 seconds of twirling while opening yourself to attack.
1. Spell: Wind power. Makes friendly Demigods speed 10% faster and armor increased by 200 for 5 seconds. (Level 1)
2. Spell: Wind power. Makes friendly Demigods speed 15% faster and armor increased by 400 for 5 seconds. (Level 3)
3. Spell: Wind power. Makes friendly Demigods speed 20% faster and armor increased by 600 for 5 seconds. (Level 9)
4. Spell: Tornado. Demigod turns into a still tornado in target location for 5 seconds dealing damage over time equal to half their mana pool. Smaller units will be hurled into the air. The tornado grants friendly Demigods in the area Wind Power. (Level 11)
Ability 3. 200 mana, 400 mana, 600 mana, 800 mana. 5, 7, 14, 14 second cooldowns. The point is to attack the Demigods with this when they are with units next to them.
1. Spell: Electric Bolts. Sends 1 electric bolt at an enemy, electric damage will spread to nearby enemies. (Level 1)
2. Spell: Electric Bolts. Sends 2 electric bolts at an enemy, electric damage will spread to nearby enemies. (Level 3)
3. Spell: Electric Bolts. Sends 3 electric bolts at an enemy, electric damage will spread to nearby enemies. (Level 8)
4. Spell: Electric Bolts. Sends 4 electric bolts to an enemy, electric damage will spread to nearby enemies. (Level 12)
Battle form: Geared towards melee combat, armor, strong damage.
Ability 1. 200, 200, 200, 200 mana. 5, 5, 5, 5 second cooldowns. This ability mainly used to open a range of play styles for this Demigod to each player.
1. Melee Fusion: Demigod fuses his/her weapon with the element of wind. Increasing his attack speed and movement speed by 10%. (Level 1)
2. Melee Fusion: Demigod fuses his/her weapon with the element of earth. This increases his/her weapon damage. (Level 3)
3. Melee Fusion: Demigod fuses his/her weapon with the element of electricity. This allows the Demigod to attack multiple units. (Level 5)
4. Melee Fusion: Demigod fuses hi/her weapon with the element of water. This allows the Demigod to poison each enemy he attacks. (Level 13)
Ability 2, 200, 400, 600, 800 mana, 1000 mana. 5, 10, 15, 15, 25, second cooldowns. This allows the Demigod to actually fight other Demigods in melee combat and opens more options in strategy with friendly Demigods.
1. Stoneskin: Demigod targets friendly’s or himself/herself to increase armor by 300 for 7 seconds. (Level 2)
2. Stoneskin: Demigod targets friendly’s or himself/herself to increase armor by 600 for 7 seconds. (Level 6)
3. Stoneskin: Demigod targets friendly’s or himself/herself to increase armor by 800 for 7 seconds. (Level 9)
4. Stoneskin: Demigod targets friendly’s or himself/herself to increase armor by 1200 for 7 seconds. (level 13)
5. Wall of Stone: Demigod unleashes a powerful Earth spell to turn an enemy to stone and incapacitates them for 5 seconds. Units or Demigod that is effected by this will not be able to move or take action. Unable to take damage as well. Wall of Stone replaces Stoneskin abilities. (Level 15)
Ability 3, 100, 300, 600, 1000 Mana. 6, 6, 6, 15 cool downs. 1, 1, 1, 3 second cast times. Similar to ice shower from TB, except the Swift Comet allows for more of an excitement factor.
1. Meteors: Demigod calls forth a meteor shower from the Heavens to damage enemies dealing 200 AOE damage, as well as reducing armor of any Demigods in the area by 200. (Level 1)
2. Meteors: Demigod calls forth a meteor shower from the Heavens to damage enemies dealing 400 AOE damage, as well as reducing armor of any Demigods in the area by 400. (Level 5)
3. Meteors: Demigod calls forth a meteor shower from the Heavens to damage enemies dealing 600 AOE damage, as well as reducing armor of any Demigods in the area by 600. (Level 10)
4. Swift Comet: Demigod unleashes a devastating spell calling a comet to deal AOE damage dealing 1000 AOE damage, as well as reducing armor of any Demigods in the area by 800. (Level 15)
Such detail worthy of a GPG employee
People need to stop posting their ideas and focus on frogboys. There are other threads for demigod ideas.
I wish! School path is headed in that direction .
I agree, giant detailed posts about completely different Demigod concepts kinda derails the thread.
I love Frogboys concept, I just think 2 of his major abilities don't fit.
Sounds like too much of a helper DG to me. It would be great to have one on my team and if the other team has one...your team is screwed. But 1v1 it appears too weak. If I had a regular clan I played with this would be great to have, but if you plan to randomly put people on teams this unit shouldn't be in the game unless each team has one of these.
I don't think we should even talk about or try to balance this game 1v1. 2v2 shoudl be the lowest. Trying to make every Demigod perfectly equal in a 1v1 match up can screw balance for 5v5 or just ruin overall class diversity.
I think the best character style you can do with that it is ancient native american shaman kinda thing. Go for an Aztec kinda vibe with Jaguar skin as clothing and colourful feathers and outfit.
Did you even read my post? Why would you say such a thing if somebody actually gives details regarding their Demigod? Frogboy said to give input and thoughts regarding his, he had did not have a name and most abilities. If you have ever brainstormed you would know how many ideas come out because of it. My Demigod is the result of my brainstorming off his basic idea. More than likely will not get noticed either.
You'll get there!
Personaly, though I love the gaming industry..I find it better to work in something different (economics) so to not be behind a pc 24h/7j . Life can't be all fun and games right +_+
Haha, Frogboys job is a dream job to me or anything of the sort in a higher position. A year or so left of college and hopefully will be on the right track. It can be if you make it . Apply what you know of economics into the gaming industry? Hmm..
[quote who="eX^" reply="4" id="2172007"]Quoting ShadowMastiff2468, reply 2Such detail worthy of a GPG employee I wish! School path is headed in that direction .[/quote]
U should Thow in another 10 levels or so 2 the max character level. maybe a few Ultimate Skills 2 chose from for level 25+... level 20 just feels 2 low 2 me
Well I spent like an hour typing out ideas for the crystal guys skills, Porygon. And they were extremely freaking awesome. :/ Some of Oculus too.
I figured it'd be better to come up with stuff for ones that already have concept art. And Oculus is already modeled..
Then.. I copyed it to make a new reply, and it didn't get copied. So lost it all.
But, I'm not going to type it again because I think this thread is just to humor the fans.
If GPG actually wanted ideas for skills for Porygon, then stardock knows my email and Tyo and others know me on IRC..
Jist of it was giving him some passives that are defensive and a harden active skill which besides its own bonus it increases the effect of these passives. 2 aoe skills, one which removes buffs from nearby enemies(including item buffs like bracelet of rage, wand of speed, +4mps aura) and he had a "Shatter Enhancements" passive that made it so whenever buffs end on enemies they take damage, whether them ending naturally or from his removal. Then there was an aoe where he explodes himself, then 3 seconds later implodes back, dealing damage both times, with less damage far away(since the crystals are more spread out, so less would hit feasibly) which also has the effect of making it so he can't be targeted for those 3 seconds so it works as an escape mechanism. However, damage taken from aoe's which target the ground he's over would be increased during those 3 seconds.
Lastly was a skill which allows him to form around an ally(changing that allies texture to a crystal shader like porygon would have.. like on prison) which allows him to be apart of that ally, using skills without any cast animation and without interupting that ally. All he'd be able to do is use skills to protect that ally, not move or attack, but the ally would gain his passive effects and current health. Health doesn't combine or anything, so the formed onto ally is just as easy to kill as Porygon is. If that ally dies he returns to normal with full health. And at level 1 only your first skill would be usable when formed on an ally, at lvl 2 he can use his first 2, at lvl 3 he can use all 3 other skills except of course form ally since it'd be recharging.
I wrong it out much more detailed, with how things would work together better explained, but I don't feel like writing it again when it took so long when it feels like it'd be meaningless.
First level totem giving %20 more experience? That sounds OP already. Just imagine, Citadel upgrade + experience flag + totem. You won't have a problem getting your Bully achievement as long as you have this Demigod. Maybe health, armor, mana, and the whatnot, but experience sounds WAAYY too cheap already.
These are not finalized. I should have changed mine to 10%. But in my post, you can destroy the totem, so 20% is not much if you can get rid of them. 200 mana every 5 seconds if they destroy your totems can rack up pretty high. So, really, 20% is not that bad if the other team handles it.
As long as the totem is attackable (but immune to AOE), I think (as long as the %s are adjusted) it would work great.
This would be incredibly frustrating to play against. You'd never have control of your dg and it owuld essentially be them dominating you while you watched unable to do anything.
Anyways, here's my idea(my numbers would probably be OP though):
Name: Usurper
Description: A vile snake that spits venom from a distance. He has the ability to burrow to various locations.
Playstyle: Hit and Run. Assassin type. Forces of Darkness.
Physical attributes: Low health. Medium mana capacity(close to QoT's or Sedna's). Low to moderate base damage, 20 yd range on the attack. Moderate movement speed. Moderate rate of fire.
Ability 1 - Burrow(triggered, 5 levels 1,4,7,10): The Usurper burrows to the target location(15 yd range). Mana cost should be comparable to bramble shield, cast time should be between instant and 0.3 seconds. Cooldown should be 7 seconds. Upon unburrowing, the Usurper gains a weapon bonus for the next few seconds, as a rough idea 15/1(damage/seconds) at level 1, 30/2 at level 2, 45/3 at level 3, 60/4 at level 4. Level 5 in the line increases the range to 30 yds but does not carry other bonuses(should probably carry a different name).
Ability 2 - Improved Burrowing(passive, 3 levels 5,10,15): The cooldown on the Usurper's burrow is reduced. 20% at level 1, 30% at level 2, 40% at level 3.
Ability 3 - Bask(triggered, 4 levels 1,4,7,10): Costs 0 mana. 1.5 second cast time. 15 second cooldown. The Usurper enters a vulnerable state where he cannot move, use abilities, or capture flags and has 0 armor for the next 8 seconds. His health and Mana regeneration are increased by 100% per level of this ability. Due to the highly reflective nature of his scales, his position on the map is revealed when he starts the cast.
Ability 4 - Godnap(triggered, 3 levels 5,10,15): Costs a significant amount of mana. 2 second cast time. 45 second cooldown. Burrows to an enemy demigod's location and drags him back to your original location. Range increases with levels, 10 yds at level 1, 15 yds at level 2, 20 yds at level 3
Ability 5 - Constrictor(triggered, 4 levels 1,4,7,10): Mana costs and range comparable to pounce. 0.3 second cast time. 10 second cooldown Interrupts and stuns target while in effect. Constricts target, dealing 200 damage per second for 1 second at level 1, 200 damage per second for 2 seconds at level 2. 300 damage per second for 2 seconds at level 3, 300 damage per second for 3 seconds at level 4.
Ability 6 - Cold Blooded(passive, 3 levels 2,5,8): Enhanced mana regeneration. An additional 5 at level 1, an additional 10 at level 2, an addition 15 at level 3. The values are cumulative if necessary.
Ability 7 - Swiftness of the Serpent(passive, 3 levels 2,5,8): Skill cooldown reduction aura. All allies within 15 yds receive reduced cooldowns. 10% at level 1. 15% at level 2. 20% at level 3.
Ability 8 - Venom(passive, 3 levels 2,5,8): Each of your attacks reduces enemy mana by 5% of the damage dealt per level of venom.
Nothing too specific for me... but Light needs a fast melee dps and dark needs a tank.
There should also be a female assassin.
As long as I like the character's look, I would play it, regardless of strength.
I feel charm beast would be great if they would increase the strength of grunts. As it is right now, all that would is give the other team more exp and deny your team. (Unless he got EXP for 'killing' them)
I think it is better to just go ahead and sticky this .
It always seems to end in the bottom of the page because of repeat complains when it is important.
[quote who="eX^" reply="9" id="2172051"] Did you even read my post? Why would you say such a thing if somebody actually gives details regarding their Demigod? Frogboy said to give input and thoughts regarding his, he had did not have a name and most abilities. If you have ever brainstormed you would know how many ideas come out because of it. My Demigod is the result of my brainstorming off his basic idea. More than likely will not get noticed either.[/quote]I was talking about other peoples posts ex^ yours is actually on topic.
I was under the impression Frogboy wanted people to post their own concepts as well as make changes to his own, consolidating all new demigod ideas into 1 thread. Hence "These are just my ideas, feel free to add." Let Frogboy state he wants new demigod concepts in another thread, don't police his thread for him.
I read through your post eX, I like alot of you ideas but to make a few comments. On these 2 spells particularly, unless I'm reading it wrong, you have 2 spells that turn from friendly target spells into opponent target spells. I don't like the idea of them switching from defensive spells to offensive spells... seems a little counter-intuitive.
I like alot of your other ideas, but I think you need to tweak the totems and the melee fusion abilities. Stacking that many buffs in one skill seems a bit too powerful. I mean... those skills make your melee better than any artifact in the game. If they do add multiple effects on the same attack/totem, then their effects need to be greatly reduced.
I agree with this point. This demigod in a sense ruins the mythology of the game as it stands currently. If they want to do an expansion with "normal, typical" fantasy characters that is one thing. The thing that lends charm to demigod is its unique mythology. This is a mythology based more in norse mythology than that of medievil camelot with knights and wizards adn such.
Let me make myu opinion clear, skip the stuff that has been beaten to death. No wizards, no knights, no dragons, no elves, no orcs, and no dwarves.
Chuck Norris.
He would have one skill. The Round House. With Insta Cast and Instant Cool down.
Also the roundhouse would deal over 9000 dmg to all demigods/units/buildings within a certain range.
There are many great features available to you once you register, including:
Sign in or Create Account