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.
Personally, the whole mage thing doesn't seem too far off like the TB (I've said this in a previous post). Maybe later on throughout the year the mage idea woul appeal more to me, however at the moment I would like to see awesome creative innovative NEW ideas.
I agree. Frogboy's New Demigod Concept of a Mage is not that new, and some of us expect a more original & daring concept.
I still like the idea of the Cthulhu demigod.
*bump
So i've read a few of the of the other people's suggestions for demigods, and I was surprised no one (that I've read anyway) had yet suggested a Cthulian influenced demigod. Being a long time fan of Lovecraft's work, and seeing as to how his mythology would be easy to link to Demigod's, I'd like to propse the idea of a Cthulian demigod, Kul'Thar.
To those unfamiliar with the Lovecraft's work, here's a brief summary of his Cthulhu mythos.
Basically, Lovecraft defines gods as giant alien beings known as "ancient ones." Long ago, different "Ancient Ones" descended from the sky, and man being primitive and tribal worshipped these beings as gods because of their size, appearence, and supernatural powers. One of these Ancient Ones, "Cthulhu" was a god of chaos and madnes of sorts. He was worshipped by a number of cults throughout the world, who practiced a religion similar to Voodoo. Cthulhu basically weilds psychic powers which drive people insane, in fact the sheer visage of his avatar his avatar is horrifying enough to drive a man insane.
I was thinking Kul'Thar could have a similar background, he could be the demigod from the deep. He would be tall and bipedal, with green slimy skin and perhaps some tentacles on or around his face for good measure. I think a General type character would fit his character the best, his minions could be little creatures from the deep with fish-like faces, spines on their back, large fish eyes. I haven't thought of a mechanic for summoning them yet, but perhaps someone else could lend a hand with that.
I'd really like if Kul'thar completely relied on his units to do damage, and simply cast debuff and crowd control abilities. There doesn't appear to be a demigod that does this as of now. Erebus is the closest to being able to do this now, but he can hold his own as a single unit. I'd like if Kul'thar was completely unit damage based.
1. Fear: Fear causes the enemy demigod to lose control of their character for a breif moment and causes them to run in a random direction away from the battle for 2 seconds and reduces their armor. Each progressive level of Fear increases the time a demigod is feared with a cap of 5 possibly 7 seconds. At lvl 15, fear grants the ability madness.
Madness: Top of the fear tree. With madness, the enemy demigod loses control of their character for 7 seconds and attacks his nearby allies. If he kills one of his allies in that 7 seconds, the kill goes to the demigod who cast madness.
2. Stench: Stench can be some kind of debuffing aura which surrounds the demigod. The aura could possibly reduce enemy armor, or possibly slow their movement within an acceptable range of the demigod.
3. Summon Unit: As this tree evolves he can summon more powerful units to compliment his army of small melee units. At level 15 his summon summons 5 basic unit(basic melee unit), 2 strong melee unit(like giants) , 2 ranged units (shoot slime/acid)
4. Increase unit damage/armor tree
5. Supernatural/tentacle Armor: Increases the armor rating making him more durable.
6. Hex: Casted ability increases the cooldown time for enemy demigod's abilities, and slows their movement. At level 15, this ability doubles the cooldown time.
7. General Minion Tree
Maybe also give him some kind of passive mana regen ability as well to help supplment his high mana usage.
A change i would like to see that is purley for looks and a bit of emersion, would be to the dark side to have its minions be more unique. Like not just light minions colored black, such as insted of dark angels they be demons that look a lot more evil and insted of dark giants they be like dark walkers or something. Nothing to change the gameplay so they would still function the same but atleast when ur on the dark side it would look like your on the dark side insted of being just a different color.
I don't like it. It doesn't seem very interesting or fun to play.
Ability 1 is just a passive you use, not very interesting.
Ability 2 is too similar to oak's shield.
Ability 3 is alright, it just needs to prioritize demigods. If you can't guarantee damage to demigods when they are in the AoE it will be weak.
Ability 5 is an unusual summon, but I think a more traditional would be better. 15% of a wave is nothing much and this ability relies too much on your enemy upgrading their forces. I think the concept could be reworked so that it kills enemy grunts and changes them into summoned units.
Ability 6 could be something to work with, but it should do more. Perhaps enhance his minions too.
Ability 7 seems inappropriate. This character should most likely be ranged if you are going with the caster model (he will not want to go toe to toe with the tougher melee demigods.)
Ability 8 is boring too, it reduces him to a walking walet for the citadel.
Overall, I think this is a below the level of the other demigods when the new demigods should be shooting for a higher goal. They should be more unique and interesting (as a number of the existing demigods are fairly straight laced.) The concept is realized in the character concept, but not in his skills. The only skill that made me think wizard was his Magic Missile spell.
I see the start of 3 decent skills though.
1) Magic Missile: An AoE nuke, the key here will be how the missiles act. This should be more than just another version of Rain of Ice (without the snare), it should feel different.
2) Magic Shield: Just immunity is obviously too similar to oak, but it could be changed. This could perhaps be an AoE shield that you turn on/off. Demigods inside take less damage from abilities. Perhaps it could function so skill damage is reduced by X% and the player under the effect of the shield gains mana when hit by a skill. Just plain immunity is a weaker version of oaks shield and too close to an existing skill though.
3) Grunt conversion: This could work, but straight changing sides isn't that good a skill. This should be his version of summoning spirits or nightwalkers.
Dare to ask, why this thread isn't posted in the Ideas subsection? It's a shame to sit in the General area, where all the irrelevant stuff gets posted...
About Frogboy's ideas:
Ability 1: it's ok for a support character, but i think there must be a way to use any one of the 4 states, any time you wish. Each one of them can be useful at a given time, depending on the situation. For example, the last state, at lvl 10, the armor bonus is futile if you play against magic dps dealers, like TB. A state 2, for HP, would be more appropiate in this situation. So you need a way to switch states.
Ability 2: No Immunity. It's enough that Oak has it. It's a very powerfull ability that should remain to one DG, the Oak.
Ability 3: The only problem with i have with it is that's too generic.
Ability 5: That's interesting, but i only find it useful later in the game and maximum lvl.
Ability 6: I guess it's need...
Ability 7: I don't think i understand this (the dmg formula). But for a wizard, melee is kinda weird.
Ability 8: Don't know what to say about it. It seems kinda unfair for him to be able to cash more money than other demigods, and buy more stuff than others. It could raise balance issues, as gold is really, really important in Demigod.
All in all this is not a type of Demigod i would enjoy playing.
I wish there was a thread where people could post only ability ideas, so the team at GPG could pick the best ones and make some demigods combining the most interesting abilities. I think this would be much easier than posting whole demigods concepts.
A hero that self-replicates would be cool. It'd make for an interesting general.
Well, a mirror ability would be cool. You could make mirrors of yourself (clones, if you wish), so the enemy can not tell which is the real you. Of course this one was in DOTA also, but is hard to avoid inspiring from that game. At 80+ heroes, the best abilities are already invented, lol.
U should make some kind of a Centipede type Demi god as a assassin, give him some invis and speed boost, somthing like that + alot more obviously, just think it would look cool 2 c some Wierd Creature besides beast,-
off topic what about a druid and he can have a tree to change into forms, pet handler,or healer
True, but if he is spending 3-5 levels on a Gold boost, that's 3-5 levels he doesn't have spent in more "useful" abilities. If it was balanced right, you'd be trading equipment/upgrads for abilities pretty much.
Several posts have been very different, even my own. Only to be discarded.
Oh yes please ^^
How about a Shadow Fiend who's abilities are based around Speed (maybe teleportation), invisibility (this should be a mode that enables a deadly strike ability line & a self healing ability line). A deadly strike would make the assain visible and they would have a cooldown before they could become invisible again, the strike would centre round a single devistating blow.
While invisible they could still be harmed by area effects, and would also have a self healing line that only works while visible, so they would have to back off to use it.
My idea for a new demigod. It would obviously need balancing and some tuning.
Name: Changeling
Type of demi god: Assassin
The changeling is a warped being who is able to twist his body into various shapes at will. In his natural form the changeling looks like a large man in a loin cloth except animal limbs and heads press seemingly randomly out of his skin only to be reabsorbed, when he strike claws form at his finger tips.
Ability 1: As the Crow flies
Level 1 The shape shifter takes the form of a large crow +50% speed, he reverts to his native form if he attempts to attack.
Level 2 The shape shifter has now fully mastered flight gaining +100% speed in crow form
Ability 2: Form of the peon
Level 1 The shape shifter can alter his shape and size to appear as a basic troop in his own sides colours, this form allows him to sneak up on his enemies before striking, with out them realising how dangerous he is. When he strikes he reverts to his natural form.
Level 2 The shape shifter takes on the form of an enemy basic troop helping him to sneak behind enemy lines, towers are not fooled however and will still open fire on him.
Level 3 mouse form, in mouse form the changeling is very small and hard to see he has a 90% change of dodging all but area attacks and towers will not fire on him. He will revert to normal form if he attacks.
Ability 3: The changeling can assume the form of a dragon to various degrees depending on his progression.
Level 1 Dragon claws, the changeling sprouts large razor sharp claws +25 to damage.
Level 2 Dragon Scales, +500 armour +10 healing per second.
Level 3 Terrible Maw +100 to damage. 10% life stealing
Level 4 Winged Beast, +200% movement, the dragon form now has wings.
Level 5 Dragons Breath, The dragon form can now spit a fire ball doing 800 points of damage with a long cool down.
Ability 4: The swarm the changeling transforms itself into a ravenous swarm of insects and surrounds it's target consuming their flesh. While in this form only area effect damage can harm the changeling. The swarm will surround the single target chosen until they die or the changeling runs out of mana at which point they reform into their normal form.
Level 1 - 100 damage per second costs 100 mana a second to stay in this form. 10% life stealing.
Level 2 – 200 damage per second costs 100 mana per second to stay in this form. 20% life stealing.
Level 3 – 600 damage per second costs 200 mana to stay in this form. 30% life stealing.
that wizard idea is pretty good. I would love to see it.
The High Sage, Guardian/Lord of Knowledge : just some ideasType of Demigod: General
I think assassin might be a bit better for a mage base on the description of being a 'classic wizard'General description: More of a classic wizard. Carries a staff, wears long robes.
Abilities: Ability 1.Set totems that give friendly Demigods 20% more experience in a given area. (level 1) Too powerful Totems now also give friendly Demigods 20% more HP in a given area. Last 30 seconds. (level 3) totems now also give friendly Demigods 20% more attack damage in a given area. Lasts 30 seconds. (level 8).totelms now also give friendly demigods 20% more armor in a given area. (level 10)
Instead of a totem, i think it should be an aura centered on a target: Ex cast on an ally to have it move with them
Giving bonuses to friendly Demigods only and not minions seems more Assassin than general. I think the following may work
Level 1: 5% HP 20 seconds
Level 2: 10%HP, 5% Damage 25 seconds
Level 3: 15%HP, 10% Damage 10% Armor 30 seconds
Level 4: 20%HP, 20% Damage 20% Armor 30 seconds
At least 60 seconds cooldownAbiilty 2.Spell: Immunity. Makes friendly demigods immune from attacks for 2,3,4 seconds (depending on level).
As others have said, other Demigods have this. What about interupting/canceling an ability like:
Spell Ward. Blocks next hostile ability used inside its area, blocks 1,2,3 abilities. A blocked ability is canceled right before its cast time is done and uses mana as if it had been cast. The ward moves with the mage. Only expires when all 'charges' have been used to block abilities, but cooldown also doesn't start until then. Higher levels give more range in addition to canceling more abilitiesAbility 3. 1. Magic Missile. Sends 1,2,4,8 magic missles (depending on level) at a target area that does area damage.
Classic Mage ability. I can think of a slight change:
make it targeted on an enemy Demigod. Then x creeps/minions around that Demigod get hit with exploding magic missiles plus one on the Demigod. Ability 5.
Charm beast. Causes 15%, 30%, 45% of enemy reinforcements to switch sides depending on level.
What about: Confusion: causes all enemy reinforcements to attack closest target firends or foe for 5/10/5 seconds
Ability 6. Magic Armor. Provides 400, 800, 1200, 1600 armor depending on level.
I like it, you could also reduce the bonuses and make it a targetable aura like I suggested doing with ability 1 Ability 7. Melee Combat. Base melee damage with staff adds 5 times level, 10 times level, 20 times level.
DOES NOT FIT A MAGE
I think this would be much better: Arcane Knowledge - makes all other abilities slightly stronger
Ability 8. Money Purse. Provides 2, 4, 8 more gold per second to that player.
What about Item Lore: Gives a 5/10/15% boost to the effectiveness of an item used by the mage(ex 100 HP bonus -> 105/110/15Thoughts?
Ability 6.
Ability 7.
Ability 8. Thoughts?
Thats very cool, with a complete new style of gameplay. Like it.
just wanted to point out "cthuhlu inspired" demigod would TEH rox
If you bring in a tentacle demigod, i DEAMAND him having some form of tentacle grip he uses to squeeze other demigoddesses....
Or bitchslap the demigods.
I like it. Very Joan-of-Arc.
Referring of course to the stats array for "The Maid" on page 3.
cuz erebus, along with qot and reg, were so unique...
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